How to mock Net::Twitter? [duplicate] - unit-testing

What strategies have Perl people used when mocking Moose objects that they will inject into other Moose objects as type-constrained attributes?
Test::MockObject::Extends doesn't seem to play well with Moose. I need the object to blessed as a specific package though so a vanilla Test::MockObject won't work. I'm sure other folks have had similar difficulty. How did you resolve it?
Extra Points for Solutions that are already on CPAN.

Well I'm not the expert on such things but the first thing I'd look at is Shaw Moore's (Sartak) Test-MockOO.
If this doesn't work for you, I'd then look at using the power of the Metaobject Protocol and starrt manually building Mock objects. Look at Class::MOP::Class and Moose::Meta::Class for how to override specific methods and/or create entire classes at runtime programatically.
If this still doesn't work for you, I'd swing past IRC and ask. The moose hevy hitters hang out there and I'm sure one of them has run into this situation.

bit of a self plug, but I wrote http://search.cpan.org/~cycles/Test-Magpie-0.05/lib/Test/Magpie.pm, maybe you'll find this useful. A mock created with this acts as any class, and does every role possible. It doesn't mock a specific object or class at all. Sadly CPAN's search is a bit rubbish, so searching for "test mock" doesn't show it in the results.
I should also mention that the documentation doesn't contain a huge amount of motivation or example code, so you may wish to check some of the tests:
http://cpansearch.perl.org/src/CYCLES/Test-Magpie-0.05/t/mockito_tutorial.t
http://cpansearch.perl.org/src/CYCLES/Test-Magpie-0.05/t/basic.t

Related

How should I document a Lua API/object model written in C++ code?

I am working on documenting a new and expanded Lua API for the game Bitfighter (http://bitfighter.org). Our Lua object model is a subset of the C++ object model, and the methods exposed to Lua that I need to document are a subset of the methods available in C++. I want to document only the items relevant to Lua, and ignore the rest.
For example, the object BfObject is the root of all the Lua objects, but is itself in the middle of the C++ object tree. BfObject has about 40 C++ methods, of which about 10 are relevant to Lua scripters. I wish to have our documentation show BfObject as the root object, and show only those 10 relevant methods. We would also need to show its children objects in a way that made the inheritance of methods clear.
For the moment we can assume that all the code is written in C++.
One idea would be to somehow mark the objects we want to document in a way that a system such as doxygen would know what to look at and ignore the rest. Another would be to preprocess the C++ code in such a way as to delete all the non-relevant bits, and document what remains with something like doxygen. (I actually got pretty far with this approach using luadoc, but could not find a way to make luadoc show object hierarchy.)
One thing that might prove helpful is that every Lua object class is registered in a consistent manner, along with its parent class.
There are a growing number of games out there that use Lua for scripting, and many of them have decent documentation. Does anyone have a good suggestion on how to produce it?
PS To clarify, I'm happy to use any tool that will do the job -- doxygen and luadoc are just examples that I am somewhat familiar with.
I have found a solution, which, while not ideal, works pretty well. I cobbled together a Perl script which rips through all the Bitfighter source code and produces a second set of "fake" source that contains only the elements I want. I can then run this secondary source through Doxygen and get a result that is 95% of what I'm looking for.
I'm declaring victory.
One advantage of this approach is that I can document the code in a "natural" way, and don't need to worry about marking what's in and what's out. The script is smart enough to figure it out from the code structure.
If anyone is interested, the Perl script is available in the Bitfighter source archive at https://code.google.com/p/bitfighter/source/browse/luadoc.pl. It is only about 80% complete, and is missing a few very important items (such as properly displaying function args), but the structure is there, and I am satisfied the process will work. The script will improve with time.
The (very preliminary) results of the process can be seen at http://bitfighter.org/luadocs/index.html. The templates have hardly been modified, so it has a very "stock" look, but it shows that things more-or-less work.
Since some commenters have suggested that it is impossible to generate good documentation with Doxygen, I should note that almost none of our inline docs have been added yet. To get a sense of what they will look like, see the Teleporter class. It's not super good, but I think it does refute the notion that Doxygen always produces useless docs.
My major regret at this point is that my solution is really a one-off and does not address what I think is a growing need in the community. Perhaps at some point we'll standardize on a way of merging C++ and Lua and the task of creating a generalized documentation tool will be more manageable.
PS You can see what the markup in the original source files looks like... see https://code.google.com/p/bitfighter/source/browse/zap/teleporter.cpp, and search for #luaclass
Exclude either by namespace (could be class as well) of your C++ code, but not the lua code
EXCLUDE_SYMBOLS = myhier_cpp::*
in the doxygen config file or cherry pick what to exclude by using
/// #cond
class aaa {
...
...
}
/// #endcond
in your c++ code.
I personally think that separating by namespace is better since it reflects the separation in code + documentation, which leads to a namespace based scheme for separation of pure c++ from lua bindings.
Separating via exclusion is probably the most targeted approach but that would involve an extra tool to parse the code, mark up relevant lua parts and add the exclusion to the code. (Additionally you could also render special info like graphs separately with this markup and add them via an Image to your documentation, at least that's easy to do with Doxygen.). Since there has to be some kind of indication of lua code, the markup is probably not too difficult to derive.
Another solution is to use LDoc. It also allows you to write C++ comments, which will be parsed by LDoc and included into the documentation.
An advantage is that you can just the same tool to document your lua code as well. A drawback is that the project seems to be unmaintained. It may also not be possible to document complex object hierarchies, like the questioner mentioned.
I forked it myself for some small adjustments regarding c++. Have a look here.

