public void ThrowsArgumentException_WhenInvalidValueIsPassed(int numberOfFloors) { // Arrange var villa = new Villa(1, 2, 3, 6, 6, false, "Sea", 222); // Act & Assert Assert.ThrowsException <ArgumentException>(() => villa.NumberOfFloors = numberOfFloors); }
public void ThrowsArgumentException_WhenInvalidValueIsPassed(int bathrooms) { // Arrange var villa = new Villa(1, 2, 3, 6, 6, false, "Sea", 222); // Act & Assert Assert.ThrowsException <ArgumentException>(() => villa.Bathrooms = bathrooms); }
public void SetProperBathroom_WhenTheObjectIsConstructed() { // Arrange & Act var villa = new Villa(1, 2, 3, 6, 6, false, "Sea", 222); // Assert Assert.AreEqual(3, villa.Bathrooms); }
public void ReturnTheProperValue_WhenGetBedroomsMethodIsCalled() { // Arrange & Act var villa = new Villa(1, 2, 3, 6, 6, false, "Sea", 222); // Assert Assert.AreEqual(2, villa.Bedrooms); }
public void ReturnTheProperValue_WhenGetNumberOfFloorsMethodIsCalled() { // Arrange & Act var villa = new Villa(1, 2, 3, 6, 6, false, "Sea", 222); // Assert Assert.AreEqual(1, villa.NumberOfFloors); }
private void createEstate() { // Gets all the value from the GUI to create an Estate object LegalForms legalForm = (LegalForms)comboBoxLegalForm.SelectedItem; Countries country = (Countries)comboBoxCountry.SelectedItem; string city = textBoxCity.Text; string zipCode = textBoxZipCode.Text; string street = textBoxStreet.Text; Category category = (Category)comboBoxCategory.SelectedItem; var type = comboBoxType.SelectedItem; string text = textBox6.Text; TypeAll typeAll = (TypeAll)comboBoxType.SelectedItem; string id = textId.Text; // Id must be unique and in a valid format and all the fields int the GUI must be filled´, else do not create an Estate if (!isIdValid(id) || !uniqueId(id) || !estateManager.allFieldsFilled(city, zipCode, street, text)) { return; } // Creates an address from the given address data Address address = new Address(street, zipCode, city, country); Estate estate = null; // Creates an estate in the correct type, depending on what type the user has chosen switch (type) { case TypeCom.Shop: estate = new Shop(id, text, legalForm, image, address, category, typeAll); break; case TypeCom.Warehouse: estate = new Warehouse(id, text, legalForm, image, address, category, typeAll); break; case TypeRes.Apartment: estate = new Apartment(id, text, legalForm, image, address, category, typeAll); break; case TypeRes.House: estate = new House(id, text, legalForm, image, address, category, typeAll); break; case TypeRes.Townhouse: estate = new Townhouse(id, text, legalForm, image, address, category, typeAll); break; case TypeRes.Villa: estate = new Villa(id, text, legalForm, image, address, category, typeAll); break; default: break; } estateManager.Add(indexToChange, estate); dictionaryHandler.Add(estate); }
public void SetProperNumberOfFloors_WhenTheObjectIsConstructed() { // int numberOfFloors, int bedrooms, int bathrooms // Arrange & Act var villa = new Villa(1, 2, 3, 6, 6, false, "Sea", 222); // Assert Assert.AreEqual(1, villa.NumberOfFloors); }
/// <summary> /// method for changing an objects values, and refresh the list and viewlist with the new values. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void btnChange_Click(object sender, EventArgs e) { Property property; string typeOfProperty = cbType.Text; int selectedObjectId = Int32.Parse(lvProperties.SelectedItems[0].SubItems[0].Text); switch (typeOfProperty) { case "Apartment": property = new Apartment(); break; case "House": property = new House(); break; case "Shop": property = new Shop(); break; case "TownHouse": property = new Townhouse(); break; case "Warehouse": property = new Warehouse(); break; case "Villa": property = new Villa(); property.Id = id; break; default: typeOfProperty = cbType.Text; return; } property.Id = selectedObjectId; AddProperty(property); test(); btnChange.Enabled = false; btnDelete.Enabled = false; for (int i = 0; i < estateManager.Count; i++) { if (estateManager.GetAt(i).Id == selectedObjectId) { estateManager.ChangeAt(property, i); } } fillList(); }
