Most software companies run in that dilemma. In order to write software that works, you want to write some tests. The question for many of these companies is: what kind of tests are most efficient for my business?
Here we talk about seven common test practices in the software industry.
Probably the most used form of testing is Unit Testing. This is easy to write and very effective in discovering bugs. If you are looking at verifying correctness, this is 100% what you need to have to test your software.
In most cases, Unit ...
When you first install the module, I wouldn't be surprised if you'd want to create a To Do List item right away and then assign the task to one or more users.
It won't work.
Before users can be assigned a To Do List item, you must give them permission to be assigned to such an item. This is done in the usual permission place: Administer » User management » Permissions. You may also want to create a new role of people who deal with To Do List items.
Actually, the To Do List module comes with many permissions so you may want to ...
Attach the comments at the bottom of the node data.
The comments will be shown just as in the regular page (i.e. flat, thread, expanded, collapsed.)
Note that this data is considered a [no content] because it does not affect the use of the "default" parameter. However, it definitively adds content to your output.
CSS Class: div.insert-node-comments
Theme: InsertNode_comments
IMPORTANT NOTES
The comments are appended to anything else that you have inserted. You cannot use the order of your parameters to put the comments in a different location. In order to do that, use multiple
Pop a target (sprite, movie, thread) name s1.
Pop a first Boolean b2, which, when true, means that the mouse pointer is locked to the center of the object being dragged.
Pop a second Boolean b3, which when true means that the mouse pointer is constrained to the specified rectangle1 (n4 to n7, representing y2, x2, y1, x1.)
Once this function was called, the object attached to the mouse pointer will follow the mouse until a Stop Drag action is applied or another object is defined as the object being dragged with another Start Drag.
Push some immediate data on the stack. This action was introduced in V4.0. The supported data types vary depending on the version of the player you have. As many values as necessary can be pushed at once. The f_push_data structure will be repeated multiple times as required. For instance, to push two strings on the stack at once, you would use the following code:
96 0C 00 00 't' 'e' 's' 't' 00 00 'm' 'o' 'r' 'e' 00
Most of the time, it is a good idea to push more data and then use the Swap action to reorder. Extra PushData ...
Pop a value or a string and jump to that frame. Numerical frame numbers start at 0 and go up to the number of frames - 1. When a string is specified, it can include a path to a sprite as in:
/Test:55
When f_play
is ON (1), it wakes up that sprite (movie, thread). Otherwise, the frame is shown in stop mode (it does not go past the Show Frame tag.) This action can be used to playback a sprite from another given a set of events.
Pop an object, if it is a valid sprite (same as movie or thread), push it's path on the stack.
A sprite path can be used by different other actions such as the Goto Expression.
The following is the list of currently accepted properties or fields for the Get Property and the Set Property actions. Note that the properties can be specified with either an integer (type 7, requires V5.0+) or a single precision floating point (type 1, V4.0 compatible). And since strings are automatically transformed in a value when required, one can use a string to represent the property number (type 0).