Red, green, refactor - why refactor? - unit-testing

I am trying to learn TDD and unit testing concepts and I have seen the mantra: "red, green, refactor." I am curious about why should you refactor your code after the tests pass?
This makes no sense to me, because if the tests pass, then why are you messing with the code? I also see TDD mantras like "only write enough code to make the test pass."
The only reason I could come up with, is if to make the test pass with green, you just sloppily write any old code. You just hack together a solution to get a passing test. Then obviously the code is a mess, so you can clean it up.
EDIT:
I found this link on another stackoverflow post which I think confirms the only reason I came up with, that the original code to 'pass' the test can be very simple, even hardcoded: http://blog.extracheese.org/2009/11/how_i_started_tdd.html

Usually the first working version of the code - even if not a mess - still can be improved. So you improve it, making it cleaner, more readable, removing duplication, finding better variable/method names etc. This is refactoring. And since you have the tests, you can refactor safely, because the tests will show if you have inadvertently broken something.
Note that usually you are not writing code from scratch, but modifying/extending existing code to add/change functionality. And the existing code may not be ready to accommodate the new functionality seamlessly. So the first implementation of the new functionality may look awkward or inconvenient, or you may see that it is difficult to extend further. So you improve the design to incorporate all existing functionality in the simplest, cleanest possible way while still passing all the tests.
Your question is a rehash of the age old "if it works, don't fix it". However, as Martin Fowler explains in Refactoring, code can be broken in many different ways. Even if it passes all the tests, it can be hard to understand, thus hard to extend and maintain. Moreover, if it looks sloppy, future programmers will take even less care to keep it tidy, so it will deteriorate ever quicker, and eventually degrades into a complete unmaintainable mess. To prevent this, we refactor to always keep the code clean and tidy as much as possible. If we (or our predecessors) have already let it become messy, refactoring is a huge effort with no obvious immediate benefit for management and stakeholders; thus they can hardly be convinced to support a large scale refactoring in practice. Therefore we refactor in small, even trivial steps, after every code change.

I have seen the mantra: "red, green, refactor."
it's not a 'mantra', it's a routine.
I also see TDD mantras like "only write enough code to make the test pass."
That's a guideline.
now your question:
The only reason I could come up with, is if to make the test pass with green, you just sloppily write any old code. You just hack together a solution to get a passing test. Then obviously the code is a mess, so you can clean it up.
You're almost there. The key is in the 'Design' part of TDD. You're not only coding, you're still designing your solution. That means that the exact API might not be set in stone still, and your tests might not reflect the final design (because it's not done yet). While coding "only enough to pass the test", you will hit some issues that might change your mind and guide the design. Only after you have some working code you're able to improve it.
Also, the refactor step involves the whole code, not only what you've just written to pass the last test. As the coding advances, you have more and more complex interactions between all parts of your code, the best time to refactor it is as soon as it's working.
Precisely because of this very early refactoring step, you shouldn't worry about the quality of the first iteration. it's just a proof of concept that helps in the design.

It's hard to see how the OP's skepticism isn't justified. TDD's workflow is rooted in the avoidance of premature design decisions by imposing a significant cost, if not precluding, 'seat of the pants' coding that could quickly devolve into an ill-advised YAGNI safari.[1]
The mechanism for this deferral of premature design is the 'smallest possible test'/'smallest possible code' workflow that is designed to stave off the temptation to 'fix' a perceived shortcoming or requirement before it would ordinarily need to be addressed or even encountered, i.e, presumably the shortcoming would (ought?) to be addressed in some future test case mapped directly to an acceptance criteria that in turn captures a particular business objective.
Furthermore, tests in TDD are supposed to a) help clarify design requirements, b) surface problems with a design[2], and c) serve as project assets that capture and document the effort applied to a particular story, so substituting a self-directed refactoring effort for a properly composed test not only precludes any insight the test might provide but also denies management and project planners information on the true cost of implementing a particular feature.[3]
Accordingly, I would suggest that a new test case, purpose built for introducing an additional requirement into the design, is the proper way to address any perceived shortcoming beyond a stylistic change to the current code under test, and the 'Refactor' phase, however well-intentioned, flies in the face of this philosophy, and is in fact an invitation to do the very sort of premature, YAGNI design safaris that TDD is supposed to prevent. I believe that Robert Martin's version of the 3 rules is consistent with this interpretation. [4 - A blatant appeal to authority]
[1] The previously cited http://blog.extracheese.org/2009/11/how_i_started_tdd.html elegantly demonstrates the value of deferring design decisions until the last possible moment. (Although perhaps the Fibonacci sequence is a somewhat artificial example).
[2] See https://blog.thecodewhisperer.com/permalink/how-a-smell-in-the-tests-points-to-a-risk-in-the-design
[3] Adding a "tech" or "spike" story (smell or not) to the backlog would be the appropriate method for ensuring that formal processes are followed and development effort is documented and justified... and if you can't convince the Product Owner to add it, then you shouldn't be throwing time at it.
[4] http://www.butunclebob.com/ArticleS.UncleBob.TheThreeRulesOfTdd

Because you should never refactor non-working code. If you do, then you won't know whether the errors were originally in there or due to your refactoring. If they all pass before refactoring, then fail, then you know the change you did broke something.
They don't mean to write any sloppy old code to pass a test. There is a difference between minimal and sloppy. A zen garden is minimal, but not sloppy.
However, the minimal changes you made here and there, might, in retrospect, be better combined into some other procedure that is called by both of them. After getting both tests working separately is the time to refactor. It's easier to refactor than to try and guess an architecture that's going to minimally cover all the test cases.

You make the code behave correctly first, then factor it well. If you do it the other way around you run the risk of making a mess/duplication/code smells while fixing it.
It's usually easier to restructure working code into well factored code than it is to try and design well factored code upfront.
The reason for refactoring working code is for maintenance. You want to remove duplication for reasons such as only having to fix something in one place, and also knowing that when you fix something somewhere you haven't missed the same bug in the similar code elsewhere. You want to rename vars, methods, classes if their meaning has changed from what you originally intended.
Overall, writing working code is non-trivial, and writing well factored code is non-trivial. If you are trying to do both at once you may do neither to your full potential, so giving full attention to one first and then the other is useful.