/* * G52: Aufgabe 2 */ public void Uebung2() { Gebaeude gebaeude1 = new Gebaeude(); Gebaeude gebaeude2 = new Gebaeude("Musterstraße 1"); Villa villa1 = new Villa(); Villa villa2 = new Villa("Musterstraße 2"); Villa villa3 = new Villa("Musterstraße 3", 1200000); Gebaeude.ZeigeGebaeudeListe(); Villa.ZeigeVillaListe(); }
private void Button_Click_1(object sender, RoutedEventArgs e) { Villa v1; int c = int.Parse(tbxCodiceVilla.Text); int nump = int.Parse(tbxPersoneVilla.Text); int mq = int.Parse(tbxMetriVilla.Text); int g = int.Parse(tbxMetriGiardinoVilla.Text); v1 = new Villa(c, nump, mq, g); lblDatiVilla.Text = "Codice: " + v1.getCodice() + " " + " Numero persone : " + v1.getNumPersone() + " " + "Metri quadri : " + v1.getMetriQuadri() + " " + "Giardino : " + v1.getGiardino(); lblAcquaVilla.Text = "Costo totale acqua = " + v1.costoAcqua(costo); lblDensitaVilla.Text = "Densità in villa = " + v1.densità(); lblValoreVilla.Text = "Valore = " + v1.valore(val1, val2); }
protected override RealEstate createRealEstate(RealEstateType type, double sqmeters, int rooms, double garden_sqmeters, int num_of_parkingslots) { double price = 0; price += sqmeters * price_per_m2; price += garden_sqmeters * price_per_m2; price += num_of_parkingslots * price_per_parkinglot; if (type == RealEstateType.Apartment) { Apartment apartment = new Apartment(); apartment.setGarden_squaremeter(garden_sqmeters); apartment.setLocation(location); apartment.setNum_of_parkinglots(num_of_parkingslots); apartment.setRooms(rooms); apartment.setSquaremeter(sqmeters); apartment.setPrice(price); return(apartment); } else if (type == RealEstateType.House) { House house = new House(); house.setGarden_squaremeter(garden_sqmeters); house.setLocation(location); house.setNum_of_parkinglots(num_of_parkingslots); house.setRooms(rooms); house.setSquaremeter(sqmeters); house.setPrice(price); return(house); } else if (type == RealEstateType.Villa) { Villa villa = new Villa(); villa.setGarden_squaremeter(garden_sqmeters); villa.setLocation(location); villa.setNum_of_parkinglots(num_of_parkingslots); villa.setRooms(rooms); villa.setSquaremeter(sqmeters); villa.setPrice(price); return(villa); } return(null); }
/// <summary> ///method to add a object to the list in listmanager and add to the view. ///creates a Property and uses the switch case to give the property a value. /// </summary> private void btnAdd_Click(object sender, EventArgs e) { Property property; string typeOfProperty = cbType.Text; switch (typeOfProperty) { case "Apartment": property = new Apartment(); break; case "House": property = new House(); break; case "Shop": property = new Shop(); break; case "Townhouse": property = new Townhouse(); break; case "Warehouse": property = new Warehouse(); break; case "Villa": property = new Villa(); break; default: typeOfProperty = cbType.Text; return; } property.Id = id; AddProperty(property); estateManager.Add(property); id++; test(); // check how many objects in listmanager. fillList(); }
public void CreateEstate(int id, String estateType, Address address, String legalForm, Image imgEstate) { Estate estate = null; if (id < 0) { id = GetNewID(); } switch (estateType) { case "Villa": estate = new Villa(id, address, (Legal)Enum.Parse(typeof(Legal), legalForm), imgEstate); break; case "House": estate = new House(id, address, (Legal)Enum.Parse(typeof(Legal), legalForm), imgEstate); break; case "Townhouse": estate = new Townhouse(id, address, (Legal)Enum.Parse(typeof(Legal), legalForm), imgEstate); break; case "Apartment": estate = new Apartment(id, address, (Legal)Enum.Parse(typeof(Legal), legalForm), imgEstate); break; case "Shop": estate = new Shop(id, address, (Legal)Enum.Parse(typeof(Legal), legalForm), imgEstate); break; case "Warehouse": estate = new Warehouse(id, address, (Legal)Enum.Parse(typeof(Legal), legalForm), imgEstate); break; } estates.Add(estate); ui.AddToTable(estate); }
