I have a test application, that contains 29 Test's inside Single TestFixture.I have defined single TestFixtureSetUp and TestTearDown.Each test internally create many Objects which inturn contains many Thread. Till Now I didnt used IDisposable.
My Doubt: Will the objects be disposed after completing each test by the Nuint. Please correct me if i am wrong.
Sorry, if i am wrong.
Thanks,
Vigi
AFAIK the objects will be processed by the garbage collector non-deterministically. Nothing special is done by NUnit to dispose of anything created in the test, I've often had situations where I've crashed the test runner. You'll probably want to manage and destroy the threads inside each test.
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Could someone help me. I have a hard time to implement UITests and store the result for future upload to TestRail (when all tests is completed.
I have testRailmanager with two method
createRun() (this method make api call returning testRunID used by second endpoint)
sendResults([TestResult]]
Everything is working if I have only one XCTestCase with multiple test methods for example: RegistrationUITests: XCTestcase)
Unfortunately if I add multiple files with multiple XCTestCase like this and run parallel tests
TestLoginUITests.swift
TestDashboardUITests.swift
TestEventsUITests.swift etc. the manager is not shared between test.
I tried singleton TestRailManager.shared, I tried have a manager as global constant. But nothing
What is the easiest way to share the data between multiple XCTests classes running parralel? Thank you
I don't understand the GTask functionality? why do I need this?
In my mind it is like callback.. you set a callback to a source in some context and this callback is then called when event is happening.
In general, i'm a bit confused about what is a Context and a Task in GLib and why do we need them.
In my understanding there is a main loop (only 1?) that can run several contexts (what is a context?) and each context is related to several sources which in their turn have callbacks that are like handlers.
So can someone please make some sense for me in it all.
I don't understand the GTask functionality? why do I need this? In my mind it is like callback.. you set a callback to a source in some context and this callback is then called when event is happening.
The main functionality GTask exposes is easily and safely running a task in a thread and returning the result back to the main thread.
In general, i'm a bit confused about what is a Context and a Task in GLib and why do we need them. In my understanding there is a main loop (only 1?) that can run several contexts (what is a context?) and each context is related to several sources which in their turn have callbacks that are like handlers.
For simplicity I think its safe to consider contexts and loops the same thing and there can be multiple of them. So in order to be thread-safe the task must know which context the result is returned to.
I've been given the task to clean up some existing Swift code on our project which has just been converted to Swift 3. However, I keep seeing this which looks suspect to me.
OperationQueue().addOperation(someOperation)
Here are the concerns/issues I have...
The queue instance is created and used right there. No reference to it is stored for use elsewhere.
Because of the above, there will only ever be one operation in the queue, so why use the queue at all?
Since no one is holding a reference to the queue, under ARC, shouldn't it be instantly deallocated, and if so, what happens to the now-executing operation itself? Does it get interrupted, aborted or does it still complete?
Anyway, I'm wondering if I'm missing something or am unaware of a 'feature' of NSOperationQueue and NSOperations that make this code make sense. Can anyone shed light on this, or do you agree this is bad practice?
I've seen this pattern too. I think it works like NSURLConnection: the NSOperationQueue "knows" it has a pending operation and doesn't allow itself to go out of existence immediately. Also keep in mind that an NSOperationQueue isn't really a "thing"; it's a kind of front for an underlying dispatch queue.
It makes a certain sense to use this pattern in situations where there is no reasonable place to store a reference to the queue. And you can use it to powerful effect, as in this example where the operation has dependencies and thus is not executed until all the dependencies are.
Personally, however, if I'm not taking advantage of NSOperation features of that sort, I'd be more inclined to use GCD directly.
(As to your middle point, it would not make sense to execute on the main thread, because what if the operation is lengthy? You'd be blocking the main thread. However, do note that if all you're trying to say is "do this after everything else", Swift gives you defer.)
Ok I've created some class which inherits from UObject. I can created it in level BP (using Construct object node) and store reference in my BP variable. When I'm creating object I'm setting Outer as self. So level BP owning newly created object. Now my question is how to delete this object from memory? I tried to set BP variable to null but it seems that I need to destroy level to release this object. Any idea how to do it without destorying level?
