rspec 0.0.10
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- data/.autotest +3 -0
- data/.gitignore +7 -0
- data/History.txt +1104 -0
- data/MIT-LICENSE +20 -0
- data/Manifest.txt +387 -0
- data/README.txt +36 -0
- data/Rakefile +88 -0
- data/TODO +1 -0
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- data/bin/spec_translator +8 -0
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- data/examples/pure/before_and_after_example.rb +40 -0
- data/examples/pure/behave_as_example.rb +45 -0
- data/examples/pure/custom_expectation_matchers.rb +54 -0
- data/examples/pure/custom_formatter.rb +12 -0
- data/examples/pure/dynamic_spec.rb +9 -0
- data/examples/pure/file_accessor.rb +19 -0
- data/examples/pure/file_accessor_spec.rb +38 -0
- data/examples/pure/greeter_spec.rb +31 -0
- data/examples/pure/helper_method_example.rb +14 -0
- data/examples/pure/io_processor.rb +8 -0
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- data/examples/pure/legacy_spec.rb +11 -0
- data/examples/pure/mocking_example.rb +27 -0
- data/examples/pure/multi_threaded_behaviour_runner.rb +28 -0
- data/examples/pure/nested_classes_example.rb +36 -0
- data/examples/pure/partial_mock_example.rb +29 -0
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- data/examples/pure/shared_example_group_example.rb +81 -0
- data/examples/pure/shared_stack_examples.rb +38 -0
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- data/examples/pure/stack_spec_with_nested_example_groups.rb +67 -0
- data/examples/pure/stubbing_example.rb +69 -0
- data/examples/stories/adder.rb +13 -0
- data/examples/stories/addition +34 -0
- data/examples/stories/addition.rb +9 -0
- data/examples/stories/calculator.rb +65 -0
- data/examples/stories/game-of-life/.loadpath +5 -0
- data/examples/stories/game-of-life/README.txt +21 -0
- data/examples/stories/game-of-life/behaviour/everything.rb +6 -0
- data/examples/stories/game-of-life/behaviour/examples/examples.rb +3 -0
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- data/examples/stories/game-of-life/behaviour/examples/grid_behaviour.rb +66 -0
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- data/examples/stories/game-of-life/behaviour/stories/CellsWithMoreThanThreeNeighboursDie.story +21 -0
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- data/examples/stories/game-of-life/behaviour/stories/ICanCreateACell.story +42 -0
- data/examples/stories/game-of-life/behaviour/stories/ICanKillACell.story +17 -0
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- data/examples/stories/game-of-life/behaviour/stories/helper.rb +6 -0
- data/examples/stories/game-of-life/behaviour/stories/kill_a_cell.rb +26 -0
- data/examples/stories/game-of-life/behaviour/stories/steps.rb +5 -0
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- data/spec/spec/example/example_group_class_definition_spec.rb +48 -0
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- data/stories/example_groups/stories.rb +7 -0
- data/stories/helper.rb +6 -0
- data/stories/interop/examples_and_tests_together +30 -0
- data/stories/interop/stories.rb +7 -0
- data/stories/interop/test_case_with_should_methods +17 -0
- data/stories/mock_framework_integration/stories.rb +7 -0
- data/stories/mock_framework_integration/use_flexmock.story +9 -0
- data/stories/pending_stories/README +3 -0
- data/stories/resources/helpers/cmdline.rb +9 -0
- data/stories/resources/helpers/story_helper.rb +16 -0
- data/stories/resources/matchers/smart_match.rb +37 -0
- data/stories/resources/spec/example_group_with_should_methods.rb +12 -0
- data/stories/resources/spec/simple_spec.rb +8 -0
- data/stories/resources/spec/spec_with_flexmock.rb +18 -0
- data/stories/resources/steps/running_rspec.rb +50 -0
- data/stories/resources/stories/failing_story.rb +15 -0
- data/stories/resources/test/spec_and_test_together.rb +57 -0
- data/stories/resources/test/test_case_with_should_methods.rb +30 -0
- data/stories/stories/multiline_steps.story +23 -0
- data/stories/stories/steps/multiline_steps.rb +13 -0
- data/stories/stories/stories.rb +6 -0
- metadata +461 -0
@@ -0,0 +1,34 @@
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This is a story about a calculator. The text up here above the Story: declaration
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won't be processed, so you can write whatever you wish!
