Next step in upgrading Tracks to Rails 2.2. Some highlights:

* Ran rake rails:update
* Added old actionwebservice framework
* Updated RSpec and RSpec-Rails
* Removed asset_packager plugin (not compatible, Scott no longer maintaining), and replaced with bundle_fu. See the bundle_fu README for more info.
* Hacks to UJS and ARTS plugins, which are no longer supported. Probably should move off both UJS and RJS.
* Hack to flashobject_helper plugin (upgrade to Rails 2.2-compatible version if/when it comes out.)
* Hack to skinny-spec plugin, for Rails 2.2 compatibility. Should check for official release.
* Hacks to resource_feeder plugin, for Rails 2.2 compatibility. Should check for official release (not likely) or move off it.
* Addressed some deprecation warnings. More to come.
* My mobile mime type hackery is no longer necessary with new Rails features. Yay!
* Updated environment.rb.tmpl with changes

TODO:
* Restore view specs marked pending
* Fix failing integration tests.
* Try selenium tests.
* Investigate OpenID support.
* Address deprecation warnings.
* Consider moving parts of environment.rb to initializers
* Address annoying config.gem warning about highline gem
This commit is contained in:
Luke Melia 2008-11-29 12:00:06 -05:00
parent 6d11ebd1b0
commit 35ae5fc431
394 changed files with 15184 additions and 9936 deletions

View file

@ -5,15 +5,15 @@ require File.dirname(__FILE__) + '/spec_helper'
describe "Examples with no descriptions" do
# description is auto-generated as "should equal(5)" based on the last #should
it do
specify do
3.should equal(3)
5.should equal(5)
end
it { 3.should be < 5 }
specify { 3.should be < 5 }
it { ["a"].should include("a") }
specify { ["a"].should include("a") }
it { [1,2,3].should respond_to(:size) }
specify { [1,2,3].should respond_to(:size) }
end

View file

@ -0,0 +1,33 @@
require File.dirname(__FILE__) + '/spec_helper'
class MessageAppender
def initialize(appendage)
@appendage = appendage
end
def append_to(message)
if_told_to_yield do
message << @appendage
end
end
end
describe "a message expectation yielding to a block" do
it "should yield if told to" do
appender = MessageAppender.new("appended to")
appender.should_receive(:if_told_to_yield).and_yield
message = ""
appender.append_to(message)
message.should == "appended to"
end
it "should not yield if not told to" do
appender = MessageAppender.new("appended to")
appender.should_receive(:if_told_to_yield)
message = ""
appender.append_to(message)
message.should == ""
end
end

View file

@ -1,21 +1,21 @@
Story: cells with less than two neighbours die
As a game producer
I want cells with less than two neighbours to die
So that I can illustrate how the game works to people with money
Scenario: cells with zero or one neighbour die
Given the grid looks like
........
.XX.XX..
.XX.....
....X...
........
When the next step occurs
Then the grid should look like
........
.XX.....
.XX.....
........
........
Story: cells with less than two neighbours die
As a game producer
I want cells with less than two neighbours to die
So that I can illustrate how the game works to people with money
Scenario: cells with zero or one neighbour die
Given the grid looks like
........
.XX.XX..
.XX.....
....X...
........
When the next step occurs
Then the grid should look like
........
.XX.....
.XX.....
........
........

View file

@ -1,21 +1,21 @@
Story: cells with more than three neighbours die
As a game producer
I want cells with more than three neighbours to die
So that I can show the people with money how we are getting on
Scenario: blink
Given the grid looks like
.....
...XX
...XX
.XX..
.XX..
When the next step occurs
Then the grid should look like
.....
...XX
....X
.X...
.XX..
Story: cells with more than three neighbours die
As a game producer
I want cells with more than three neighbours to die
So that I can show the people with money how we are getting on
Scenario: blink
Given the grid looks like
.....
...XX
...XX
.XX..
.XX..
When the next step occurs
Then the grid should look like
.....
...XX
....X
.X...
.XX..

