+Good Practices
+--------------
+Use DALI_TEST_EQUALS to test actual value against expected value, like this:
+
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, TEST_LOCATION );
+
+This will speed up debugging in case the test some day fails. There is also a variant to test that value is greater than expected:
+
+ DALI_TEST_GREATER( textureBindIndex[1], textureBindIndex[2], TEST_LOCATION );
+
+When doing negative tests where your code uses DALI_ASSERT_ALWAYS, use the DALI_TEST_ASSERTION macro, like below:
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo( Property( actor, Actor::Property::PARENT_ORIGIN ), targetParentOrigin );
+ }, "IsPropertyAnimatable( index )" );
+
+This macro will catch the DALi Exception and check that the correct assert message was included. It will also fail the test in case the assert did not occur. It also reduces the amount of false positive error logging whilst the is being thrown making it easier to see the real errors.
+
+Note, DALI_ASSERT_DEBUG cannot be tested as tests execute against release version of the code.
+
+Use additional scope to control the life of stack allocated objects, such as DALi handles
+
+ // try reparenting an orphaned child
+ {
+ Actor temporaryParent = Actor::New();
+ temporaryParent.Add( child );
+ DALI_TEST_EQUALS( parent2.GetChildCount(), 0u, TEST_LOCATION );
+ }
+ // temporaryParent has now died, reparent the orphaned child
+ parent2.Add( child );
+ DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+
+Always test the output of your test by making your code fail!!!
+