Examples of using Eunit to test clustered application - unit-testing

I find the documentation on Eunit lacking, with regards to how to test a multi-node application. I found this example, but sadly when I run:
cluster_test_() ->
{node, foo,
fun (Node) ->
[?_assertEqual(pong, net_adm:ping(Node))]
end
}.
I get:
undefined
*** context setup failed ***
** in function slave:start/5 (slave.erl, line 197)
**exit:not_alive
Am I doing something wrong here?
As a sidenote, I also looked at gproc's distributed test here, but it's manually starting a number of slave nodes rather than using the built-in Eunit functionality.
Can someone give me some examples of how to use use the node test fixture?
Thanks,

Common Test was written especially for testing bigger systems.
Other that official documentation you can find very good introduction to theme here. And chapter evens ends with small snippet howto integrate existing eunit tests into Common Test.

Hm, I never got the slave node functionality to work properly, so it shouldn't be a documented feature. I guess it ended up in the docs while I still thought it was working. I'll probably have to fix the docs.

If you are going with multi-node tests and eunit keep in mind then eunit ifdefs in modules will change it's checksums, and if you say have one module compiled with ifdef eunit and another is not you will have errors if try to call remote functions.

My suggestion is that you run your master node with disabled distribution. Enable it with -sname key (I assume, your example code is located in module node_test):
> erl -sname master
(master#hostname)1> c(node_test).
> node_test:test().
But it is not all. To run this code in new versions of erlang, you should make a little changes:
cluster_test_() ->
{node, foo,
fun ({Node, StopNet}) ->
?debugFmt("Node ~p", [Node]),
?debugFmt("StopNet ~p", [StopNet]),
[?_assertEqual(pong, net_adm:ping(Node))]
end
}.
Note, function argument now contains not node name, but tuple with two elements. First element is remote node name, second - is boolean flag which always false (at least for now). For more detail refer to eunit sources

Related

(ROS) Failed to create global planner

My setup is: ROS melodic, Ubuntu: 18.04
I want simulate turtlebot3 moving with my own global planner and have been following this tutorial to get started: http://wiki.ros.org/navigation/Tutorials/Writing%20A%20Global%20Path%20Planner%20As%20Plugin%20in%20ROS#Running_the_Plugin_on_the_Turtlebot. The tutorial seem to be made for ROS hydro, but as it was the best source of guidance I could find I hoped it would work.
The error I'm having is:
Failed to create the global_planner/GlobalPlanner planner, are you sure it is properly registered and that the containing library is built? Exception: MultiLibraryClassLoader: Could not create object of class type global_planner::GlobalPlanner as no factory exists for it. Make sure that the library exists and was explicitly loaded through MultiLibraryClassLoader::loadLibrary()
To my knowledge I've followed the tutorial as much as possible with a only a few things done differently because I wanted to test it, couldn't do as the tutorial asked, or because I thought it wouldn't impact the results. What I have done differently is:
I use the carrot_planner.h and carrot_planner.cpp files in the tutorial section 1 to test that it works before trying with my own code to avoid confusion about where possible errors come from. It's not 'different' from the tutorial to my knowledge, but figured I'd mention it. They are placed in catkin_ws/src/carrot_planner/src/global_planner/
The ros package I'm working from is in catkin_ws/src and is called the carrot_planner. In the tutorial step 1.3 I use add_library(global_planner_lib src/global_planner/carrot_planner.cpp). Would not imagine it affects the results either.
In section 3 of the tutorial it mentions that 'First, you need to copy the package that contains your global planner (in our case global_planner) into the catkin workspace of your Turtlebot (e.g. catkin_ws).' Since my package was already in catkin_ws/src/ I haven't moved it since I guess I didn't need to.
I've altered the 'move_base.launch' file in '/opt/ros/melodic/share/turtlebot3_navigation/launch/' instead of the 'move_base.launch.xml' in '/opt/ros/hydro/share/turtlebot_navigation/launch/includes/' as there doesn't seem to be a destination '...turtlebot3_navigation/launch/includes/'. There are files in launch, but no includes folder. Maybe that a difference from Hydro to Melodic, I don't know. There may be a whole lot of things that need to be done differently from the tutorial when using Melodic, or with turtlebot3, but I don't know.
I haven't made my own launch file for bringup of the turtlebot, but have instead followed this tutorial (https://emanual.robotis.com/docs/en/platform/turtlebot3/nav_simulation/) to guide me with turtlebot3. After finishing this step in the global planner tutorial 'Save and close the move_base.launch.xml. Note that the name of the planner is global_planner/GlobalPlanner the same specified in global_planner_plugin.xml. Now, you are ready to use your new planner' I tested whether it worked by running: 'roslaunch turtlebot3_gazebo turtlebot3_world.launch' and then I tried running: 'roslaunch turtlebot3_navigation turtlebot3_navigation.launch map_file:=$HOME/map.yaml' which led to the error I showed above. I have created the map-yaml, so there's no misunderstanding whether that's missing.
I would be very glad for any help, thank you ^^
Edit: My system only had 'navfn' on it, not 'global_planner' or 'carrot_planner', if that makes a difference.
After looking over the code I found a solution. It doesn't make everything work perfectly yet, but seems to solve the immediate problem.
The problem was that in my 'global_planner_plugin.xml' I just used the code provided in the tutorial:
<library path="lib/libglobal_planner_lib">
<class name="global_planner/GlobalPlanner" type="global_planner::GlobalPlanner" base_class_type="nav_core::BaseGlobalPlanner">
<description>This is a global planner plugin by iroboapp project.</description>
</class>
</library>
But in the carrot_planner.cpp file it says:
PLUGINLIB_EXPORT_CLASS(carrot_planner::CarrotPlanner, nav_core::BaseGlobalPlanner)
Changing type="global_planner::GlobalPlanner to type="carrot_planner::CarrotPlanner and then launching turtlebot3 doesn't give the same error anymore.

