public static void BuildOutDatabase() { var sessionFactory = CreateBuildSessionFactory(); using (var session = sessionFactory.OpenSession()) { using (var transaction = session.BeginTransaction()) { var atst = new AssaultItem { Description = "AT-ST 1123", LoadValue = 6, Type = "AT-ST" }; var squad1 = new AssaultItem { Description = "Stormtrooper Squad 213", LoadValue = 4, Type = "Stormtrooper" }; session.SaveOrUpdate(atst); session.SaveOrUpdate(squad1); transaction.Commit(); } } }
static void Main() { // create our NHibernate session factory var sessionFactory = CreateSessionFactory(); using (var session = sessionFactory.OpenSession()) { // populate the database using (var transaction = session.BeginTransaction()) { // create a couple of Stores each with some Products and Employees //var barginBasin = new Store { Name = "Bargin Basin" }; //var superMart = new Store { Name = "SuperMart" }; //var potatoes = new Product { Name = "Potatoes", Price = 3.60 }; //var fish = new Product { Name = "Fish", Price = 4.49 }; //var milk = new Product { Name = "Milk", Price = 0.79 }; //var bread = new Product { Name = "Bread", Price = 1.29 }; //var cheese = new Product { Name = "Cheese", Price = 2.10 }; //var waffles = new Product { Name = "Waffles", Price = 2.41 }; var x = new AssaultItem {Description = "x", LoadValue = 1}; session.SaveOrUpdate(x); // add products to the stores, there's some crossover in the products in each // store, because the store-product relationship is many-to-many //AddProductsToStore(barginBasin, potatoes, fish, milk, bread, cheese); //AddProductsToStore(superMart, bread, cheese, waffles); // add employees to the stores, this relationship is a one-to-many, so one // employee can only work at one store at a time //AddEmployeesToStore(barginBasin, daisy, jack, sue); //AddEmployeesToStore(superMart, bill, joan); // save both stores, this saves everything else via cascading //session.SaveOrUpdate(barginBasin); //session.SaveOrUpdate(superMart); transaction.Commit(); } } //using (var session = sessionFactory.OpenSession()) //{ // // retreive all stores and display them // using (session.BeginTransaction()) // { // var stores = session.CreateCriteria(typeof(AssaultItem)) // .List<AssaultItem>(); // foreach (var store in stores) // { // WriteStorePretty(store); // } // } //} Console.ReadKey(); }
public AssaultItem SaveAssaultItem(AssaultItem item) { int id; if(item.Id > 0) { _repository.Update(item); id = item.Id; } else { id = _repository.Save(item); } return _repository.GetById(id); }
public virtual void AddAssaultItem(AssaultItem item) { item.LandingShipsLoadedOn.Add(this); AssaultItems.Add(item); }
protected override void Because() { _item = new AssaultItem(); }
protected override void Before_each() { _item = new AssaultItem(2){Description = "my description", Type = "my type", LoadValue = 4}; }
protected override void Before_each() { _item = new AssaultItem { Description = "Dark Troopers, stormtroopers, SHOCK troopers, sCOUt troopers, at-st, Speeder BIKE, Heavy blaster"}; }
protected override void Because() { _repo.Update(_item); _savedItem = _repo.GetById(2); }
protected override void Before_each() { _item = new AssaultItem {Description = "Description", Type = "Type", LoadValue = 2}; _repo = Stub<IRepository<AssaultItem>>(); _repo.Stub(x => x.Save(_item)).Return(9); _repo.Stub(x => x.GetById(9)).Return(_item); _service = new InventoryService(_repo); }
public int CreateDb() { var sessionFactory = CreateSessionFactory(); using (var session = sessionFactory.OpenSession()) { using (var trx = session.BeginTransaction()) { #region trooplist var troopList = new List<AssaultItem> { new AssaultItem { Description = "2 Shock Troopers, 6 Stormtroopers", LoadValue = 4, Type = "Shock Trooper Support Squad" }, new AssaultItem { Description = "5 Dark Troopers", LoadValue = 4, Type = "Dark Trooper Sqaud" }, new AssaultItem { Description = "8 Scout Troopers", LoadValue = 4, Type = "Scout Trooper Sqaud" }, new AssaultItem { Description = "Speeder Bike and 1 Scout Trooper", LoadValue = 2, Type = "Speeder Bike" }, new AssaultItem { Description = "Heavy Blaster and 2 Stormtroopers", LoadValue = 1, Type = "Heavy