I have no access to UE4 at this moment but I hope this can help/hint you to a right direction:
UObjects are managed by the garbage collector. To create a UObject appropriately, use NewObject(), NewNamedObject() and ConstructObject(). It is possible to configure the way UObjects will be handled by garbage collector at the time of creation with Object Flags enumeration. (If you like to learn more about UObject Instance Creation, you can go here: hhttps://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Objects/Creation/index.html )
This way, you should not call new or delete on UObjects. If UObject is no longer needed, it usually means that there are no references to it (this may, however differ, depending on the context and garbage collection flags used at the moment of UObject creation). In this situation, you can run ForceGarbageCollection() function:
GetWorld()->ForceGarbageCollection(true);
Please note, that calling this method may cause crashes in some situations, particularly when object is already being destroyed by garbage collector or has a value of null.
Also, if you like to learn more about Unreal Object Handling, you can go here: hhttps://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Objects/Optimizations/index.html
Credit : https://answers.unrealengine.com/questions/219430/explicitely-delete-a-uobject.html
Ps. StackOverflow doesn't allow me to post more than two links because I don't have enough reputation ... so remove the first 'h' from my broken links, it'll work.
I managed to resolve this, I also got some clues given on unreal answer hub: https://answers.unrealengine.com/questions/337525/how-to-delete-object-using-blueprints.html
So basically answer is: set reference variable to null, and at some moment GC will release it. But don't expect to have this instantly.
I've been doing unit testing and I ran into this weird bad problem.
I'm doing user authentication tests with some of my services/mappers.
I run, all together about 307 tests right now. This only really happens when I run them all in one batch.
I try to instantiate only one Zend_Application object and use that for all my tests. I only instantiate it to take care of the db connection, the session, and the autoloading of my classes.
Here is the problem.
Somewhere along the line of tests the __destruct method of the Zend_Session_SaveHandler_DbTable gets called. I have NO IDEA WHY? But it does.
The __destruct method will render any writing to my session objects useless because they are marked as read-only.
I have NO clue why the destruct method is being called.
It gets called many tests before my authentication tests. If I run each folder of tests individually there is no problem. It's only when I try to run all 307 tests. I do have some tests that do database work but my code is not closing the db connections or destructing the save handler.
Does anyone have any ideas on why this would be happening and why my Zend_Session_SaveHandler_DbTable is being destructed? Does this have anything to do with the lifetime that it has by default?
I think that what was happening is that PHPUnit was doing garbage collection. Whenever I ran the 307 tests the garbage collector had to run and it probably destroyed the Zend_Session_SaveHandler_DbTable for some reason.
This would explain why it didn't get destroyed when fewer tests were being run.
Or maybe it was PHP doing the garbage collection, that makes more sense.
Either way, my current solution is to create a new Zend_Application object for each test class so that all the tests within that class have a fresh zend_application object to work with.
Here is some interesting information.
I put an echo statement in the __destruct method of the savehandler.
The method was being called ( X + 1 ) times, where X was the number of tests that I ran. If I ran 50 test I got 51 echos, 307 tests then 308 echos, etc.
Here is the interesting part. If I ran only a few tests, the echos would all come at the END of the test run. If I tried to run all 307 tests, 90 echos would show up after what I assumed were 90 test. The rest of the echos would then come up at the end of the remaining tests. The number of echos was X + 1 again, or in this case 308.
So, this is where I'm assuming that this has something to do with either the tearDown method that PHPUnit calls, or the PHP garbage collector. Maybe PHPUnit invokes the garbage collector at teardown. Who knows but I'm glad I got it working now as my tests were all passing beforehand.
If any of you have a better solution then let me know. Maybe I uncovered a flaw in my code, phpunit, or zend, that hadn't been known before and there is some way to fix it.
It's an old question, but I have just had the same problem and found the solution here. I think it's the right way to solve it.
Zend_Session::$_unitTestEnabled = true;