private void ChangeBtn_Click(object sender, EventArgs e) { //If no object is chosen if (objectsLView.SelectedItems.Count == 0) { MessageBox.Show("Please choose an object in the list to change"); return; } //Get the ID of the selected object so we can change the corresponding object //in the list int idOfSelected = Int32.Parse(objectsLView.SelectedItems[0].SubItems[0].Text); RealEstateObject objectToAdd; //Create the type of object according to what type of estate it is string typeOfEstate = typeOfEstateCBox.GetItemText(typeOfEstateCBox.SelectedItem); switch (typeOfEstate) { case "WareHouse": objectToAdd = new Warehouse(); if (landSizeTBox.Text.ToString() != "") { Warehouse warehouse = (Warehouse)objectToAdd; warehouse.LandSizeInSquareMeters = Int32.Parse(landSizeTBox.Text); } else { MessageBox.Show("Please enter land size", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } break; case "Store": objectToAdd = new Store(); break; case "Apartment": objectToAdd = new Apartment(); if (floorTBox.Text.ToString() != "") { Apartment apartment = (Apartment)objectToAdd; apartment.Floor = floorTBox.Text; } else { MessageBox.Show("Please enter floor", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } break; case "Villa": objectToAdd = new Villa(); break; case "RowHouse": objectToAdd = new RowHouse(); break; default: MessageBox.Show("Please choose type of estate", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } SetLegalForm(objectToAdd); //Check so the correct fields are filled in, //then add/ replace with the new edited object to the list if (CheckFields()) { MakeObjectToAdd(objectToAdd); } else { MessageBox.Show("Please enter text in all fields", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } objectToAdd.Id = idOfSelected; for (int i = 0; i < estateManager.Count; i++) { if (estateManager.GetAt(i).Id == idOfSelected) { estateManager.ChangeAt(objectToAdd, i); } } ShowAllObjectsInListBox(); }
//När användaren trycker på knappen Lägg till //Läs all indata från GUI i ett lokalt objekt av fastighet //Gör indata kontroll //Spara objektet i fastighetMngr private void btnAdd_Click(object sender, EventArgs e) { Estate estate; //holder for input - create in ReadInput //Send this object to ReadInput //for filling in values (input) //out tells ReadInput that the variable //is data out. All changes to this object //comes back here. //ReadInput creates all data used for the common fields of all estates. //The special for each are filled in later in the switch case. bool ok = ReadInput(out estate); if (ok) //If all common data (in variable estate) is OK { // Now create a correct estate according to the type combo switch ((EstateType)cmbTyp.SelectedIndex) { case EstateType.WareHouse: { // Use a copy constructor to set a warehouse with common data WareHouse wHouse = new WareHouse(estate); // If more data in GUI to fill in for this estate, do it here //Then send it to the manager for adding to the list estateMngr.Add(wHouse); break; } case EstateType.Villa: { // Same procedure all different types of estates Villa vHouse = new Villa(estate); // But here we need to add landSize size bool landSizeOk = false; vHouse.LandSize = ReadLandSize(out landSizeOk); if (!landSizeOk) return; estateMngr.Add(vHouse); break; } case EstateType.Store: { Store store = new Store(estate); estateMngr.Add(store); break; } case EstateType.RowHouse: { RowHouse rHouse = new RowHouse(estate); // Here we need to add landSize size bool gardenok = false; rHouse.LandSize = ReadLandSize(out gardenok); if (!gardenok) return; estateMngr.Add(rHouse); break; } case EstateType.Apartment: { Apartment apart = new Apartment(estate); // We need to add floor bool floorok = false; apart.Floor = ReadFloor(out floorok); if (!floorok) return; estateMngr.Add(apart); break; } } //Then Update the GUI UpdateResults(); } }
static void Main(string[] args) { // Version string strVersion = "Alpha 0.7"; // Variablen string strEingabe; // Hauptmenü Überschrift HauptUeberschrift(strVersion); // Schleifen Beginn für das Spiel do { // Hauptmenü Benutzereingabe HauptBenutzereingaben(); // Eingabe abfragen strEingabe = EingabeAbfragen(); // Menüpunkte Console.Clear(); switch (strEingabe) { // LEICHTES LEVEL case "l": { if (neuesLevel == 3 || neuesLevel == 4) { strEingabe = BeginneNeuesLevel(); if (strEingabe == "y") { neuesLevel = 1; } else if (strEingabe == "n") { break; } else { FalscheEingabe(); break; } } if (neuesLevel == 1) { // Ressourcen nicht noch einmal