Get ScriptOrigin from v8::Module

It seems trivial, but I've searched far and wide.
I'm using this resource to make v8 run with ES Modules and I'm trying to implement my own search/load algorithm. Thus far, I've managed to make a simple system which loads a file from a known location, however I'd like to implement external modules. This means that the known location is actually unknown throughout the application. Take the following directory tree as an example:
~/
- index.js
import 'module1_index'; // This is successfully resolved to /libs/module1/module1_index.js
/libs/module1/
- module1_index.js
export * from './lib.js' // This import fails because it is looking for ./lib.js in ~/source
- lib.js
export /* literally anything */
The above example begins by executing the index.js file from ~. When module1_index.js is executed, lib.js is looked for from ~ and consequently fails. In order to address this, the files must be looked for relative to the file being executed at the moment, however I have not found a means to do this.
First Attempt
I'm given the opportunity to look for the file in the callResolve method (main.cpp:280):
v8::MaybeLocal<v8::Module> callResolve(v8::Local<v8::Context> context, v8::Local<v8::String> specifier, v8::Local<v8::Module> referrer)
or in loadModule (main.cpp:197)
v8::MaybeLocal<v8::Module> loadModule(char code[], char name[], v8::Local<v8::Context> cx)
however, as mentioned, I have found no function by which to extract the ScriptOrigin from the module. I should mention, when files are successfully resolved, the ScriptOrigin is initiated with the exact path to the file, and is reliable.
Second Attempt
I set up a stack, which keeps track of the current file being executed. Every import which is made is pushed onto the stack. Once the file has finished executing, it is popped. This also did not work, as there was no way to reliably determine once the file had finished executing.
It seems that the loadModule function does just that: loads. It does not execute, so I cannot pop after the module has loaded, as the imports are not fully resolved. The checkModule/execModule functions are only invoked on dynamic imports, making them useless to determining the completion of a static import.
I'm at a loss. I'm not familiar with v8 enough to know where to look, although I have dug through some NodeJS source code looking for an implementation, to no avail.
Any pointers are greatly appreciated.
Thanks.
Jake.
I don't know much about module resolution, but looking at V8's sources, I can see an example mapping a v8::Module to a std::string absolute_path, which sounds like what you're looking for. I'm not copying the whole code here, because the way it uses custom metadata is a bit involved; the short story is that it keeps a std::unordered_map to keep data about each module's source on the side. (I wonder if it would be possible to use Module::ScriptId() as that map's key, for simplification.)
Code search finds a bunch more example uses of InstantiateModule, mostly in tests. Tests often serve as useful examples/documentation :-)

Unit testing - log and then fail?