How simple is 'too simple to break'? - explained

In JUnit FAQ you can read that you shouldn't test methods that are too simple to break. While all examples seem logical (getters and setters, delegation etc.), I'm not sure I am able to grasp the "can't break on its own" concept in full. When would you say that the method "can't break on its own"? Anyone care to elaborate?
I think "can't break on its own" means that the method only uses elements of its own class, and does not depend upon the behavior of any other objects/classes, or that it delegates all of its functionality to some other method or class (which presumably has its own tests).
The basic idea is that if you can see everything the method does, without needing to refer to other methods or classes, and you are pretty sure it is correct, then a test is probably not necessary.
There is not necessarily a clear line here. "Too simple to break" is in the eye of the beholder.
Try thinking of it this way. You're not really testing methods. You're describing some behaviour and giving some examples of how to use it, so that other people (including your later self) can come and change that behaviour safely later. The examples happen to be executable.
If you think that people can change your code safely, you don't need to worry.
No matter how simple a method is, it can still be wrong. For example you might have two similarly named variables and access the wrong one. However, these errors will likely be quickly found and once these methods are written correctly, they are going to stay correct and so it is not worthwhile permanently keeping around a test for this. Rather than "too simple to break", I would recommend considering whether it is too simple to be worth keeping a permanent test.
Put it this way, you're building a wood table.
You'll test things that may fail. For instance, putting a jar in the table, or sitting over the table, or pushing the table from one side to another in the room, etc. You're testing table, in a way you know it is somehow vulnerable or at least in a way you know you'll use it.
You don't test though, nails, or one of its legs, because they are "too simple to break on its own".
Same goes for unit testing, you don't test getters/setters, because the only way they may fail, it because the runtime environment fail. You don't test methods that forward the message to other methods, because they are too simple to break on it own, you better test the referenced method.
I hope this helps.
If you are using TDD, that advice is wrong. In the TDD case your function exists because the test failed. It doesn't matter if the function is simple or not.
But if you are adding tests afterwards to some existing code, I can sort of understand the argument that you shouldn't need to test code that cannot break. But I still think that is just an excuse for not having to write tests. Also ask yourself: if that piece of code is not worthy of testing, then maybe that code is not needed at all?
I like the risk based approach of GAMP 5 which basically means (in this context) to first asses the various possible risks of a software and only define tests for the higher-risk parts.
Although this applies to GxP environments, it can be adapted in the way: How likely is a certain class to have erroneous methods, and how big is the impact an error would have? E.g., if a method decides whether to give a user access to a resource, you must of course test that extensively enough.
That means in deterimining where to draw the line between "too simple to break" it can help to take into consideration the possible consequences of a potential flaw.

