void before_each() { _channel = new GenericHandlerForTesting <OneGenerationOfCellStatesAggregated>(); _subject = new CellStateAggregator(_channel); _subject.Consume(new GameInitiated { grid = new GridBuilder().SetGridSizeTo(2).Build() }); }
void before_each() { _channel = new GenericHandlerForTesting<OneGenerationOfCellStatesAggregated>(); _subject = new CellStateAggregator(_channel); _subject.Consume(new GameInitiated { grid = new GridBuilder().SetGridSizeTo(2).Build() }); }
void before_each() { _liveCellEventHandler = new GenericHandlerForTesting <LivingNeighborsOfLiveCellCounted>(); _deadCellEventHandler = new GenericHandlerForTesting <LivingNeighborsOfDeadCellCounted>(); _subject = new CountLivingNeighbors(_liveCellEventHandler, _deadCellEventHandler); }
void before_each() { _cellLivedChannel = new GenericHandlerForTesting <CellLived>(); _cellDiedChannel = new GenericHandlerForTesting <CellDied>(); _subject = new DetermineNextStateOfLivingCell(_cellLivedChannel, _cellDiedChannel); }
void before_each() { _cellLivedChannel = new GenericHandlerForTesting<CellLived>(); _cellDiedChannel = new GenericHandlerForTesting<CellDied>(); _subject = new DetermineNextStateOfDeadCell(_cellLivedChannel, _cellDiedChannel); }
void before_each() { _handler = new GenericHandlerForTesting<Event>(); _channel = new Channel(_handler); _subject = new DeliverEventsFromChannelUntilEmpty(_channel); }
void before_each() { _handler = new GenericHandlerForTesting <Event>(); _channel = new Channel(_handler); _subject = new DeliverEventsFromChannelUntilEmpty(_channel); }
void before_each() { _liveCellEventHandler = new GenericHandlerForTesting<LivingNeighborsOfLiveCellCounted>(); _deadCellEventHandler = new GenericHandlerForTesting<LivingNeighborsOfDeadCellCounted>(); _subject = new CountLivingNeighbors(_liveCellEventHandler, _deadCellEventHandler); }