Iterative, Evolutionary Refactoring is a good approach, but first...
Somethings that should not go unsaid...
To build on top of some high-level notes above, you should understand some important concepts from Complex Systems Theory. The key concepts to note circumvolve a system's environmental structure, how a systems grows, how it behaves, and how its components interact.
Sensitive Dependence Upon Initial Conditions (Chaos Theory):
A system's behavior will be amplified toward its most influential tendency -- meaning, if you've many Broken Windows which influence how a developer will write the next module or interact with an existing one, then this developer is more likely to break another window. Its even tempting to break a window just because its the only one not broken.
Entropy:
There are many, many definitions of entropy out there; one that I find becoming to Software Engineering is: The amount of energy in a system which cannot be used for additional work. This is why reusability is crucial. Entropy is found mostly in terms of duplicate logic and comprehensibility. Furthermore, this ties closely back to the Butterfly Effect (Sensitive Dependence Upon Initial Conditions) and Broken Windows -- the more duplicate logic, the more CopyPaste for additional implementations and it is more than 1X per implementation to maintain it all.
Variable Amplification and Dampening (Emergence Theory and Network Theory):
Breaking a bad design is a good implementation, though it seems all hell breaks loose when it happens the first few times. This is why it is sensible to have an Architecture which can support many adaptations. As your system heads toward entropy, you need a way for modules to interact with each other correctly -- this is where Interfaces come in. If each of your modules cannot interact unless they've agreed to a consistent contract. Without this, you'll see your system immediately start adapting to poor implementations -- and whichever wheel is the squeakiest will get the oil; the other modules will become a headache. So, not only do bad implementations cause more bad implementations, they also create undesirable behavior at the System's Scale -- causing your system, at large, to adapt to varying implementations and amplifying entropy at the highest scale. When this happens, all you can do is keep patching and hope that one change will not conflict with these adaptations -- causing emergent, unpredictable bugs.
The key to all this is to envelop your modules into their own, discrete subsystems, and provide a Defined Architecture which can allow them to communicate -- such as a Mediator. This brings a collection of (Decoupled) behavior into a Bottom-Up System which can then focus its complexity into a component designed exactly for it.
With this type of architectural approach, you shouldn't have significant pain on the 3rd term of "Red, Green, Refactor". The question is, how can your scrum master measure this in terms of benefit to the user & stakeholders?

You should not take the "only write enough code to make the test pass." mantra too literal.
Remember your application isn't ready just because all your tests passes. You clearly would like to refactor your code after tests passes to make sure the code is readable and well architechted. The tests are there to help you refactor so refactoring is a big part of TDD.

First, thanks for taking a look into Test Driven Development. It is an awesome technique that can be applied to many coding situations that can help you develop some great code while also giving you confidence in what the code can and can't do.
If you look at subtitle on the cover of Martin Fowler's book "Refactoring" it also answers your question - "Improving the Design Of Existing Code"
Refactorings are transformations to your code that should not alter the program's behavior.
By refactoring, you can make the program easier to maintain now, and 6 months from now, and it can also make the code easier for the next developer to understand.

Related

Do very long methods always need refactoring?