neu setzen neuesLevel = 2; // Ressourcen festlegen holz = 100; getHolz = 50; eisen = 100; getEisen = 25; gold = 1000; getGold = 100; haus = 0; villa = 0; // Gebäude kosten und Rohstoffe addition kostenHausHolz = 300; kostenHausGold = 1500; addHausEisen = 25; addHausGold = 50; kostenVillaEisen = 200; kostenVillaGold = 2000; addVillaHolz = 20; addVillaGold = 150; } do { Console.WriteLine("Level Leicht"); ResMenue(holz, getHolz, eisen, getEisen, gold, getGold, haus, villa); strEingabe = SpielerBenutzereingabeMenü(); Console.Clear(); switch (strEingabe) { case "h": { holz += getHolz; Console.WriteLine($"Du hast {getHolz} Holz abgebaut"); } break; case "e": { eisen += getEisen; Console.WriteLine($"Du hast {getEisen} Eisen abgebaut"); } break; case "g": { gold += getGold; Console.WriteLine($"Du hast {getGold} Gold abgebaut"); } break; case "a": { Haus.HausKaufenMenue(kostenHausHolz, kostenHausGold, addHausEisen, addHausGold); } break; case "v": { Villa.VillaKaufenMenue(kostenVillaEisen, kostenVillaGold, addVillaHolz, addVillaGold); } break; case "b": { Environment.Exit(0); } break; default: { if (strEingabe != "z") { FalscheEingabe(); } } break; } } while (strEingabe != "z"); } break; // NORMALES LEVEL case "n": { if (neuesLevel == 2 || neuesLevel == 4) { strEingabe = BeginneNeuesLevel(); if (strEingabe == "y") { neuesLevel = 1; } else if (strEingabe == "n") { break; } else { FalscheEingabe(); break; } } if (neuesLevel == 1) { // Ressourcen nicht noch einmal neu setzen neuesLevel = 3; // Ressourcen festlegen holz = 100; getHolz = 50; eisen = 100; getEisen = 25; gold = 1000; getGold = 100; haus = 0; villa = 0; // Gebäude kosten und Rohstoffe addition kostenHausHolz = 600; kostenHausGold = 3000; addHausEisen = 25; addHausGold = 50; kostenVillaEisen = 400; kostenVillaGold = 4000; addVillaHolz = 20; addVillaGold = 150; } do { Console.WriteLine("Level Normal"); ResMenue(holz, getHolz, eisen, getEisen, gold, getGold, haus, villa); strEingabe = SpielerBenutzereingabeMenü(); Console.Clear(); switch (strEingabe) { case "h": { holz += getHolz; Console.WriteLine($"Du hast {getHolz} Holz abgebaut"); } break; case "e": { eisen += getEisen; Console.WriteLine($"Du hast {getEisen} Eisen abgebaut"); } break; case "g": { gold += getGold; Console.WriteLine($"Du hast {getGold} Gold abgebaut"); } break; case "a": { Haus.HausKaufenMenue(kostenHausHolz, kostenHausGold, addHausEisen, addHausGold); } break; case "v": { Villa.VillaKaufenMenue(kostenVillaEisen, kostenVillaGold, addVillaHolz, addVillaGold); } break; case "b": { Environment.Exit(0); } break; default: { if (strEingabe != "z") { FalscheEingabe(); } } break; } } while (strEingabe != "z"); } break; // SCHWERES LEVEL case "s": { if (neuesLevel == 2 || neuesLevel == 3) { strEingabe = BeginneNeuesLevel(); if (strEingabe == "y") { neuesLevel = 1; } else if (strEingabe == "n") { break; } else { FalscheEingabe(); break; } } if (neuesLevel == 1) { // Ressourcen nicht noch einmal neu setzen neuesLevel = 4; // Ressourcen festlegen holz = 100; getHolz = 20; eisen = 100; getEisen = 15; gold = 1000; getGold = 50; haus = 0; villa = 0; // Gebäude kosten und Rohstoffe addition kostenHausHolz = 900; kostenHausGold = 4500; addHausEisen = 10; addHausGold = 20; kostenVillaEisen = 600; kostenVillaGold = 6000; addVillaHolz = 10; addVillaGold = 30; } do { Console.WriteLine("Level Schwer"); ResMenue(holz, getHolz, eisen, getEisen, gold, getGold, haus, villa); strEingabe = SpielerBenutzereingabeMenü(); Console.Clear(); switch (strEingabe) { case "h": { holz += getHolz; Console.WriteLine($"Du hast {getHolz} Holz abgebaut"); } break; case "e": { eisen += getEisen; Console.WriteLine($"Du hast {getEisen} Eisen abgebaut"); } break; case "g": { gold += getGold; Console.WriteLine($"Du hast {getGold} Gold abgebaut"); } break; case "a": { Haus.HausKaufenMenue(kostenHausHolz, kostenHausGold, addHausEisen, addHausGold); } break; case "v": { Villa.VillaKaufenMenue(kostenVillaEisen, kostenVillaGold, addVillaHolz, addVillaGold); } break; case "b": { Environment.Exit(0); } break; default: { if (strEingabe != "z") { FalscheEingabe(); } } break; } } while (strEingabe != "z"); } break; // CREDITS case "c": { Credits(strVersion); Benutzereingabe(); } break; // LEVEL INFO case "i": { LevelInfo(); Benutzereingabe(); } break; // HI I BIMS DER BEENDER case "b": { Environment.Exit(0); } break; // FALSCHE EINGABE? default: { FalscheEingabe(); } break; } } while (strEingabe != "b"); }
