annotate presentation/thesis_pre.html @ 24:806126a7596c

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date Thu, 26 Feb 2009 15:42:49 +0900
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1 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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2 "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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4 <html xmlns="http://www.w3.org/1999/xhtml">
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6 <head>
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7 <title>thesis_presentation</title>
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8 <!-- metadata -->
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9 <meta name="generator" content="S5" />
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10 <meta name="version" content="S5 1.1" />
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11 <meta name="presdate" content="20050728" />
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12 <meta name="author" content="Eric A. Meyer" />
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13 <meta name="company" content="Complex Spiral Consulting" />
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14 <!-- configuration parameters -->
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15 <meta name="defaultView" content="slideshow" />
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16 <meta name="controlVis" content="hidden" />
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17 <!-- style sheet links -->
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18 <link rel="stylesheet" href="ui/default/slides.css" type="text/css" media="projection" id="slideProj" />
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19 <link rel="stylesheet" href="ui/default/outline.css" type="text/css" media="screen" id="outlineStyle" />
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20 <link rel="stylesheet" href="ui/default/print.css" type="text/css" media="print" id="slidePrint" />
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21 <link rel="stylesheet" href="ui/default/opera.css" type="text/css" media="projection" id="operaFix" />
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22 <!-- S5 JS -->
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23 <script src="ui/default/slides.js" type="text/javascript"></script>
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24 </head>
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25 <body>
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26
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27 <div class="layout">
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28 <div id="controls"><!-- DO NOT EDIT --></div>
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29 <div id="currentSlide"><!-- DO NOT EDIT --></div>
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30 <div id="header"></div>
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31 <div id="footer">
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32 <h1>[date:09/02/26]</h1>
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33 <h2>SceneGraphを用いたゲームプログラムの為のテスト作成手法</h2>
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34 </div>
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35
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36 </div>
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37
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38
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39 <div class="presentation">
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40
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41 <div class="slide">
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42 <h1>SceneGraphを用いた<br>ゲームプログラムの為のテスト作成手法</h1>
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43 <h3>発表者:小林 佑亮</h3>
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44 <h4>所属:琉球大学 工学部 情報工学科 並列信頼研</h4>
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45 <h4>指導教員:河野 真治</h4>
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46 </div>
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47
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48
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49 <div class="slide">
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50 <h1>研究背景・目的</h1>
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51 研究背景
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52 <ul>
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53 <li>PlayStation3上での並列的なゲームプログラムの作成</li>
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54 <li>当研究室で開発したCeriumレンダリングエンジンを使用</li>
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55 <li>ゲーム「超弾帝(スーパーダンディ)」の移植の際、不具合が発生</li>
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56 <li>ゲーム内に約100種類に及ぶオブジェクトが存在</li>
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57 </ul>
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58 研究目的
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59 <ul>
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60 <li>SceneGraph単位でオブジェクトごとにテスト</li>
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61 <li>今後のゲームの移植や改良、作成のデバッグで活かしたい</li>
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62 </ul>
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63 </div>
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64
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65 <div class="slide">
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66 <h1>PlayStation3のアーキテクチャ</h1>
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67 <font size=5>
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68 <ul>
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69 <li>CellにはPPEが1基、SPEが8基</li>
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70 <li>SPE に256KBのメモリ</li>
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71 <li>PS3Linuxでは6個の SPE を制御</li>
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72 </ul>
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73 </font>
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74 <br>
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75 <center>
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76 <img src="image/Cell-main.jpg" alt="Cell-main" width="450" height="300">
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77 <img src="image/SPE.jpg" alt="SPE" width="300" height="280">
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78 </center>
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79 </div>
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80
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81 <div class="slide">
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82 <h1>Cerium Rendering Engine</h1>
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83 <ul>
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84 <li>TaskManager</li>
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85 <li>SceneGraph</li>
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86 <li>RenderingEngine</li>
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87 </ul>
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88 </div>
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89
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90 <div class="slide">
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91 <h1>TaskManager</h1>
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92 <font size="5">
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93 <ul>
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94 <li>Taskに分割されたプログラムを管理するライブラリ</li>
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95 <li>プログラムをメモリ上にマッピング、SPE上ではDMA転送によりロード</li>
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96 <li>SPEは256KBという小さなデータ量しか保持できない</li>
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97 <li>必要な時に必要な実行プログラムだけをSPE上にロード</li>
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98 </ul>
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99 </font>
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100 <center>
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101 <img src="image/TaskManager.jpg" width="25%" height="40%" alt="TaskManager">
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102 </center>
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103 </div>
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104
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105 <div class="slide">
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106 <h1>SceneGraph</h1>
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107 <font size="5">
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108 <ul>
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109 <li>ゲームの中の場面を構成するオブジェクトやその振る舞い、ゲームのルールの集合</li>
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110 <li>親子関係を持つTreeで構成</li>
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111 </ul>
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112 </font>
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113 <br>
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114 <center>
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115 <img src="image/SceneGraph.jpg" width="" height="">
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116 </center>
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117 </div>
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118
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119 <div class="slide">
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120 <h1>SceneGraphの生成</h1>
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121 <font size="5">
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122 <ul>
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123 <li>Blenderでオブジェクトモデルを作成</li>
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124 <li>作成したオブジェクトモデルをpythonスクリプトでxmlファイルに変換</li>
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125 <li>xmlファイルからSceneGraphを生成</li>
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126 <li>各ノードにmoveとcollision</li>
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127 </ul>
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128 <br>
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129 <center>
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130 <img src="image/SGcreate.jpg" width="80%" height="40%">
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131 </center>
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132 </font>
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133 </div>
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134
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135 <div class="slide">