I face a situation where we have many very long methods, 1000 lines or more.
To give you some more detail, we have a list of incoming high level commands, and each generates results in a longer (sometime huge) list of lower level commands. There's a factory creating an instance of a class for each incoming command. Each class has a process method, where all the lower level commands are generated added in sequence. As I said, these sequences of commands and their parameters cause quite often the process methods to reach thousands of lines.
There are a lot of repetitions. Many command patterns are shared between different commands, but the code is repeated over and over. That leads me to think refactoring would be a very good idea.
On the contrary, the specs we have come exactly in the same form as the current code. Very long list of commands for each incoming one. When I've tried some refactoring, I've started to feel uncomfortable with the specs. I miss the obvious analogy between the specs and code, and lose time digging into newly created common classes.
Then here the question: in general, do you think such very long methods would always need refactoring, or in a similar case it would be acceptable?
(unfortunately refactoring the specs is not an option)
edit:
I have removed every reference to "generate" cause it was actually confusing. It's not auto generated code.
class InCmd001 {
OutMsg process ( InMsg& inMsg ) {
OutMsg outMsg = OutMsg::Create();
OutCmd001 outCmd001 = OutCmd001::Create();
outCmd001.SetA( param.getA() );
outCmd001.SetB( inMsg.getB() );
outMsg.addCmd( outCmd001 );
OutCmd016 outCmd016 = OutCmd016::Create();
outCmd016.SetF( param.getF() );
outMsg.addCmd( outCmd016 );
OutCmd007 outCmd007 = OutCmd007::Create();
outCmd007.SetR( inMsg.getR() );
outMsg.addCmd( outCmd007 );
// ......
return outMsg;
}
}
here the example of one incoming command class (manually written in pseudo c++)
Code never needs refactoring. The code either works, or it doesn't. And if it works, the code doesn't need anything.
The need for refactoring comes from you, the programmer. The person reading, writing, maintaining and extending the code.
If you have trouble understanding the code, it needs to be refactored. If you would be more productive by cleaning up and refactoring the code, it needs to be refactored.
In general, I'd say it's a good idea for your own sake to refactor 1000+ line functions. But you're not doing it because the code needs it. You're doing it because that makes it easier for you to understand the code, test its correctness, and add new functionality.
On the other hand, if the code is automatically generated by another tool, you'll never need to read it or edit it. So what'd be the point in refactoring it?
I understand exactly where you're coming from, and can see exactly why you've structured your code the way it is, but it needs to change.
The uncertainty you feel when you attempt to refactor can be ameliorated by writing unit tests. If you've tests specific to each spec, then the code for each spec can be refactored until you're blue in the face, and you can have confidence in it.
A second option, is it possible to automatically generate your code from a data structure?
If you've a core suite of classes that do the donkey work and edge cases, you can auto-generate the repetitive 1000 line methods as often as you wish.
However, there are exceptions to every rule.
If the methods are a literal interpretation of the spec (very little additional logic), and the specs change infrequently, and the "common" portions (i.e. bits that happen to be the same right now) of the specs change at different times, and you're not going to be asked to get a 10x performance gain out of the code anytime soon, then (and only then) . . . you may be better off with what you have.
. . . but on the whole, refactor.
Yes, always. 1000 lines is at least 10x longer than any function should ever be, and I'm tempted to say 100x, except that when dealing with input parsing and validation it can become natural to write functions with 20 or so lines.
Edit: Just re-read your question and I'm not clear on one point - are you talking about machine generated code that no-one has to touch? In which case I would leave things as they are.
Refectoring is not the same as writing from scratch. While you should never write code like this, before you refactor it, you need to consider the costs of refactoring in terms of time spent, the associated risks in terms of breaking code that already works, and the net benefits in terms of future time saved. Refactor only if the net benefits outweigh the associated costs and risks.
Sometimes wrapping and rewriting can be a safer and more cost effective solution, even if it appears expensive at first glance.
Long methods need refactoring if they are maintained (and thus need to be understood) by humans.
As a rule of thumb, code for humans first. I don't agree with the common idea that functions need to be short. I think what you need to aim at is when a human reads your code they grok it quickly.
To this effect it's a good idea to simplify things as much as possible--but not more than that. It's a good idea to delegate roughly one task for each function. There is no rule as for what "roughly one task" means: you'll have to use your own judgement for that. But do recognize that a function split into too many other functions itself reduces readability. Think about the human being who reads your function for the first time: they would have to follow one function call after another, constantly context-switching and maintaining a stack in their mind. This is a task for machines, not for humans.
Find the balance.
Here, you see how important naming things is. You will see it is not that easy to choose names for variables and functions, it takes time, but on the other hand it can save a lot of confusion on the human reader's side. Again, find the balance between saving your time and the time of the friendly humans who will follow you.
As for repetition, it's a bad idea. It's something that needs to be fixed, just like a memory leak. It's a ticking bomb.
As others have said before me, changing code can be expensive. You need to do the thinking as for whether it will pay off to spend all this time and effort, facing the risks of change, for a better code. You will possibly lose lots of time and make yourself one headache after another now, in order to possibly save lots of time and headache later.
Take a look at the related question How many lines of code is too many?. There are quite a few tidbits of wisdom throughout the answers there.
To repost a quote (although I'll attempt to comment on it a little more here)... A while back, I read this passage from Ovid's journal:
I recently wrote some code for
Class::Sniff which would detect "long
methods" and report them as a code
smell. I even wrote a blog post about
how I did this (quelle surprise, eh?).
That's when Ben Tilly asked an
embarrassingly obvious question: how
do I know that long methods are a code
smell?
I threw out the usual justifications,
but he wouldn't let up. He wanted
information and he cited the excellent
book Code Complete as a
counter-argument. I got down my copy
of this book and started reading "How
Long Should A Routine Be" (page 175,
second edition). The author, Steve
McConnell, argues that routines should
not be longer than 200 lines. Holy
crud! That's waaaaaay to long. If a
routine is longer than about 20 or 30
lines, I reckon it's time to break it
up.
Regrettably, McConnell has the cheek
to cite six separate studies, all of
which found that longer routines were
not only not correlated with a greater
defect rate, but were also often
cheaper to develop and easier to
comprehend. As a result, the latest
version of Class::Sniff on github now
documents that longer routines may not
be a code smell after all. Ben was
right. I was wrong.
(The rest of the post, on TDD, is worth reading as well.)
Coming from the "shorter methods are better" camp, this gave me a lot to think about.
Previously my large methods were generally limited to "I need inlining here, and the compiler is being uncooperative", or "for one reason or another the giant switch block really does run faster than the dispatch table", or "this stuff is only called exactly in sequence and I really really don't want function call overhead here". All relatively rare cases.
In your situation, though, I'd have a large bias toward not touching things: refactoring carries some inherent risk, and it may currently outweigh the reward. (Disclaimer: I'm slightly paranoid; I'm usually the guy who ends up fixing the crashes.)
Consider spending your efforts on tests, asserts, or documentation that can strengthen the existing code and tilt the risk/reward scale before any attempt to refactor: invariant checks, bound function analysis, and pre/postcondition tests; any other useful concepts from DBC; maybe even a parallel implementation in another language (maybe something message oriented like Erlang would give you a better perspective, given your code sample) or even some sort of formal logical representation of the spec you're trying to follow if you have some time to burn.
Any of these kinds of efforts generally have a few results, even if you don't get to refactor the code: you learn something, you increase your (and your organization's) understanding of and ability to use the code and specifications, you might find a few holes that really do need to be filled now, and you become more confident in your ability to make a change with less chance of disastrous consequences.
As you gain a better understanding of the problem domain, you may find that there are different ways to refactor you hadn't thought of previously.
This isn't to say "thou shalt have a full-coverage test suite, and DBC asserts, and a formal logical spec". It's just that you are in a typically imperfect situation, and diversifying a bit -- looking for novel ways to approach the problems you find (maintainability? fuzzy spec? ease of learning the system?) -- may give you a small bit of forward progress and some increased confidence, after which you can take larger steps.
So think less from the "too many lines is a problem" perspective and more from the "this might be a code smell, what problems is it going to cause for us, and is there anything easy and/or rewarding we can do about it?"
Leaving it cooking on the backburner for a bit -- coming back and revisiting it as time and coincidence allows (e.g. "I'm working near the code today, maybe I'll wander over and see if I can't document the assumptions a bit better...") may produce good results. Then again, getting royally ticked off and deciding something must be done about the situation is also effective.
Have I managed to be wishy-washy enough here? My point, I think, is that the code smells, the patterns/antipatterns, the best practices, etc -- they're there to serve you. Experiment to get used to them, and then take what makes sense for your current situation, and leave the rest.
I think you first need to "refactor" the specs. If there are repetitions in the spec it also will become easier to read, if it makes use of some "basic building blocks".
Edit: As long as you cannot refactor the specs, I wouldn't change the code.
Coding style guides are all made for easier code maintenance, but in your special case the ease of maintenance is achieved by following the spec.
Some people here asked if the code is generated. In my opinion it does not matter: If the code follows the spec "line by line" it makes no difference if the code is generated or hand-written.
1000 thousand lines of code is nothing. We have functions that are 6 to 12 thousand lines long. Of course those functions are so big, that literally things get lost in there, and no tool can help us even look at high level abstractions of them. the code is now unfortunately incomprehensible.
My opinion of functions that are that big, is that they were not written by brilliant programmers but by incompetent hacks who shouldn't be left anywhere near a computer - but should be fired and left flipping burgers at McDonald's. Such code wreaks havok by leaving behind features that cannot be added to or improved upon. (too bad for the customer). The code is so brittle that it cannot be modified by anyone - even the original authors.
And yes, those methods should be refactored, or thrown away.
Do you ever have to read or maintain the generated code?
If yes, then I'd think some refactoring might be in order.
If no, then the higher-level language is really the language you're working with -- the C++ is just an intermediate representation on the way to the compiler -- and refactoring might not be necessary.
Looks to me that you've implemented a separate language within your application - have you considered going that way?
It has been my understanding that it's recommended that any method over 100 lines of code be refactored.
I think some rules may be a little different in his era when code is most commonly viewed in an IDE. If the code does not contain exploitable repetition, such that there are 1,000 lines which are going to be referenced once each, and which share a significant number of variables in a clear fashion, dividing the code into 100-line routines each of which is called once may not be that much of an improvement over having a well-formatted 1,000-line module which includes #region tags or the equivalent to allow outline-style viewing.
My philosophy is that certain layouts of code generally imply certain things. To my mind, when a piece of code is placed into its own routine, that suggests that the code will be usable in more than one context (exception: callback handlers and the like in languages which don't support anonymous methods). If code segment #1 leaves an object in an obscure state which is only usable by code segment #2, and code segment #2 is only usable on a data object which is left in the state created by #1, then absent some compelling reason to put the segments in different routines, they should appear in the same routine. If a program puts objects through a chain of obscure states extending for many hundreds of lines of code, it might be good to rework the design of the code to subdivide the operation into smaller pieces which have more "natural" pre- and post- conditions, but absent some compelling reason to do so, I would not favor splitting up the code without changing the design.
For further reading, I highly recommend the long, insightful, entertaining, and sometimes bitter discussion of this topic over on the Portland Pattern Repository.
I've seen cases where it is not the case (for example, creating an Excel spreadsheet in .Net often requires a lot of line of code for the formating of the sheet), but most of the time, the best thing would be to indeed refactor it.
I personally try to make a function small enough so it all appears on my screen (without affecting the readability of course).
1000 lines? Definitely they need to be refactored. Also not that, for example, default maximum number of executable statements is 30 in Checkstyle, well-known coding standard checker.
If you refactor, when you refactor, add some comments to explain what the heck it's doing.
If it had comments, it would be much less likely a candidate for refactoring, because it would already be easier to read and follow for someone starting from scratch.
Then here the question: in general, do
you think such very long methods would
always need refactoring,
if you ask in general, we will say Yes .
or in a
similar case it would be acceptable?
(unfortunately refactoring the specs
is not an option)
Sometimes are acceptable, but is very unusual, I will give you a pair of examples:
There are some 8 bit microcontrollers called Microchip PIC, that have only a fixed 8 level stack, so you can't nest more than 8 calls, then care must be taken to avoid "stack overflow", so in this special case having many small function (nested) is not the best way to go.
Other example is when doing optimization of code (at very low level) so you have to take account the jump and context saving cost. Use it with care.
EDIT:
Even in generated code, you could need to refactorize the way its generated, for example for memory saving, energy saving, generate human readable, beauty, who knows, etc..
There has been very good general advise, here a practical recommendation for your sample:
common patterns can be isolated in plain feeder methods:
void AddSimpleTransform(OutMsg & msg, InMsg const & inMsg,
int rotateBy, int foldBy, int gonkBy = 0)
{
// create & add up to three messages
}
You might even improve that by making this a member of OutMsg, and using a fluent interface, such that you can write
OutMsg msg;
msg.AddSimpleTransform(inMsg, 12, 17)
.Staple("print")
.AddArtificialRust(0.02);
which can be an additional improvement under circumstances.