Object Reflection

Does anyone have any references for building a full Object/Class reflection system in C++ ?
Ive seen some crazy macro / template solutions however ive never found a system which solves everything to a level im comfortable with.
Thanks!
Using templates and macros to automatically, or semi-automatically, define everything is pretty much the only option in C++. C++ has very weak reflection/introspection abilities. However, if what you want to do is mainly serialization and storage, this has already been implemented in the Boost Serialization libraries. You can do this by either implementing a serializer method on the class, or have an external function if you don't want to modify the class.
This doesn't seem to be what you were asking though. I'm guessing you want something like automatic serialization which requires no extra effort on the part of the class implementer. They have this in Python, and Java, and many other languages, but not C++. In order to get what you want, you would need to implement your own object system like, perhaps, the meta-object system that IgKh mentioned in his answer.
If you want to do that, I'd suggest looking at how JavaScript implements objects. JavaScript uses a prototype based object system, which is reasonably simple, yet fairly powerful. I recommend this because it seems to me like it would be easier to implement if you had to do it yourself. If you are in the mood for reading a VERY long-winded explanation on the benefits and elegance of prototypes, you can find an essay on the subject at Steve Yegge's blog. He is a very experienced programmer, so I give his opinions some credence, but I have never done this myself so I can only point to what others have said.
If you wanted to remain with the more C++ style of classes and instances instead of the less familiar prototypes, look at how Python objects and serialization work. Python also use a "properties" approach to implementing its objects, but the properties are used to implement classes and inheritance instead of a prototype based system, so it may be a little more familiar.
Sorry that I don't have a simpler answer to your question! But hopefully this will help.
I'm not entirely sure that I understood you intention, however the Qt framework contains a powerful meta object system that lets you do most operation expected from a reflection a system: Getting the class name as string, checking if a object is a instance of a given type, listing and invoking methods, etc.
I've used ROOT's Reflex library with good results. Rather than using crazy macro / template solutions like you described, it processes your C++ header files at build time to create reflection dictionaries then operates off of those.

What are some good approaches to learning the Half-Life 2 SDK?

I have been a Half-Life lover for years. I have a BS in CS and have been informally programming since High-School. When I was still in college I tried to become a mod programmer for fun..using the first Half-Life engine...didn't work so good. So i figured after all my great college learrning :-) I would have more insight on how to tackle this problem and could finally do it. So here I am..finally out in the business world programming java...so I downloaded the HL2 SDk and started looking through the class structure. I feel like I did that last time I tried this...dazed and confused. Sorry about all the back ground.
So what is the best way to systematically learn the code structure? I know java and I know c++..i just dont know what any of the classes do...the comments are few and far between and the documentation seems meager. Any good approahces? I **don'**t wanna start my own mod... I just wanna maybe be a spare-time mod programmer on some cool MOD one day...to keep the fun in learning programming along with the business side.
the comments are few and far between
and the documentation seems meager.
Any good approahces?
Welcome to the wonder that is the Source SDK. No, it's not documented. Experiment, hack, place breakpoints and see what happens if you change bits of code.
There is a wiki you may find helpful in some cases, but it's filled in by the community, and not by Valve, which means that you won't find any actual documentation there, just explanations of how previous modders have hacked the engine.
Honestly, it sucks. The only way around it is to dive in. Try to achieve various changes to the game and don't be afraid to rip the existing code apart. It won't be pretty, but if it works, who's going to complain? Their code is pretty horrible, and most likely, yours will be too.
You can start at the Valve Developer Wiki.
I think the best way is to check out the source code of one of the few open source mods out there, Open Source Jail Break. It will help you at least get familiar with the code.
Beyond that, its just developer resources and forums.
Edit:Plan of Attack seems great too.
Also: This is a great list, including both general and specific topics.
I'd do what I do with any other vague system... set lots of breakpoints and get a feel for the structure by watching it function. Add your own comments/documentation as you go. Test your understanding by making small changes and see if you get expected results.
I've worked with the Source SDK for a little and made some modifications. Really you have to have a good understanding of C and C++. The Source SDK isn't modern C++ and is much more akin to C with classes than any real OOP.
The SDK is simply fashioned in that the major of code is comprised of entities, of which many you can ignore.
Also know that the SDK uses inheritance very heavily, so look to base classes for functionality that you may desire.
I'd say make a list of important files and classes that maybe relevant to what you want to do with the SDK. Then start sorting these files using virtual folders in VS (or real folders on the filesystem) and use the find in files option (or grep) to find your way around.
Some sample files:
eiface.h - Engine interfaces
gameinterface.cpp/.h - Lots of interfaces from external dlls for server
cdll_client_int.cpp/.h - Lots of interfaces from external dlls for client
*_gamerules.cpp/.h - Gamerules (determines logic of game)
world.cpp - Entity that determines the map properties and loads the gamerules and other entities
Also try to use the Source SDK Base instead of the HL2MP Base for a mod. The former is a lot cleaner and easier to build off of.