Blaster" }, new AssaultItem { Description = "AT-ST and pilot", LoadValue = 6, Type = "AT-ST" } }; var shockTroopers = new AssaultItem { Description = "6 Shock Troopers", LoadValue = 4, Type = "Shock Trooper Sqaud" }; var stormtroopers = new AssaultItem { Description = "9 Stormtroopers", LoadValue = 4, Type = "Standard Stormtrooper Sqaud" }; #endregion foreach (var item in troopList) { session.SaveOrUpdate(item); } for (int i = 0; i < 11; i++) { var s = new LandingShip { Designation = string.Format("LS11{0}", i), Deployed = false }; session.SaveOrUpdate(s); } var landingShip = new LandingShip { Deployed = true, Designation = "LS1138" }; landingShip.AddAssaultItem(shockTroopers); landingShip.AddAssaultItem(stormtroopers); session.SaveOrUpdate(landingShip); var products = new List<Product>() { new Product() { Description = "Not your daddy's light saber.", InStock = true, Name = "Asajj Ventress Force FX Saber", Price = 29.99m, ShortName = "ForceFXSaber" }, new Product() { Description = "A replica of the original.", InStock = true, Name = "Anakin Skywalker Lightsaber", Price = 32.99m, ShortName = "SkywalkerLightsaber" }, new Product() { Description = "The perfect balance of weight and performance.", InStock = true, Name = "Ahsoka Lightsaber", Price = 12.99m, ShortName = "AhsokaLightsaber" }, new Product() { Description = "Secure your battleship with one of the finest.", InStock = false, Name = "Senate Security Clone", Price = 22.99m, ShortName = "SenateSecurityClone" }, new Product() { Description = "Bring in the big guns.", InStock = true, Name = "Alliance Tank Droid", Price = 44.99m, ShortName = "AllianceTankDrois" }, new Product() { Description = "Turbo means better!.", InStock = true, Name = "Clone Wars Turbo Tank", Price = 994.99m, ShortName = "CloneWarsTank" }, }; foreach (var product in products) { session.SaveOrUpdate(product); } trx.Commit(); } } int count; using (var session = sessionFactory.OpenSession()) { using (var trx = session.BeginTransaction()) { var items = session.CreateCriteria(typeof(AssaultItem)).List<AssaultItem>(); count = items.Count; } } return count; }
protected override void Before_each() { base.Before_each(); _repo = new Repository<AssaultItem>(CreateSessionFactory()); _item = _repo.GetAll()[0]; }
protected override void Because() { _result = _repo.GetById(_item.Id); }
protected override void Before_each() { base.Before_each(); _repo = new Repository<AssaultItem>(CreateSessionFactory()); _itemToDelete = _repo.GetById(1); }
protected override void Before_each() { base.Before_each(); _repo = new Repository<AssaultItem>(CreateSessionFactory()); _item = _repo.GetById(2); _item.Description = _descUpdate; }
protected override void Before_each() { _item = new AssaultItem { Description = "Dark Trooper squad with 7 dark troopers", LoadValue = 4, Type = "Dark Trooper Squad" }; _service = Stub<IInventoryService>(); _service.Stub(x => x.GetAssaultItemById(2)).Return(_item); _controller = new InventoryController(_service); }
public ActionResult Save(AssaultItemEditModel item) { //do save var assaultItem = new AssaultItem(item.Id) { Description = item.Description, Type = item.Type, LoadValue = item.LoadValue }; Service.SaveAssaultItem(assaultItem); var message = "Item saved successfully."; return this.RedirectToAction(x => x.Index(message)); }
protected override void Before_each() { _item = new AssaultItem { Description = "AT-AT", LoadValue = 72 }; _service = Stub<IInventoryService>(); _service.Stub(x => x.GetAssaultItemById(2)).Return(_item); _controller = new InventoryController(_service); }
protected override void Before_each() { _ship = new LandingShip {Designation = "LS-1223"}; _item = new AssaultItem {Description = "AT-ST", LoadValue = 6}; }
protected override void Before_each() { _item = new AssaultItem {Description = "Some Description", Type = "Lame Troopers", LoadValue = 4}; }
protected override void Because() { _result = _service.GetAssaultItemById(2); }
protected override void Before_each() { base.Before_each(); _repo = new Repository<AssaultItem>(CreateSessionFactory()); _newItem = new AssaultItem { Description = "Shock Trooper Squad", Type = "Shocktrooper", LoadValue = 4 }; }