I am used to test drive my code. Now that I am new to Go I am trying to get it right as fast as possible. I am using the testing package in the standard library which seem to be good enough. (I also like that it is not yet another external dependency. We are currently at 2 dependencies overall - compared to any Java- or Ruby project.....) Anyways - it looks like an assert in golang looks like this:
func TestSomething(t *testing.T) {
something := false
if something {
t.Log("Oh noes - something is false")
t.Fail()
}
}
I find this verbose and would like to do it on one line instead:
Assert( something, "Oh noes - something is false" )
or something like that. I hope that I have missed something obvious here. What is the best/idiomatic way to do it in go?
UPDATE: just to clarify. If I was to do something like this:
func AssertTrue(t *testing.T, value bool, message string) {
if value {
t.Log(message)
t.Fail()
}
}
and then write my test like this
func TestSomething(t *testing.T) {
something := false
AssertTrue(t, something, "Oh noes - something is false")
}
then it would not be the go way to do it?
There are external packages that can be integrated with the stock testing framework.
One of them I wrote long ago, gocheck, was intended to sort that kind of use case.
With it, the test case looks like this, for example:
func (s *Suite) TestFoo(c *gocheck.C) {
// If this succeeds the world is doomed.
c.Assert("line 1\nline 2", gocheck.Equals, "line 3")
}
You'd run that as usual, with go test, and the failure in that check would be reported as:
----------------------------------------------------------------------
FAIL: foo_test.go:34: Suite.TestFoo
all_test.go:34:
// If this succeeds the world is doomed.
c.Assert("line 1\nline 2", gocheck.Equals, "line 3")
... obtained string = "" +
... "line 1\n" +
... "line 2"
... expected string = "line 3"
Note how the comment right above the code was included in the reported failure.
There are also a number of other usual features, such as suite and test-specific set up and tear down routines, and so on. Please check out the web page for more details.
It's well maintained as I and other people use it in a number of active projects, so feel free to join on board, or follow up and check out the other similar projects that suit your taste more appropriately.
For examples of gocheck use, please have a look at packages such as mgo, goyaml, goamz, pipe, vclock, juju (massive code base), lpad, gozk, goetveld, tomb, etc. Also gocheck, manages to test itself. It was quite fun to bootstrap that.
But when You try write test like Uncle Martin, with one assert in test and long function names, then simple assert library, like http://github.com/stretchr/testify/assert can make it much faster and easier
I discourage writing test in the way you seem to have desire for. It's not by chance that the whole stdlib uses the, as you call it, "verbose" way.
It is undeniably more lines, but there are several advantages to this approach.
If you read Why does Go not have assertions? and s/error handling/test failure reporting/g you can get a picture of why the several "assert" packages for Go testing are not a good idea to use,
Once again, the proof is the huge code base of the stdlib.
The idiomatic way is the way you have above. Also, you don't have to log any message if you don't desire.
As defined by the GO FAQ:
Why does Go not have assertions?
Go doesn't provide assertions. They are undeniably convenient, but our
experience has been that programmers use them as a crutch to avoid
thinking about proper error handling and reporting. Proper error
handling means that servers continue operation after non-fatal errors
instead of crashing. Proper error reporting means that errors are
direct and to the point, saving the programmer from interpreting a
large crash trace. Precise errors are particularly important when the
programmer seeing the errors is not familiar with the code.
We understand that this is a point of contention. There are many
things in the Go language and libraries that differ from modern
practices, simply because we feel it's sometimes worth trying a
different approach.
UPDATE
Based on your update, that is not idiomatic Go. What you are doing is in essence designing a test extension framework to mirror what you get in the XUnit frameworks. While there is nothing fundamentally wrong, from an engineering perspective, it does raise questions as to the value + cost of maintaining this extension library. Additionally, you are creating an in-house standard that will potentially ruffle feathers. The biggest thing about Go is it is not C or Java or C++ or Python and things should be done the way the language is constructed.