View file

@ -1,42 +1,42 @@
Story: Empty spaces with three neighbours create a cell
As a game producer
I want empty cells with three neighbours to die
So that I have a minimum feature set to ship
Scenario: the glider
Given the grid looks like
...X..
..X...
..XXX.
......
......
When the next step occurs
Then the grid should look like
......
..X.X.
..XX..
...X..
......
When the next step occurs
Then the grid should look like
......
..X...
..X.X.
..XX..
......
When the next step occurs
Then the grid should look like
......
...X..
.XX...
..XX..
......
When the next step occurs
Then the grid should look like
......
..X...
.X....
.XXX..
......
Story: Empty spaces with three neighbours create a cell
As a game producer
I want empty cells with three neighbours to die
So that I have a minimum feature set to ship
Scenario: the glider
Given the grid looks like
...X..
..X...
..XXX.
......
......
When the next step occurs
Then the grid should look like
......
..X.X.
..XX..
...X..
......
When the next step occurs
Then the grid should look like
......
..X...
..X.X.
..XX..
......
When the next step occurs
Then the grid should look like
......
...X..
.XX...
..XX..
......
When the next step occurs
Then the grid should look like
......
..X...
.X....
.XXX..
......

View file

@ -1,42 +1,42 @@
Story: I can create a cell
As a game producer
I want to create a cell
So that I can show the grid to people
Scenario: nothing to see here
Given a 3 x 3 game
Then the grid should look like
...
...
...
Scenario: all on its lonesome
Given a 3 x 3 game
When I create a cell at 1, 1
Then the grid should look like
...
.X.
...
Scenario: the grid has three cells
Given a 3 x 3 game
When I create a cell at 0, 0
and I create a cell at 0, 1
and I create a cell at 2, 2
Then the grid should look like
XX.
...
..X
Scenario: more cells more more
Given the grid has three cells
When I create a celll at 3, 1
Then the grid should look like
XX.
..X
..X
Story: I can create a cell
As a game producer
I want to create a cell
So that I can show the grid to people
Scenario: nothing to see here
Given a 3 x 3 game
Then the grid should look like
...
...
...
Scenario: all on its lonesome
Given a 3 x 3 game
When I create a cell at 1, 1
Then the grid should look like
...
.X.
...
Scenario: the grid has three cells
Given a 3 x 3 game
When I create a cell at 0, 0
and I create a cell at 0, 1
and I create a cell at 2, 2
Then the grid should look like
XX.
...
..X
Scenario: more cells more more
Given the grid has three cells
When I create a celll at 3, 1
Then the grid should look like
XX.
..X
..X

View file

@ -1,17 +1,17 @@
Story: I can kill a cell
As a game producer
I want to kill a cell
So that when I make a mistake I dont have to start again
Scenario: bang youre dead
Given the grid looks like
XX.
.X.
..X
When I destroy the cell at 0, 1
Then the grid should look like
X..
.X.
..X
Story: I can kill a cell
As a game producer
I want to kill a cell
So that when I make a mistake I dont have to start again
Scenario: bang youre dead
Given the grid looks like
XX.
.X.
..X
When I destroy the cell at 0, 1
Then the grid should look like
X..
.X.
..X

View file

@ -1,53 +1,53 @@
Story: The grid wraps
As a game player
I want the grid to wrap
So that untidy stuff at the edges is avoided
Scenario: crowded in the corners
Given the grid looks like
X.X
...
X.X
When the next step is taken
Then the grid should look like
X.X
...
X.X
Scenario: the glider returns
Given the glider
......
..X...
.X....
.XXX..
......
When the next step is taken
and the next step is taken
and the next step is taken
and the next step is taken
Then the grid should look like
......
......
.X....
X.....
XXX...
When the next step is taken
Then the grid should look like
.X....
......
......
X.X...
XX....
When the next step is taken
Then the grid should look like
XX....
......
......
X.....
X.X...
Story: The grid wraps
As a game player
I want the grid to wrap
So that untidy stuff at the edges is avoided
Scenario: crowded in the corners
Given the grid looks like
X.X
...
X.X
When the next step is taken
Then the grid should look like
X.X
...
X.X
Scenario: the glider returns
Given the glider
......
..X...
.X....
.XXX..
......
When the next step is taken
and the next step is taken
and the next step is taken
and the next step is taken
Then the grid should look like
......
......
.X....
X.....
XXX...
When the next step is taken
Then the grid should look like
.X....
......
......
X.X...
XX....
When the next step is taken
Then the grid should look like
XX....
......
......
X.....
X.X...