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Story: simple addition
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As an accountant
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I want to add numbers
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So that I can count beans
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Scenario: add one plus one
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Given an addend of 1
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And an addend of 1
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When the addends are addeds
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Then the sum should be 3
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And the corks should be popped
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Scenario: add two plus five
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Given an addend of 2
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And an addend of 5
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When the addends are added
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Then the sum should be 7
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Then it should snow
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Scenario: add three more
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GivenScenario add two plus five
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And an addend of 3
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When the addends are added
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Then the sum should be 10
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require File.join(File.dirname(__FILE__), "helper")
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require File.join(File.dirname(__FILE__), "adder")
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# with_steps_for :addition, :more_addition do
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with_steps_for :addition, :more_addition do
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# Then("the corks should be popped") { }
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run File.expand_path(__FILE__).gsub(".rb","")
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end
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$:.push File.join(File.dirname(__FILE__), *%w[.. .. lib])
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require 'spec'
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class AdditionMatchers < Spec::Story::StepGroup
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steps do |add|
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add.given("an addend of $addend") do |addend|
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@adder ||= Adder.new
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@adder << addend.to_i
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end
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end
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end
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steps = AdditionMatchers.new do |add|
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add.then("the sum should be $sum") do |sum|
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@sum.should == sum.to_i
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end
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end
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steps.when("they are added") do
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@sum = @adder.sum
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end
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# This Story uses steps (see above) instead of blocks
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# passed to Given, When and Then
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Story "addition", %{
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As an accountant
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I want to add numbers
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So that I can count some beans
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}, :steps_for => steps do
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Scenario "2 + 3" do
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Given "an addend of 2"
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And "an addend of 3"
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When "they are added"
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Then "the sum should be 5"
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end
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# This scenario uses GivenScenario, which silently runs
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# all the steps in a previous scenario.
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Scenario "add 4 more" do
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GivenScenario "2 + 3"
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Given "an addend of 4"
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When "they are added"
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Then "the sum should be 9"
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end
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end
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# And the class that makes the story pass
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class Adder
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def << addend
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addends << addend
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end
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def sum
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@addends.inject(0) do |result, addend|
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result + addend.to_i
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end
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end
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def addends
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@addends ||= []
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end
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end
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John Conway's Game of Life
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The Rules
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---------
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The Game of Life was invented by John Conway (as you might have gathered).
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The game is played on a field of cells, each of which has eight neighbors (adjacent cells).
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A cell is either occupied (by an organism) or not.
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The rules for deriving a generation from the previous one are these:
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Survival
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--------
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If an occupied cell has 2 or 3 neighbors, the organism survives to the next generation.
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Death
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-----
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If an occupied cell has 0, 1, 4, 5, 6, 7, or 8 occupied neighbors, the organism dies
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(0, 1: of loneliness; 4 thru 8: of overcrowding).
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Birth
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-----
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If an unoccupied cell has 3 occupied neighbors, it becomes occupied.
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require 'life'
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describe Game do
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it 'should have a grid' do
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# given
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game = Game.new(5, 5)
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# then
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game.grid.should be_kind_of(Grid)
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end
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it 'should create a cell' do
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# given
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game = Game.new(2, 2)
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expected_grid = Grid.from_string( 'X. ..' )
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# when
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game.create_at(0, 0)
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# then
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game.grid.should == expected_grid
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end
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it 'should destroy a cell' do
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# given
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game = Game.new(2,2)
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game.grid = Grid.from_string('X. ..')
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# when
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game.destroy_at(0,0)
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# then
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game.grid.should == Grid.from_string('.. ..')
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end
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end
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describe Grid do
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it 'should be empty when created' do
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# given
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expected_contents = [
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[0, 0, 0],
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[0, 0, 0]
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]
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grid = Grid.new(2, 3)
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# when
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contents = grid.contents
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# then
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contents.should == expected_contents
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end
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it 'should compare equal based on its contents' do
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# given
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grid1 = Grid.new(2, 3)
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grid2 = Grid.new(2, 3)
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# then
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grid1.should == grid2
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end
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it 'should be able to replace its contents' do
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# given
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grid = Grid.new(2,2)
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new_contents = [[0,1,0], [1,0,1]]
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# when
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grid.contents = new_contents
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# then
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35
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grid.contents.should == new_contents
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grid.rows.should == 2
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grid.columns.should == 3
|
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end
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|
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it 'should add an organism' do
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# given
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grid = Grid.new(2, 2)
|
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expected = Grid.new(2, 2)
|
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expected.contents = [[1,0],[0,0]]
|
45
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+
|
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# when
|
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grid.create_at(0,0)
|
48
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+
|
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# then
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grid.should == expected
|
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end
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|
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it 'should create itself from a string' do
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# given
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expected = Grid.new 3, 3
|
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expected.create_at(0,0)
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expected.create_at(1,0)
|
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expected.create_at(2,2)
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|
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# when
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actual = Grid.from_string "X.. X.. ..X"
|
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|
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# then
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actual.should == expected
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65
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end
|
66
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end
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Story: cells with less than two neighbours die
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As a game producer
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I want cells with less than two neighbours to die
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So that I can illustrate how the game works to people with money
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|
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Scenario: cells with zero or one neighbour die
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Given the grid looks like
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........
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.XX.XX..
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.XX.....
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....X...
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........
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When the next step occurs
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Then the grid should look like
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........
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.XX.....
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.XX.....
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........
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........