Joomla: Plugins for a plugin - how to 'advertise' capabilities?

I am working on a plugin which will have its own plugins to handle various events.
Now I'm thinking of enabling this plugins to add their own "commands". But I wonder how to treat that most efficiently. I have a list of my own commands which I search in the article anyway. Should I then just trigger a DoWhatYouWant($article)-event - or, since I do the searching (and parsing of params) anyway, perhaps I could build a global command-list and then trigger an "ExecuteCommand($article,$cmd,$params)"-event? Sounds nicer, but then (I think) I'd have to build this command-list (so that my program know what to look for), so every plugin would have to somehow 'advertise' what it could do, i.e. the names of commands it could handle - and I have no idea how that could be done.
Or is there a better (more standardized?) approach?
If you import your plugins trough the plugin helper
JPluginHelper::importPlugin('mycmdplugins');
then you can get all available commands which are supported by your sub plugins like
$cmds = JDispatcher::getInstance()->trigger('onMyAwesomeCmds');
With the $cmds variable you know now which commands are supported by the sub plugins and you can parse the article for them. Then you can do
foreach ($cmds as $cmd) {
preg_match_all("{".$cmd."*}", $article->text, $matches, PREG_SET_ORDER);
if (!empty($matches)) {
JDispatcher::getInstance()->trigger('onMyAwesome'.ucfirst($cmd), array($article, $params));
}
}
To eliminate more repeating tasks I suggest that the additional plugins will extend a base class from your plugins folder.

How do I run some code after every build in scons?

I'm looking for a way to register somthing like an end-build callback in scons. For example, I'm doing something like this right now:
def print_build_summary():
failures = SCons.Script.GetBuildFailures()
notifyExe = 'notify-send '
if len(failures) > 0:
notifyExe = notifyExe + ' --urgency=critical Build Failed'
else:
notifyExe = notifyExe + ' --urgency=normal Build Succeed'
os.system(notifyExe)
atexit.register(print_build_summary)
This only works in non-interactive mode. I'd like to be able to pop up something like this at the end of every build, specifically, when running multiple 'build' commands in an interactive scons session.
The only suggestions I've found, looking around, seem to be to use the dependency system or the AddPostAction call to glom this on. It doesn't seem quite right to me to do it that way, since it's not really a dependency (it's not even really a part of the build, strictly speaking) - it's just a static bit of code that needs to be run at the end of every build.
Thanks!
I don't think there's anything wrong with using the dependency system to resolve this. This is how I normally do it:
def finish( target, source, env ):
raise Exception( 'DO IT' )
finish_command = Command( 'finish', [], finish )
Depends( finish_command, DEFAULT_TARGETS )
Default( finish_command )
This creates a command that depends on the default targets for it's execution (so you know it'll always run last - see DEFAULT_TARGETS in scons manual). Hope this helps.
Ive been looking into this and havent found that SCons offers anything that would help. This seems like quite a usefull feature, maybe the SCons developers are watching these threads and will take the suggestion...
I looked at the source code and figured out how to do it. I'll try to suggest this change to the SCons developers on scons.org.
If you're interested, the file is engine/SCons/Script/Main.py, and the function is _build_targets(). At the end of this funcion, you would simply need to add a call to a user supplied callback. Of course this solution would not be very useful if you build on several different machines in your network, since you would have to port the change everywhere its needed, but if you're only building on one machine, then maybe you could make the change until/if SCons officially provides a solution.
Let me know if you need help implementing the change, and I'll see what I can do.
Another option would be to wrap the call to SCons, and have the wrapper script perform the desired actions, but that wouldnt help in SCons interactive mode.
Hope this helps,
Brady
EDIT:
I create a feature request for this: http://scons.tigris.org/issues/show_bug.cgi?id=2834