private void AddBtn_Click(object sender, EventArgs e) { string cat = CategoryCB.Text; string type = TypeCB.Text; string country = CountryCB.Text; string city = CityTB.Text; string street = StreetTB.Text; string zip = ZipTB.Text; string spec = SpecTB.Text; Adress Aobj = new Adress(city, street, zip, country); try { if (!string.IsNullOrEmpty(cat) && !string.IsNullOrEmpty(type) && !string.IsNullOrEmpty(country) && !string.IsNullOrEmpty(city) && !string.IsNullOrEmpty(street) && !string.IsNullOrEmpty(zip)) { if (type == "Appartment") { Appartment Bobj = new Appartment(cat, Aobj, spec, type); Em.Add(Bobj); MessageBox.Show("Added"); Update(); } if (type == "House") { House Bobj = new House(cat, Aobj, spec, type); Em.Add(Bobj); MessageBox.Show("Added"); Update(); } if (type == "Villa") { Villa Bobj = new Villa(cat, Aobj, spec, type); Em.Add(Bobj); MessageBox.Show("Added"); Update(); } if (type == "Townhouse") { Townhouse Bobj = new Townhouse(cat, Aobj, spec, type); Em.Add(Bobj); MessageBox.Show("Added"); Update(); } if (type == "Shop") { Shop Bobj = new Shop(cat, Aobj, spec, type); Em.Add(Bobj); MessageBox.Show("Added"); Update(); } if (type == "Warehouse") { Warehouse Bobj = new Warehouse(cat, Aobj, spec, type); Em.Add(Bobj); MessageBox.Show("Added"); Update(); } } else { MessageBox.Show("Please fill all the forms!!"); } } catch (Exception exc) { throw exc; } }
private Estate CopyEstate(Estate estate) { Estate estateCopy; switch (estate.GetType().Name) { case "House": estateCopy = new House() { EstateId = estate.EstateId, LegalForm = estate.LegalForm, Address = estate.Address }; break; case "Apartment": estateCopy = new Apartment() { EstateId = estate.EstateId, LegalForm = estate.LegalForm, Address = estate.Address }; break; case "Shop": estateCopy = new Shop() { EstateId = estate.EstateId, LegalForm = estate.LegalForm, Address = estate.Address }; break; case "Townhouse": estateCopy = new Townhouse() { EstateId = estate.EstateId, LegalForm = estate.LegalForm, Address = estate.Address }; break; case "Villa": estateCopy = new Villa() { EstateId = estate.EstateId, LegalForm = estate.LegalForm, Address = estate.Address }; break; case "Warehouse": estateCopy = new Warehouse() { EstateId = estate.EstateId, LegalForm = estate.LegalForm, Address = estate.Address }; break; default: estateCopy = null; break; } return(estateCopy); }
private void AddBtn_Click(object sender, EventArgs e) { RealEstateObject objectToAdd; //Create the type of object according to what type of estate it is string typeOfEstate = typeOfEstateCBox.GetItemText(typeOfEstateCBox.SelectedItem); switch (typeOfEstate) { case "WareHouse": objectToAdd = new Warehouse(); if (landSizeTBox.Text.ToString() != "") { Warehouse warehouse = (Warehouse)objectToAdd; warehouse.LandSizeInSquareMeters = Int32.Parse(landSizeTBox.Text); } else { MessageBox.Show("Please enter land size", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } break; case "Store": objectToAdd = new Store(); break; case "Apartment": objectToAdd = new Apartment(); if (floorTBox.Text.ToString() != "") { Apartment apartment = (Apartment)objectToAdd; apartment.Floor = floorTBox.Text; } else { MessageBox.Show("Please enter floor", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } break; case "Villa": objectToAdd = new Villa(); break; case "RowHouse": objectToAdd = new RowHouse(); break; default: MessageBox.Show("Please choose type of estate", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } SetLegalForm(objectToAdd); //Check so the correct fields are filled in, //then add the object to the list if (CheckFields()) { MakeObjectToAdd(objectToAdd); } else { MessageBox.Show("Please enter text in all fields", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } objectToAdd.Id = id; estateManager.Add(objectToAdd); ShowAllObjectsInListBox(); ClearFields(); id++; }