How do you design complex systems with TDD?

Similar to Does TDD mean not thinking about class design?, I am having trouble thinking about where the traditional 'design' stage fits into TDD.
According to the Bowling Game Kata (the 'conversation' version, whose link escapes me at the moment) TDD appears to ignore design decisions made early on (discard the frame object, roll object, etc). I can see in that example it being a good idea to follow the tests and ignore your initial design thoughts, but in bigger projects or ones where you want to leave an opening for expansion / customisation, wouldn't it be better to put things in that you don't have a test for or don't have a need for immediately in order to avoid time-consuming rewrites later?
In short - how much design is too much when doing TDD, and how much should I be following that design as I write tests and the code to pass them (ignoring my design to only worry about passing tests)?
Or am I worrying about nothing, and code written simply to follow tests is not (in practice) difficult to rewrite or refactor if you're painted into a corner?
Alternatively, am I missing the point and that I should be expecting to rewrite portions of the code when I come to test a new section of functionality?
I would base your tests on your initial design. In many ways TDD is a discovery process. You can expect to either confirm your early design choices or find that there are better choices you can make. Do as much upfront design as you are comfortable with. Some like to fly by the seat of the chairs doing high level design and using TDD to flesh the design out. While others like to have everything on paper first.
Part of TDD is refactoring.
There is something to be said about 'Designing Big Complex Systems' that should not be associated with TDD - especially when TDD is interpreted as 'Test Driven Design' and not 'Test Driven Development'.
In the context 'Development', using TDD will ensure you are writing testable code which give all the benefits cited about TDD ( detect bugs early, high code:test coverage ratio, easier future refactoring etc. etc.)
But in 'Designing' large complex systems, TDD does not particularly address the following concerns that are inherent in the architecture of the system
(Engineering for) Performance
Security
Scalability
Availability
(and all other 'ilities')
(i.e. all of the concerns above do not magically 'emerge' through the "write a failing test case first, followed by the working implementation, Refactor - lather, rinse, repeat..." recipe).
For these, you will need to approach the problem by white-boarding the high-level and then low-level details of a system with respect to the constraints imposed by the requirements and the problem space.
Some of the above considerations compete with each other and require careful trade-offs that just don't 'emerge' through writing lots of unit tests.
Once key components and their responsibilities are defined and
understood, TDD can be used in the implementation of these
components. The process of Refactoring and continually
reviewing/improving your code will ensure the low-level design
details of these components are well-crafted.
I am yet to come across a significantly complex piece of software (e.g. compiler, database, operating system) that was done in a Test Driven Design style. The following blog article talks about this point extremely well (Compilers, TDD, Mastery)
Also, check the following videos on Architecture which adds a lot of common sense to the thought process.
Start with a rough design idea, pick a first test and start coding, going green test after test, letting the design emerge, similar or not to the initial design. How much initial design depends on the problem complexity.
One must be attentive and listen to and sniff the code, to detect refactoring opportunities and code smells.
Strictly following TDD and the SOLID principles will bring code clean, testable and flexible, so that it can be easily refactored, leveraging on the unit tests as scaffolding to prevent regression.
I've found three ways of doing design with TDD:
Allow the design to emerge naturally as duplication and complexity is removed
Create a perfect design up-front, using mocks combined with the single responsibility principle
Be pragmatic about it.
Pragmatism seems to be the best choice most times, so here's what I do. If I know that a particular pattern will suit my problem very well (for instance, MVC) I'll go straight for the mocks and assume it works. Otherwise, if the design is less clear, I'll allow it to emerge.
The cross-over point at which I feel the need to refactor an emergent design is the point at which it stops being easy to change. If a piece of code isn't perfectly designed, but another dev coming across it could easily refactor it themselves, it's good enough. If the code is becoming so complex that it stops being obvious to another dev, it's time to refactor it.
I like Real Options, and refactoring something to perfection feels to me like committing to the design without any real need to do so. I refactor to "good enough" instead; that way if my design proves itself to be wrong I've not wasted the time. Assume that your design will be wrong if you've never used it before in a similar context.
This also lets me get my code out much more quickly than if it were perfect. Having said that, it was my attempts to make the code perfect that taught me where the line was!