How specific to get on design document?

I'm creating a design document for a security subsystem, to be written in C++. I've created a class diagram and sequence diagrams for the major use cases. I've also specified the public attributes, associations and methods for each of the classes. But, I haven't drilled the method definitions down to the C++ level yet. Since I'm new to C++ , as is the other developer, I wonder if it might not make sense go ahead and specify to this level. Thoughts?
edit: Wow - completely against, unanimous. I was thinking about, for example, the whole business about specifying const vs. non-const, passing references, handling default constructor and assigns, and so forth. I do believe it's been quite helpful to spec this out to this level of detail so far. I definitely have gotten a clearer idea of how the system will work. Maybe if I just do a few methods, as an example, before diving into the code?
I wouldn't recommend going to this level, but then again you've already gone past where I would go in a design specification. My personal feeling is that putting a lot of effort into detailed design up-front is going to be wasted as you find out in developing code that your guesses as to how the code will work are wrong. I would stick with a high-level design and think about using TDD (test driven development) to guide the low-level design and implementation.
I would say it makes no sense at all, and that you have gone too far already. If you are new to C++ you are in no position to write a detailed design document for a C++ project. I would recommend you try to implement what you already have in C++, learn by the inevitable mistakes (like public attributes) and then go back and revise it.
Since you're new, it probably makes sense not to drill down.
Reason: You're still figuring out the language and how things are best structured. That means you'll make mistakes initially and you'll want to correct them without constantly updating the documentation.
It really depends on who the design document is targeted at. If it's for a boss who is non-technical, then you are good with what you have.
If it's for yourself, then you are using the tool to help you, so you decide. I create method level design docs when I am creating a project, but it's at a high level so I can figure out what the features of the various classes should be. I've found that across languages, the primary functionalities of a class have little to do with the programming language we are working in. Some of the internal details and functions required certainly vary due to the chosen language, but those are implementation details that I don't bother with during the design phase.
It certainly helps me to know that for instance an authorization class might have an authenticate function that takes a User object as a parameter. I don't really care during design that I might need an internal string md5 function wrapper to accomplish some specific goal. I find out about that while coding.
The goal of initial design is to get organized so you can make progress with clarity and forethought rather than tearing out and reimplementing the same function 4 times because you forgot some scenario due to not planning.
EDIT: I work in PHP a lot, and I actually use PhpDoc to do some of the design docs, by simply writing the method signature with no implementation, then putting a detailed description of what the method should do in the method header comments. This helps anyone that is using my class in the future, because the design IS the documentation. I can also change the documentation if I do need to make some alterations while coding.
I work in php4 a lot, so I don't get to use interfaces. In php5, I create the interface, then implement it elsewhere.
The best way to specify how the code should actually fit together is in code. The design document is for other things that are not easily expressed in code. You should use it for describing the actual need the program fills, How it interacts with users, what the constraints are in terms of hardware and operating systems. Certainly describe the overall architecture of your application in a design document, but, for instance, the API should actually be described in the code that exposes the API.
You have already gone far enough with the documentation part. As you still a beginner in C++, when you would understand the language, you might want to change the structure of your program. Then you would have to do changes in the documentation. I would suggest that you have already gone too far with the documentation. No need to drill more into it
Like everyone else says, you've gone way past where you need to go with the design. Do you have a good set of requirements to the simple true/false statement level that you derived that design from? You can design all day long, but if you don't have requirements that simply say WHAT you're going to do, it doesn't matter how good your design is.