protected void StateAdd_Click(object sender, System.EventArgs e) { EnterState.Validate(); InvalidState.Validate(); if (!EnterState.IsValid || !InvalidState.IsValid) { return; } DataRow newrow = StateProvincesSet.Tables["StateProvinces"].NewRow(); newrow["StateProvince"] = NewState.Text; try { newrow["CountryID"] = Convert.ToInt32(CountryList.SelectedValue); StateProvincesSet.Tables["StateProvinces"].Rows.Add(newrow); //lock (CommonFunctions.Connection) StateProvincesAdapter.Update(StateProvincesSet); Finish(); } catch (Exception) { } }
public void Concrete() { // GKState is an abstract type - but it does implement IsValidNextState (and accept anything) using (var s1 = new ValidState()) using (var s2 = new InvalidState()) { Assert.True(s2.IsValidNextState(s2), "self"); Assert.True(s2.IsValidNextState(s1), "different"); } }
public void NullIsValidNextState() { // this will test the (manual) binding code (and not the test implementation) using (var state = new InvalidState()) { Assert.Throws <ArgumentNullException> (delegate { state.IsValidNextState((Class)null); }, "Class"); Assert.Throws <ArgumentNullException> (delegate { state.IsValidNextState((Type)null); }, "Type"); Assert.Throws <ArgumentNullException> (delegate { state.IsValidNextState((GKState)null); }, "Instance"); } }
public void IsValidNextState() { var chaseState = new ValidState(); var isValid = chaseState.IsValidNextState(typeof(InvalidState)); Assert.IsFalse(isValid, "Type"); var invalid = new InvalidState(); isValid = chaseState.IsValidNextState(invalid); Assert.IsFalse(isValid, "Instance"); isValid = chaseState.IsValidNextState(invalid.Class); Assert.IsFalse(isValid, "Class"); }
public AbstractState makeState(string stateName, string p1, string p2, string p3, float precision, float grados, string stateType, int posState1, int posState2) { AbstractState aS; AbstractState aS1 = getState(posState1); AbstractState aS2 = getState(posState2); switch (stateType) { case "AND": aS = new AndState(aS1, aS2, stateName); break; case "ANGLE": aS = new AngleState(p1, p3, p2, grados, precision, stateName); break; case "CENTER_X": aS = new CenterStateX(p1, p2, precision, stateName); break; case "CENTER_Y": aS = new CenterStateY(p1, p2, precision, stateName); break; case "CENTER_Z": aS = new CenterStateZ(p1, p2, precision, stateName); break; case "DISTANCE": aS = new DistanceState(p1, p2, precision, stateName); break; case "LEFT": aS = new LeftState(p1, p2, precision, stateName); break; case "OR": aS = new OrState(aS1, aS2, stateName); break; case "OVER": aS = new OverState(p1, p2, precision, stateName); break; case "POSITION": aS = new PositionState(p1, precision, stateName); break; case "RIGHT": aS = new RightState(p1, p2, precision, stateName); break; case "UNDER": aS = new UnderState(p1, p2, precision, stateName); break; default: aS = new InvalidState(stateName); break; } return(aS); }
public void RaiseInvalidState(TState targetState, TTrigger trigger) { InvalidState?.Invoke(new TransitionEventArgs <TState, TTrigger>(CurrentState, targetState, trigger)); }