TDD with unclear requirements

I know that TDD helps a lot and I like this method of development when you first create a test and then implement the functionality. It is very clear and correct way.
But due to some flavour of my projects it often happens that when I start to develop some module I know very little about what I want and how it will look at the end. The requirements appear as I develop, there may be 2 or 3 iterations when I delete all or part of the old code and write new.
I see two problems:
1. I want to see the result as soon as possible to understand are my ideas right or wrong. Unit tests slow down this process. So it often happens that I write unit tests after the code is finished what is known to be a bad pattern.
2. If I first write the tests I need to rewrite not only the code twice or more times but also the tests. It takes much time.
Could someone please tell me how can TDD be applied in such situation?
Thanks in advance!
I want to see the result as soon as possible to understand are my ideas right or wrong. Unit tests slow down this process.
I disagree. Unit tests and TDD can often speed up getting results because they force you to concentrate on the results rather than implementing tons of code that you might never need. It also allows you to run the different parts of your code as you write them so you can constantly see what results you are getting, rather than having to wait until your entire program is finished.
I find that TDD works particularly well in this kind of situation; in fact, I would say that having unclear and/or changing requirements is actually very common.
I find that the best uses of TDD is ensuring that your code is doing what you expect it to do. When you're writing any code, you should know what you want it to do, whether the requirements are clear or not. The strength of TDD here is that if there is a change in the requirements, you can simply change one or more of your unit tests to reflect the changed requirements, and then update your code while being sure that you're not breaking other (unchanged) functionality.
I think that one thing that trips up a lot of people with TDD is the assumption that all tests need to be written ahead of time. I think it's more effective to use the rule of thumb that you never write any implementation code while all of your tests are passing; this simply ensures that all code is covered, while also ensuring that you're checking that all code does what you want it to do without worrying about writing all your tests up front.
IMHO, your main problem is when you have to delete some code. This is waste and this is what shall be addressed first.
Perhaps you could prototype, or utilize "spike solutions" to validate the requirements and your ideas then apply TDD on the real code, once the requirements are stable.
The risk is to apply this and to have to ship the prototype.
Also you could test-drive the "sunny path" first and only implement the remaining such as error handling ... after the requirements have been pinned down. However the second phase of the implementation will be less motivating.
What development process are you using ? It sounds agile as you're having iterations, but not in an environment that fully supports it.
TDD will, for just about anybody, slow down initial development. So, if initial development speed is 10 on a 1-10 scale, with TDD you might get around an 8 if you're proficient.
It's the development after that point that gets interesting. As projects get larger, development efficiency typically drops - often to 3 on the same scale. With TDD, it's very possible to still stay in the 7-8 range.
Look up "technical debt" for a good read. As far as I'm concerned, any code without unit tests is effectively technical debt.
TDD helps you to express the intent of your code. This means that writing the test, you have to say what you expect from your code. How your expectations are fulfilled is then secondary (this is the implementation). Ask yourself the question: "What is more important, the implementation, or what the provided functionality is?" If it is the implementation, then you don't have to write the tests. If it is the functionality provided then writing the tests first will help you with this.
Another valuable thing is that by TDD, you will not implement functionality that will not be needed. You only write code that needs to satisfy the intent. This is also called YAGNI (You aint gonna need it).
There's no getting away from it - if you're measuring how long it takes to code just by how long it takes you to write classes, etc, then it'll take longer with TDD. If you're experienced it'll add about 15%, if you're new it'll take at least 60% longer if not more.
BUT, overall you'll be quicker. Why?
by writing a test first you're specifying what you want and delivering just that and nothing more - hence saving time writing unused code
without tests, you might think that the results are so obvious that what you've done is correct - when it isn't. Tests demonstrate that what you've done is correct.
you will get faster feedback from automated tests than by doing manual testing
with manual testing the time taken to test everything as your application grows increases rapidly - which means you'll stop doing it
with manual tests it's easy to make mistakes and 'see' something passing when it isn't, this is especially true if you're running them again and again and again
(good) unit tests give you a second client to your code which often highlights design problems that you might miss otherwise
Add all this up and if you measure from inception to delivery and TDD is much, much faster - you get fewer defects, you're taking fewer risks, you progress at a steady rate (which makes estimation easier) and the list goes on.
TDD will make you faster, no question, but it isn't easy and you should allow yourself some space to learn and not get disheartened if initially it seems slower.
Finally you should look at some techniques from BDD to enhance what you're doing with TDD. Begin with the feature you want to implement and drive down into the code from there by pulling out stories and then scenarios. Concentrate on implementing your solution scenario by scenario in thin vertical slices. Doing this will help clarify the requirements.
Using TDD could actually make you write code faster - not being able to write a test for a specific scenario could mean that there is an issue in the requirements.
When you TDD you should find these problematic places faster instead of after writing 80% of your code.
There are a few things you can do to make your tests more resistant to change:
You should try to reuse code inside
your tests in a form of factory
methods that creates your test
objects along with verify methods
that checks the test result. This
way if some major behavior change
occurs in your code you have less
code to change in your test.
Use IoC container instead of passing
arguments to your main classes -
again if the method signature
changes you do not need to change
all of your tests.
Make your unit tests short and Isolated - each test should check only one aspect of your code and use Mocking/Isolation framework to make the test independent of external objects.
Test and write code for only the required feature (YAGNI). Try to ask yourself what value my customer will receive from the code I'm writing. Don't create overcomplicated architecture instead create the needed functionality piece by piece while refactoring your code as you go.
Here's a blog post I found potent in explaining the use of TDD on a very iterative design process scale: http://blog.extracheese.org/2009/11/how_i_started_tdd.html.
Joshua Block commented on something similar in the book "Coders at work". His advice was to write examples of how the API would be used (about a page in length). Then think about the examples and the API a lot and refactor the API. Then write the specification and the unit tests. Be prepared, however, to refactor the API and rewrite the spec as you implement the API.
When I deal with unclear requirements, I know that my code will need to change. Having solid tests helps me feel more comfortable changing my code. Practising TDD helps me write solid tests, and so that's why I do it.
Although TDD is primarily a design technique, it has one great benefit in your situation: it encourages the programmer to consider details and concrete scenarios. When I do this, I notice that I find gaps or misunderstandings or lack of clarity in requirements quite quickly. The act of trying to write tests forces me to deal with the lack of clarity in the requirements, rather than trying to sweep those difficulties under the rug.
So when I have unclear requirements, I practise TDD both because it helps me identify the specific requirements issues that I need to address, but also because it encourages me to write code that I find easier to change as I understand more about what I need to build.
In this early prototype-phase I find it to be enough to write testable code. That is, when you write your code, think of how to make it possible to test, but for now, focus on the code itself and not the tests.
You should have the tests in place when you commit something though.

Why should I use Test Driven Development? [duplicate]