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136 <h1>超弾帝(スーパーダンディ)</h1>
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137 <ul>
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138 <li>2Dシューティングゲーム</li>
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139 <li>move関数で移動</li>
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140 <li>collision関数で衝突判定</li>
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141 <li>set_move_collision関数で行動変化</li>
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142 </ul>
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143 </div>
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144
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145 <div class="slide">
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146 <h1>超弾帝(スーパーダンディ)</h1>
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147 <center>
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148 <img src="image/Dandy.jpg" width="100%" height="75%">
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149 </center>
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150 </div>
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151
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152 <div class="slide">
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153 <h1>move,collision</h1>
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154 <font size=5>
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155 <font color=red size=4>
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156 boss1_move_right(SceneGraphPtr node, int screen_w, int screen_h) {
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157 </font>
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158 <pre>
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159 node->xyz[0] -= node->stack_xyz[0];
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160 if(node->xyz[0] < 280) {
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161 <font color=blue size=4>
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162 node->set_move_collision(boss1_move_right, boss1_collision);
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163 </font>
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164 }
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165 }
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166 </pre>
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167 <font size=5>
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168 <font color=red size=4>
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169 boss1_move_left(SceneGraphPtr node, int screen_w, int screen_h) {
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170 </font>
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171 <pre>
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172 node->xyz[0] += node->stack_xyz[0];
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173 if(node->xyz[0] > screen_w-280) {
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174 <font color=blue size=4>
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175 node->set_move_collision(boss1_move_left, boss1_collision);
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176 </font>
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177 }
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178 }
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179 </pre>
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180 <ul>
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181 <font color=red><li>ボス1が右や左に移動</li></font>
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182 <font color=blue><li>引数のmoveとcollisionに状態変化</li></font>
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183 </ul>
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184 </font>
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185 </div>
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186
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187 <div class="slide">
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188 <h1>CppUnitによるテスト手法</h1>
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189 <font size="5">
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190 <ul>
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191 <li>C++の単体テストを自動化するflame workである</li>
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192 <li>テストケースを増やす事が容易</li>
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193 <li>テストケース群は一括で実行し、結果の表示も一括で行える</li>
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194 </ul>
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195
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196 <table>
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197 <tr>
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198 <td><img src="image/TestState.jpg" width=" " height="85%"></td>
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199 <td>
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200 <ul>
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201 <li>CPPUNIT_ASSERT( )<br>
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202 引数が真なら成功、偽なら失敗</li>
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203 <li>CPPUNIT_ASSERT_EQUAL( , )<br>
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204 第1引数と第2引数が同じなら成功、違えば失敗</li>
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205 <li>CPPUNIT_FAIL( )<br>
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206 必ず失敗する</li>
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207 </ul>
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208 </font>
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209 </td>
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210 </table>
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211 </div>
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212
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213 <div class="slide">
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214 <h1>CppUnitによるゲームプログラムのテスト</h1>
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215 <font size="5">
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216 <ul>
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217 <li>getSGPによりSceneGraphのrootのアドレスを取得</li>
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218 <li>rootアドレスから本体オブジェクトの各パラメータを参照</li>
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219 <li>rootアドレスを走査してパーツオブジェクトの各パラメータを参照</li>
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220 </ul>
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221 </font>
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222 <table>
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223 <tr>
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224 <td><img src="image/test_part.jpg" width=" " height=" "></td>
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225 <td>
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226 <font size="5">
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227 <pre>
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228 void
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229 sgTest::rootTest() {
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230 test_init();
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231
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232 sg_root->print_member();
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233 CPPUNIT_ASSERT_EQUAL((float)width/2, sg_root->xyz[0]);
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234 CPPUNIT_ASSERT_EQUAL(0.0f, sg_root->xyz[1]);
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235 CPPUNIT_ASSERT_EQUAL(-100.0f, sg_root->xyz[2]);
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236 }
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237
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238 void
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239 sgTest::childTest() {
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240 while (sg_root) {
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241 if(sg_root->children != NULL) {
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242 sg_root->children->print_member();
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243 ...
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244 sg_root = sg_root->children;
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245 } else if(sg_root->brother != NULL) {
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246 sg_root->brother->print_member();
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247 CPPUNIT_ASSERT_EQUAL(0.0f, sg_root->brother->xyz[0]);
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248 ...
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249 sg_root = sg_root->brother;
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250 ...
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251 </pre>
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252 </td>
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253 </table>
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254 </font>
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255 </div>
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256
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257 <div class="slide">
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258 <h1>評価・今後の課題</h1>
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259 <font size=6>
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260 <ul>
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261 <li>全てのオブジェクトの座標の初期位置が正しい事を確認</li>
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262 <li>move,collision中の各オブジェクトの座標は確認出来ない</li>
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263 <li>一括実行のため値が変化する値を追う事が出来ない</li>
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264 <li>今後各moveとcollisionを抜き出してテストする手法を実装する</li>
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265 <li>2つの手法によりゲームのデバッグを行う</li>
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266 </ul>
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267 </font>
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268 </div>
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269
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270 <div class="slide">
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271 <h1>ご清聴ありがとうございました。</h1>
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272 </div>
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273
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274 </div>
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275
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276 </body>
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277 </html>