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+/*
+ * Copyright 2009, Google Inc.
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+
+// Tests functionality of the MemoryBuffer class
+
+#include "core/cross/client.h"
+#include "tests/common/win/testing_common.h"
+#include "core/cross/error.h"
+#include "import/cross/memory_buffer.h"
+
+namespace o3d {
+
+// Test fixture for RawData testing.
+class MemoryBufferTest : public testing::Test {
+};
+
+// Test RawData
+TEST_F(MemoryBufferTest, Basic) {
+ int i;
+ MemoryBuffer<int> buffer;
+ // Check that initially the buffer is not allocated
+ ASSERT_EQ(0, buffer.GetLength());
+
+ // Allocate and check the length is good
+ const int kBufferLength = 1024;
+ buffer.Allocate(kBufferLength);
+ ASSERT_EQ(kBufferLength, buffer.GetLength());
+
+ // Once allocated, the initial contents should be zero
+ // Check that the buffer contents are zeroed out
+ bool buffer_is_cleared = true;
+ for (i = 0; i < kBufferLength; ++i) {
+ if (buffer[i] != 0) {
+ buffer_is_cleared = false;
+ break;
+ }
+ }
+ ASSERT_TRUE(buffer_is_cleared);
+
+ // Write some values and check that they're OK
+ for (i = 0; i < kBufferLength; ++i) {
+ buffer[i] = i;
+ }
+ bool buffer_values_good = true;
+ for (i = 0; i < kBufferLength; ++i) {
+ if (buffer[i] != i) {
+ buffer_values_good = false;
+ break;
+ }
+ }
+ ASSERT_TRUE(buffer_values_good);
+
+ // Now, clear the buffer and check that it worked
+ buffer.Clear();
+ buffer_is_cleared = true;
+ for (i = 0; i < kBufferLength; ++i) {
+ if (buffer[i] != 0) {
+ buffer_is_cleared = false;
+ break;
+ }
+ }
+ ASSERT_TRUE(buffer_is_cleared);
+
+ // Deallocate the buffer and verify its length
+ buffer.Deallocate();
+ ASSERT_EQ(0, buffer.GetLength());
+}
+
+} // namespace o3d