This question already has answers here:
Closed 13 years ago.
Duplicate:
Why should I practice Test Driven Development and how should I start?
For a developer that doesn't know about Test-Driven Development, what problem(s) will be solved by adopting TDD?
[EDIT] Let's assume that the developer already (ab)uses a unit testing framework.
Here are three reasons that TDD might help a developer/team:
Better understanding of what you're going to write
Enforces the policy of writing tests a little better
Speeds up development
One reason to write the tests first is to have a better understanding of the actual code before you write it. To me, this is the main benefit of test driven development. When you write the test cases first, you think more critically about the corner cases. It's then easier to address them when you write the code and ensure that they're accurate.
Another reason is to actually enforce writing the tests. Often when people do unit-testing without the TDD, they have a testing framework set up, write some new code, and then quit. They think that the code already works just fine, so why write tests? It's simple enough that it won't break, right? But now you've lost the advantages of doing unit-tests in the first place (completely different discussion). Write them first, and they're already there.
Writing these tests first could mean that you don't need to launch the program in a debugging environment (slow — especially for larger projects) to test if a few small things work. Of course there's no excuse for not doing so before committing changes.
Convincing yourself or other people to write the tests first may be difficult. You may have better luck getting them to write both at the same time which may be just as beneficial.
Presumably you test code that you've written before you commit it to a repository.
If that's not true you have other issues to deal with.
If it is true, you can look at writing tests using a framework as a way to automate those main routines or drivers that you currently write so you can run all of them automatically at the push of a button. You don't have to pore over output to decide if the test passed or failed; you embed the success or failure of the test in the code and get a thumbs up or down decision right away. Running all the tests at once reduces the chances of a "whack a mole" situation where you fix something in one class and break something else. All the tests have to pass.
Sounds good so far, yes?
The TDD folks just take it one step further by demanding that you write the test FIRST before you write the class. It fails, of course, because you haven't written the class. It's their way of guaranteeing that you write test classes.
If you're already using a test framework, getting good value out of the tests you write, and have meaningful code coverage up around 70%, then I think you're doing well. I'm not sure that TDD will give you much more value. It's up to you to decide whether or not you go that extra mile. Personally, I don't do it. I write tests after the class and refactor if I feel the need. Some people might find it helpful to write the test first knowing it'll fail, but I don't.
(This is more of a comment agreeing with duffymo's answer than an answer of its own.)
duffymo answers:
The TDD folks just take it one step further by demanding that you write the test FIRST before you write the class. It fails, of course, because you haven't written the class. It's their way of guaranteeing that you write test classes.
I think it's actually to force coders to think about what their code is doing. Having to think about a test makes one consider what the code is supposed to do: what the pre-conditions and post-conditions are, which functions are primitive and which are composed of primitive functions, what the minimal necessary public interface is, and what's an implementation detail.
These are all things I routinely think about, so like you, "test first" doesn't add a whole lot, for me. And frankly (I know this is heresy in some circles) I like to "anchor" the core ideas of a class by sketching out the public interface first; that way I can look at it, mentally use it, and see if it's as clean as I thought it was. (A class or a library should be easy and intuitive for client programmers to use.)
In other words, I do what TDD tries to ensure happens by writing tests first, but like duffymo, I get there a different way.
And the real point of "test first" is to get a coder to pause and think like a designer. It's silly to make a fetish of how the programmer enters that state; for those who don't do it naturally, "test first" serves as a ritual to get them there. For those who do, "test first" doesn't add much -- and can get in the way of the programmer's habitual way of getting into that state.
Again, we want to look at results, not rituals. If a junior guy needs a ritual, a "stations of the cross" or a rosary* to "get in the groove", "test first" serves that purpose. If someone has their own way to get there, that's great too.
Note that I'm not saying that code shouldn't be tested. It should. It gives us a safety net, which in turn allows us to concentrate our attention on writing good code, even audacious code, because we know the net is there to catch errors.
All I am saying is that fetishistic insistence on "test first" confuses the method (one of many) with the goal, making the programmer think about what he's coding.
* To be ecumenical, I'll note that both Catholics and Muslims use rosaries. And again, it's a mechanical, muscle-memory way to put oneself into a certain frame of mind. It's a fetish (in the original sense of a magic object, not the "sexual fetish" meaning) or good-luck charm. So is saying "Om mani padme hum", or sitting zazen, or stroking a "lucky" rabbit's foot, (Not so lucky for the rabbit.) The philosopher Jerry Fodor, when thinking about hard problems, has a similar ritual: he repeats to himself, "C'mon, Jerry, you can do it!" (I tried that too, but since my name is not Jerry, it didn't work for me. ;) )
Ideally:
You won't waste time writing features you don't need. You'll have a comprehensive unit test suite to serve as a safety net for refactoring. You'll have executable examples of how your code is intended to be used. Your development flow will be smoother and faster; you'll spend less time in the debugger.
But most of all, your design will be better. Your code will be better factored - loosely coupled, highly cohesive - and better formed - smaller, better-named methods & classes.
For my current project (which runs on a relatively heavyweight process), I have adopted a peculiar form of TDD that consists of writing skeleton test cases based on requirements documents and GUI mockups. I write dozens, sometimes hundreds of those before starting to implement anything (this runs totally against "pure" TDD which says you should write a few tests, then immediately start on a skeleton implementation).
I have found this to be an excellent way to review the requirements documents. I have to think about the behaviour described in them much more intensively than if I just were to read them . In consequence, I find many more inconsistencies and gaps in them which I would otherwise only have found during implementation. This way, I can ask for clarification earlier and have better requirements when I start implementing.
Then, during implementation, the tests are a way to measure how far I've yet to go. And they prevent me from forgetting anything (don't laugh, that's a real problem when you work on larger use cases).
And the moral is: even when your dev process doesn't really support TDD, it can still be done in a way, and improve quality and productivity.
I personally do not use TDD, but one of the biggest pro's I can see with the methology is that customer satisfaction ensurance. Basically, the idea is that the steps of your development process are these:
1) Talk to customer about what the application is supposed to do, and how it is supposed to react to different situations.
2) Translate the outcome of 1) into Unit Tests, which each test one feature or scenario.
3) Write simple, "sloppy" code that (barely) passes the tests. When this is done, you have met your customer's expectations.
4) Refactor the code you wrote in 3) until you think you've done it in the most effective way possible.
When this is done you have hopefully produced high-quality code, that meets your customer's needs. If the customer now wants a new feature, you start the cycle over - discuss the feature, write a test that makes sure it works, write code that passes the test, refactor.
And as others have said, each time you run your tests you ensure that the old code still works, and that you can add new functionality without breaking old one.
Most of the people I have talked to don't use a complete TDD model. They usually find the best testing model that works for them. Find yours play with TDD and find where you are the most productive.
TDD (Test Driven Development/ Design) provides the following advantages
ensures you know the story card's acceptance criteria before you start
ensures that you know when to stop coding (i.e., when the acceptance criteria has been meet thus prevents gold platting)
As a result you end up with code that is
testable
clean design
able to be refactored with confidence
the minimal code necessary to satisfy the story card
a living specification of how the code works
able to support a sustainable pace of new features
I made a big effort to learn TDD for Ruby on Rails development. It took several days before I really got into it and it. I was very skeptical but I made the effort because programmers I respect support it.
At this point I feel it was definitely worth the effort. There are several benefits which I'm sure others will be happy to list for you. To me the most important advantage is that it helps avoid that nightmare situation late in a project where something suddenly breaks for no apparent reason and then you're spending a day and a half with the debugger. It helps prevent your code base from deteriorating as you add more and more logic to it.
It is common knowledge that writing tests and having a large number of automated tests are a Good Thing.
However, without TDD, it often just becomes tedious. People write tests, and then leave it, and the tests do not get updated as they should, nor do new features get tested as often as they should either.
A big part of this is because the code has become a pain to test - TDD will influence your design so that it is much easier to test. Because you've used TDD, you have a good number of tests, which makes it much easier to find regressions whenever your code or requirements change, simplifying debugging drammatically, causing an appreciation of good TDD and encouraging more tests to be written when changes are needed - and we're back to the start of the cycle.
There are many advantages:
Higher code quality
Fewer bugs
Less wasted time
Any of those alone would be sufficient justification to implement TDD.

Disadvantages of Test Driven Development? [closed]