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data/examples/stories/game-of-life/behaviour/stories/CellsWithMoreThanThreeNeighboursDie.story
ADDED
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Story: cells with more than three neighbours die
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As a game producer
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I want cells with more than three neighbours to die
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So that I can show the people with money how we are getting on
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Scenario: blink
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Given the grid looks like
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.....
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...XX
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...XX
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.XX..
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.XX..
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When the next step occurs
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Then the grid should look like
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.....
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...XX
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....X
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.X...
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.XX..
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data/examples/stories/game-of-life/behaviour/stories/EmptySpacesWithThreeNeighboursCreateACell.story
ADDED
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Story: Empty spaces with three neighbours create a cell
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As a game producer
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I want empty cells with three neighbours to die
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So that I have a minimum feature set to ship
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Scenario: the glider
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Given the grid looks like
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...X..
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..X...
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..XXX.
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......
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......
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When the next step occurs
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Then the grid should look like
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......
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..X.X.
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..XX..
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...X..
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......
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When the next step occurs
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Then the grid should look like
|
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......
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..X...
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..X.X.
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..XX..
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......
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When the next step occurs
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Then the grid should look like
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......
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...X..
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.XX...
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+
..XX..
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+
......
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When the next step occurs
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Then the grid should look like
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38
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+
......
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..X...
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.X....
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.XXX..
|
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+
......
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@@ -0,0 +1,42 @@
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Story: I can create a cell
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2
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+
|
3
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As a game producer
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4
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I want to create a cell
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5
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So that I can show the grid to people
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6
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+
|
7
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Scenario: nothing to see here
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8
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+
|
9
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Given a 3 x 3 game
|
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Then the grid should look like
|
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+
...
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+
...
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13
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+
...
|
14
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+
|
15
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+
Scenario: all on its lonesome
|
16
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+
|
17
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Given a 3 x 3 game
|
18
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When I create a cell at 1, 1
|
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Then the grid should look like
|
20
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+
...
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+
.X.
|
22
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+
...
|
23
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+
|
24
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+
Scenario: the grid has three cells
|
25
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+
|
26
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Given a 3 x 3 game
|
27
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When I create a cell at 0, 0
|
28
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+
and I create a cell at 0, 1
|
29
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and I create a cell at 2, 2
|
30
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Then the grid should look like
|
31
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+
XX.
|
32
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+
...
|
33
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+
..X
|
34
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+
|
35
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+
Scenario: more cells more more
|
36
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+
|
37
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+
Given the grid has three cells
|
38
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+
When I create a celll at 3, 1
|
39
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+
Then the grid should look like
|
40
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+
XX.
|
41
|
+
..X
|
42
|
+
..X
|
@@ -0,0 +1,17 @@
|
|
1
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Story: I can kill a cell
|
2
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+
|
3
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+
As a game producer
|
4
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I want to kill a cell
|
5
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+
So that when I make a mistake I dont have to start again
|
6
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+
|
7
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+
Scenario: bang youre dead
|
8
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+
|
9
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+
Given the grid looks like
|
10
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+
XX.
|
11
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+
.X.
|
12
|
+
..X
|
13
|
+
When I destroy the cell at 0, 1
|
14
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+
Then the grid should look like
|
15
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+
X..
|
16
|
+
.X.
|
17
|
+
..X
|
@@ -0,0 +1,53 @@
|
|
1
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Story: The grid wraps
|
2
|
+
|
3
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+
As a game player
|
4
|
+
I want the grid to wrap
|
5
|
+
So that untidy stuff at the edges is avoided
|
6
|
+
|
7
|
+
Scenario: crowded in the corners
|
8
|
+
|
9
|
+
Given the grid looks like
|
10
|
+
X.X
|
11
|
+
...
|
12
|
+
X.X
|
13
|
+
When the next step is taken
|
14
|
+
Then the grid should look like
|
15
|
+
X.X
|
16
|
+
...
|
17
|
+
X.X
|
18
|
+
|
19
|
+
|
20
|
+
Scenario: the glider returns
|
21
|
+
|
22
|
+
Given the glider
|
23
|
+
......
|
24
|
+
..X...
|
25
|
+
.X....
|
26
|
+
.XXX..
|
27
|
+
......
|
28
|
+
When the next step is taken
|
29
|
+
and the next step is taken
|
30
|
+
and the next step is taken
|
31
|
+
and the next step is taken
|
32
|
+
Then the grid should look like
|
33
|
+
......
|
34
|
+
......
|
35
|
+
.X....
|
36
|
+
X.....
|
37
|
+
XXX...
|
38
|
+
When the next step is taken
|
39
|
+
Then the grid should look like
|
40
|
+
.X....
|
41
|
+
......
|
42
|
+
......
|
43
|
+
X.X...
|
44
|
+
XX....
|
45
|
+
When the next step is taken
|
46
|
+
Then the grid should look like
|
47
|
+
XX....
|
48
|
+
......
|
49
|
+
......
|
50
|
+
X.....
|
51
|
+
X.X...
|
52
|
+
|
53
|
+
|