如何为float,double和decimal修改AutoFixture create方法,以便在创建这些类型时它们还有余数?
目前我这样做,但这引发了异常。
var fixture = new Fixture();
fixture.Customize<double>(sb => sb.FromFactory<double>(d => d * 1.33)); //This should add remainder
var value = fixture.Create<double>();
答案 0 :(得分:9)
尝试使用相同类型的值(double
)重新定义类型(double
),实际上会产生无限递归。但是,您可以通过将种子输入更改为另一种类型来轻松完成此工作 - 例如int
:
var fixture = new Fixture();
fixture.Customize<double>(c => c.FromFactory<int>(i => i * 1.33));
var value = fixture.Create<double>();
双打现在也会有小数值。
答案 1 :(得分:5)
一种选择是使用自定义ISpecimenBuilder
:
var fixture = new Fixture();
fixture.Customizations.Add(
new RandomDoublePrecisionFloatingPointSequenceGenerator());
RandomDoublePrecisionFloatingPointSequenceGenerator
可能如下所示:
internal class RandomDoublePrecisionFloatingPointSequenceGenerator
: ISpecimenBuilder
{
private readonly object syncRoot;
private readonly Random random;
internal RandomDoublePrecisionFloatingPointSequenceGenerator()
{
this.syncRoot = new object();
this.random = new Random();
}
public object Create(object request, ISpecimenContext context)
{
var type = request as Type;
if (type == null)
return new NoSpecimen(request);
return this.CreateRandom(type);
}
private double GetNextRandom()
{
lock (this.syncRoot)
{
return this.random.NextDouble();
}
}
private object CreateRandom(Type request)
{
switch (Type.GetTypeCode(request))
{
case TypeCode.Decimal:
return (decimal)
this.GetNextRandom();
case TypeCode.Double:
return (double)
this.GetNextRandom();
case TypeCode.Single:
return (float)
this.GetNextRandom();
default:
return new NoSpecimen(request);
}
}
}