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Closed 11 years ago.
What do I lose by adopting test driven design?
List only negatives; do not list benefits written in a negative form.
If you want to do "real" TDD (read: test first with the red, green, refactor steps) then you also have to start using mocks/stubs, when you want to test integration points.
When you start using mocks, after a while, you will want to start using Dependency Injection (DI) and a Inversion of Control (IoC) container. To do that you need to use interfaces for everything (which have a lot of pitfalls themselves).
At the end of the day, you have to write a lot more code, than if you just do it the "plain old way". Instead of just a customer class, you also need to write an interface, a mock class, some IoC configuration and a few tests.
And remember that the test code should also be maintained and cared for. Tests should be as readable as everything else and it takes time to write good code.
Many developers don't quite understand how to do all these "the right way". But because everybody tells them that TDD is the only true way to develop software, they just try the best they can.
It is much harder than one might think. Often projects done with TDD end up with a lot of code that nobody really understands. The unit tests often test the wrong thing, the wrong way. And nobody agrees how a good test should look like, not even the so called gurus.
All those tests make it a lot harder to "change" (opposite to refactoring) the behavior of your system and simple changes just becomes too hard and time consuming.
If you read the TDD literature, there are always some very good examples, but often in real life applications, you must have a user interface and a database. This is where TDD gets really hard, and most sources don't offer good answers. And if they do, it always involves more abstractions: mock objects, programming to an interface, MVC/MVP patterns etc., which again require a lot of knowledge, and... you have to write even more code.
So be careful... if you don't have an enthusiastic team and at least one experienced developer who knows how to write good tests and also knows a few things about good architecture, you really have to think twice before going down the TDD road.
Several downsides (and I'm not claiming there are no benefits - especially when writing the foundation of a project - it'd save a lot of time at the end):
Big time investment. For the simple case you lose about 20% of the actual implementation, but for complicated cases you lose much more.
Additional Complexity. For complex cases your test cases are harder to calculate, I'd suggest in cases like that to try and use automatic reference code that will run in parallel in the debug version / test run, instead of the unit test of simplest cases.
Design Impacts. Sometimes the design is not clear at the start and evolves as you go along - this will force you to redo your test which will generate a big time lose. I would suggest postponing unit tests in this case until you have some grasp of the design in mind.
Continuous Tweaking. For data structures and black box algorithms unit tests would be perfect, but for algorithms that tend to be changed, tweaked or fine tuned, this can cause a big time investment that one might claim is not justified. So use it when you think it actually fits the system and don't force the design to fit to TDD.
When you get to the point where you have a large number of tests, changing the system might require re-writing some or all of your tests, depending on which ones got invalidated by the changes. This could turn a relatively quick modification into a very time-consuming one.
Also, you might start making design decisions based more on TDD than on actually good design prinicipals. Whereas you may have had a very simple, easy solution that is impossible to test the way TDD demands, you now have a much more complex system that is actually more prone to mistakes.
I think the biggest problem for me is the HUGE loss of time it takes "getting in to it". I am still very much at the beginning of my journey with TDD (See my blog for updates my testing adventures if you are interested) and I have literally spent hours getting started.
It takes a long time to get your brain into "testing mode" and writing "testable code" is a skill in itself.
TBH, I respectfully disagree with Jason Cohen's comments on making private methods public, that's not what it is about. I have made no more public methods in my new way of working than before. It does, however involve architectural changes and allowing for you to "hot plug" modules of code to make everything else easier to test. You should not be making the internals of your code more accessible to do this. Otherwise we are back to square one with everything being public, where is the encapsulation in that?
So, (IMO) in a nutshell:
The amount of time taken to think (i.e. actually grok'ing testing).
The new knowledge required of knowing how to write testable code.
Understanding the architectural changes required to make code testable.
Increasing your skill of "TDD-Coder" while trying to improve all the other skills required for our glorious programming craft :)
Organising your code base to include test code without screwing your production code.
PS: If you would like links to positives, I have asked and answered several questions on it, check out my profile.
In the few years that I've been practicing Test Driven Development, I'd have to say the biggest downsides are:
Selling it to management
TDD is best done in pairs. For one, it's tough to resist the urge to just write the implementation when you KNOW how to write an if/else statement. But a pair will keep you on task because you keep him on task. Sadly, many companies/managers don't think that this is a good use of resources. Why pay for two people to write one feature, when I have two features that need to be done at the same time?
Selling it to other developers
Some people just don't have the patience for writing unit tests. Some are very proud of their work. Or, some just like seeing convoluted methods/functions bleed off the end of the screen. TDD isn't for everyone, but I really wish it were. It would make maintaining stuff so much easier for those poor souls who inherit code.
Maintaining the test code along with your production code
Ideally, your tests will only break when you make a bad code decision. That is, you thought the system worked one way, and it turns out it didn't. By breaking a test, or a (small) set of tests, this is actually good news. You know exactly how your new code will affect the system. However, if your tests are poorly written, tightly coupled or, worse yet, generated (cough VS Test), then maintaining your tests can become a choir quickly. And, after enough tests start to cause more work that the perceived value they are creating, then the tests will be the first thing to be deleted when schedules become compressed (eg. it gets to crunch time)
Writing tests so that you cover everything (100% code coverage)
Ideally, again, if you adhere to the methodology, your code will be 100% tested by default. Typically, thought, I end up with code coverage upwards of 90%. This usually happens when I have some template style architecture, and the base is tested, and I try to cut corners and not test the template customizations. Also, I have found that when I encounter a new barrier I hadn't previously encountered, I have a learning curve in testing it. I will admit to writing some lines of code the old skool way, but I really like to have that 100%. (I guess I was an over achiever in school, er skool).
However, with that I'd say that the benefits of TDD far outweigh the negatives for the simple idea that if you can achieve a good set of tests that cover your application but aren't so fragile that one change breaks them all, you will be able to keep adding new features on day 300 of your project as you did on day 1. This doesn't happen with all those who try TDD thinking it's a magic bullet to all their bug-ridden code, and so they think it can't work, period.
Personally I have found that with TDD, I write simpler code, I spend less time debating if a particular code solution will work or not, and that I have no fear to change any line of code that doesn't meet the criteria set forth by the team.
TDD is a tough discipline to master, and I've been at it for a few years, and I still learn new testing techniques all the time. It is a huge time investment up front, but, over the long term, your sustainability will be much greater than if you had no automated unit tests. Now, if only my bosses could figure this out.
On your first TDD project there are two big losses, time and personal freedom
You lose time because:
Creating a comprehensive, refactored, maintainable suite of unit and acceptance tests adds major time to the first iteration of the project. This may be time saved in the long run but equally it can be time you don't have to spare.
You need to choose and become expert in a core set of tools. A unit testing tool needs to be supplemented by some kind of mocking framework and both need to become part of your automated build system. You also want to pick and generate appropriate metrics.
You lose personal freedom because:
TDD is a very disciplined way of writing code that tends to rub raw against those at the top and bottom of the skills scale. Always writing production code in a certain way and subjecting your work to continual peer review may freak out your worst and best developers and even lead to loss of headcount.
Most Agile methods that embed TDD require that you talk to the client continually about what you propose to accomplish (in this story/day/whatever) and what the trade offs are. Once again this isn't everyone's cup of tea, both on the developers side of the fence and the clients.
Hope this helps
TDD requires you to plan out how your classes will operate before you write code to pass those tests. This is both a plus and a minus.
I find it hard to write tests in a "vacuum" --before any code has been written. In my experience I tend to trip over my tests whenever I inevitably think of something while writing my classes that I forgot while writing my initial tests. Then it's time to not only refactor my classes, but ALSO my tests. Repeat this three or four times and it can get frustrating.
I prefer to write a draft of my classes first then write (and maintain) a battery of unit tests. After I have a draft, TDD works fine for me. For example, if a bug is reported, I will write a test to exploit that bug and then fix the code so the test passes.
Prototyping can be very difficult with TDD - when you're not sure what road you're going to take to a solution, writing the tests up-front can be difficult (other than very broad ones). This can be a pain.
Honestly I don't think that for "core development" for the vast majority of projects there's any real downside, though; it's talked down a lot more than it should be, usually by people who believe their code is good enough that they don't need tests (it never is) and people who just plain can't be bothered to write them.
Well, and this stretching, you need to debug your tests. Also, there is a certain cost in time for writing the tests, though most people agree that it's an up-front investment that pays off over the lifetime of the application in both time saved debugging and in stability.
The biggest problem I've personally had with it, though, is getting up the discipline to actually write the tests. In a team, especially an established team, it can be hard to convince them that the time spent is worthwhile.
The downside to TDD is that it is usually tightly associated with 'Agile' methodology, which places no importance on documentation of a system, rather the understanding behind why a test 'should' return one specific value rather than any other resides only in the developer's head.
As soon as the developer leaves or forgets the reason that the test returns one specific value and not some other, you're screwed. TDD is fine IF it is adequately documented and surrounded by human-readable (ie. pointy-haired manager) documentation that can be referred to in 5 years when the world changes and your app needs to as well.
When I speak of documentation, this isn't a blurb in code, this is official writing that exists external to the application, such as use cases and background information that can be referred to by managers, lawyers and the poor sap who has to update your code in 2011.
I've encountered several situations where TDD makes me crazy. To name some:
Test case maintainability:
If you're in a big enterprise, many chances are that you don't have to write the test cases yourself or at least most of them are written by someone else when you enter the company. An application's features changes from time to time and if you don't have a system in place, such as HP Quality Center, to track them, you'll turn crazy in no time.
This also means that it'll take new team members a fair amount of time to grab what's going on with the test cases. In turn, this can be translated into more money needed.
Test automation complexity:
If you automate some or all of the test cases into machine-runnable test scripts, you will have to make sure these test scripts are in sync with their corresponding manual test cases and in line with the application changes.
Also, you'll spend time to debug the codes that help you catch bugs. In my opinion, most of these bugs come from the testing team's failure to reflect the application changes in the automation test script. Changes in business logic, GUI and other internal stuff can make your scripts stop running or running unreliably. Sometimes the changes are very subtle and difficult to detect. Once all of my scripts report failure because they based their calculation on information from table 1 while table 1 was now table 2 (because someone swapped the name of the table objects in the application code).
If your tests are not very thorough you might fall into a false sense of "everything works" just because you tests pass. Theoretically if your tests pass, the code is working; but if we could write code perfectly the first time we wouldn't need tests. The moral here is to make sure to do a sanity check on your own before calling something complete, don't just rely on the tests.
On that note, if your sanity check finds something that is not tested, make sure to go back and write a test for it.
The biggest problem are the people who don't know how to write proper unit tests. They write tests that depend on each other (and they work great running with Ant, but then all of sudden fail when I run them from Eclipse, just because they run in different order). They write tests that don't test anything in particular - they just debug the code, check the result, and change it into test, calling it "test1". They widen the scope of classes and methods, just because it will be easier to write unit tests for them. The code of unit tests is terrible, with all the classical programming problems (heavy coupling, methods that are 500 lines long, hard-coded values, code duplication) and is a hell to maintain. For some strange reason people treat unit tests as something inferior to the "real" code, and they don't care about their quality at all. :-(
You lose the ability to say you are "done" before testing all your code.
You lose the capability to write hundreds or thousands of lines of code before running it.
You lose the opportunity to learn through debugging.
You lose the flexibility to ship code that you aren't sure of.
You lose the freedom to tightly couple your modules.
You lose option to skip writing low level design documentation.
You lose the stability that comes with code that everyone is afraid to change.
You lose a lot of time spent writing tests. Of course, this might be saved by the end of the project by catching bugs faster.
Refocusing on difficult, unforeseen requirements is the constant bane of the programmer. Test-driven development forces you to focus on the already-known, mundane requirements, and limits your development to what has already been imagined.
Think about it, you are likely to end up designing to specific test cases, so you won't get creative and start thinking "it would be cool if the user could do X, Y, and Z". Therefore, when that user starts getting all excited about potential cool requirements X, Y, and Z, your design may be too rigidly focused on already specified test cases, and it will be difficult to adjust.
This, of course, is a double edged sword. If you spend all your time designing for every conceivable, imaginable, X, Y, and Z that a user could ever want, you will inevitably never complete anything. If you do complete something, it will be impossible for anyone (including yourself) to have any idea what you're doing in your code/design.
You will lose large classes with multiple responsibilities.
You will also likely lose large methods with multiple responsibilities.
You may lose some ability to refactor, but you will also lose some of the need to refactor.
Jason Cohen said something like:
TDD requires a certain organization for your code. This might be architecturally wrong; for example, since private methods cannot be called outside a class, you have to make methods non-private to make them testable.
I say this indicates a missed abstraction -- if the private code really needs to be tested, it should probably be in a separate class.
Dave Mann
The biggest downside is that if you really want to do TDD properly you will have to fail a lot before you succeed. Given how many software companies work (dollar per KLOC) you will eventually get fired. Even if your code is faster, cleaner, easier to maintain, and has less bugs.
If you are working in a company that pays you by the KLOCs (or requirements implemented -- even if not tested) stay away from TDD (or code reviews, or pair programming, or Continuous Integration, etc. etc. etc.).
I second the answer about initial development time. You also lose the ability to confortably work without the safety of tests. I've also been described as a TDD nutbar, so you could lose a few friends ;)
It's percieved as slower. Long term that's not true in terms of the grief it will save you down the road, but you'll end up writing more code so arguably you're spending time on "testing not coding". It's a flawed argument, but you did ask!
It can be hard and time consuming writing tests for "random" data like XML-feeds and databases (not that hard). I've spent some time lately working with weather data feeds. It's quite confusing writing tests for that, at least as i don't have too much experience with TDD.
You have to write applications in a different way: one which makes them testable. You'd be surprised how difficult this is at first.
Some people find the concept of thinking about what they're going to write before they write it too hard. Concepts such as mocking can be difficult for some too. TDD in legacy apps can be very difficult if they weren't designed for testing. TDD around frameworks that are not TDD friendly can also be a struggle.
TDD is a skill so junior devs may struggle at first (mainly because they haven't been taught to work this way).
Overall though the cons become solved as people become skilled and you end up abstracting away the 'smelly' code and have a more stable system.
unit test are more code to write, thus a higher upfront cost of development
it is more code to maintain
additional learning required
Good answers all. I would add a few ways to avoid the dark side of TDD:
I've written apps to do their own randomized self-test. The problem with writing specific tests is even if you write lots of them they only cover the cases you think of. Random-test generators find problems you didn't think of.
The whole concept of lots of unit tests implies that you have components that can get into invalid states, like complex data structures. If you stay away from complex data structures there's a lot less to test.
To the extent your application allows it, be shy of design that relies on the proper ordering of notifications, events and side-effects. Those can easily get dropped or scrambled so they need a lot of testing.
Let me add that if you apply BDD principles to a TDD project, you can alleviate a few of the major drawbacks listed here (confusion, misunderstandings, etc.). If you're not familiar with BDD, you should read Dan North's introduction. He came up the concept in answer to some of the issues that arose from applying TDD at the workplace. Dan's intro to BDD can be found here.
I only make this suggestion because BDD addresses some of these negatives and acts as a gap-stop. You'll want to consider this when collecting your feedback.
It takes some time to get into it and some time to start doing it in a project but... I always regret not doing a Test Driven approach when I find silly bugs that an automated test could have found very fast. In addition, TDD improves code quality.
You have to make sure your tests are always up to date, the moment you start ignoring red lights is the moment the tests become meaningless.
You also have to make sure the tests are comprehensive, or the moment a big bug appears, the stuffy management type you finally convinced to let you spend time writing more code will complain.
The person who taught my team agile development didn't believe in planning, you only wrote as much for the tiniest requirement.
His motto was refactor, refactor, refactor. I came to understand that refactor meant 'not planning ahead'.
Development time increases : Every method needs testing, and if you have a large application with dependencies you need to prepare and clean your data for tests.
TDD requires a certain organization for your code. This might be inefficient or difficult to read. Or even architecturally wrong; for example, since private methods cannot be called outside a class, you have to make methods non-private to make them testable, which is just wrong.
When code changes, you have to change the tests as well. With refactoring this can be a
lot of extra work.