Understanding unit test constraints and NUnit syntax helpers - unit-testing

Me and a colleague are starting a new project and attempting to take full advantage of TDD. We're still figuring out all the concepts around unit testing and are thus far basing them primarily on other examples.
My colleague recently brought into question the point of the NUnit syntax helpers and I'm struggling to explain their benefit (since I don't really understand it myself other than my gut says they're good!). Here is an example assertion:
Assert.That(product.IsValid(), Is.False);
To me this makes complete sense, we're saying we expect the value of product.IsValid() to be false. My colleague on the other hand would prefer us to simply write:
Assert.That(!product.IsValid());
He says to him this makes more sense and he can read it easier.
So far the only thing we can agree on is that you are likely to get more helpful output when the test is failing from the former, but I think there must be a better explanation. I've looked up some information on the syntax helpers (http://nunit.com/blogs/?p=44) and they make sense, but I don't fully understand the concept of constraints other than they 'feel' right.
I wonder if someone could explain why we use the concept of constraints, and why they improve the unit test examples above?
Thanks.

I think it's mostly to do with the pure English reading of the statement.
The first reads
Assert that product is valid is false
The second reads
Assert that not product is valid
I personally find the first easier to process. I think it's all down to preference really. Some of the extension methods out there are interesting though that let you do you assertions like this:
product.IsValid().IsFalse();

I can see your version being better than your colleagues. However, I'd still be at least as comfortable with:
Assert.IsFalse(product.IsValid());
If you can convince me that the Assert.That syntax has an objective benefit over the above, I'd be very interested :) It may well just force of habit, but I can very easily read the "What kind of assertion are we making? Now what are we asserting it about?" style.

It's all sugar. Internally they're converted to constraints.
From Pragmatic Unit Testing, pg 37:
"NUnit 2.4 introduced a new style of assertions that are a little less procedural and allow for a more object oriented underlying implementation.
...
For instance:
Assert.That(actual, Is.EqualTo(expected));
Converts to:
Assert.That(actual, new EqualConstraint(expected));"
Using constraints also allows you to inherit from Constraint and create your own custom constraint(s) while keeping a consistent syntax.

I don't like Assert.That, specifically the fact that its most common scenario (comparing two objects' equality) is measurably worse than the 'classic' Assert.AreEqual() syntax.
On the other hand, I super love the MSpec NUnit extensions. I recommend you check them out (or look at the SpecUnit extensions, or NBehave extensions, or NBehaveSpec*Unit extensions, I think they're all the same).

Related

What is the difference between Classic and Constraint Model Assertions in Nunit?

I am learning Nunit-2.6.3 by reading the Documentation. I am having a few doubts about it.
What is the difference between the classical model and the constraint model assertion?
Which model of assertions is the best one, and why?
The main difference is syntactic. It's the difference between (classic):
Assert.AreEqual("expected", someString);
And (constraint)
Assert.That(someString, Is.EqualTo("expected"));
Classic mode has been around longer and some people believe that it's more explicit and easier to follow.
Other people believe the constraint based approach is closer to the way that you might say the constraint if you were explaining it to somebody else.
If you're just getting started, then probably the constraint based assertions are the better ones to learn, since they're the direction that NUnit appears to be trying to head in. They're also closer to FluentAssertions. The constraint based assertions also has more explicit support for extension through the use of the IResolveConstraint interface.
You should however probably gain an awareness of the classic assertions since there's a good chance that different places you encounter code may use either depending on what they used first.
Although the syntax is different, what they're doing is very similar, so if you understand one set of assertions, converting them back and forth is pretty straightforward.

What mutation-testing frameworks exist for C/C++?

Mutation testing has been out there for a while now, and it seems there are at least one or two commercial mutation testing frameworks for C/C++. Have you used them? What are your experiences? Are there any open source alternatives?
A brief search resulted in:
PlexTest:
http://www.itregister.com.au/products/plextest_detail.htm
Insure++:
http://www.parasoft.com/jsp/products/insure.jsp;jsessionid=baacpvbaDywLID?itemId=63
MILU (may be only for C):
http://www.dcs.kcl.ac.uk/pg/jiayue/milu/
With that said, you need to realize that mutation testing isn't particularly useful (at least from some stuff I've previously read). It's an interesting tool when faced with hard (metaphorically speaking) asserts and for making sure that data requirements are heeded to (when dealing with if and only if situations).
In my opinion, there are much more established ways of analyzing the robustness of code.
Notice that Parasoft's tool only generate equivalent mutations. That echoes the problem described on Wikipedia article about Mutation Testing - it is hard to distinguish between equivalent and non-equivalent mutations so they decided to stick with equivalent.
I tried another interesting tool that can automatically discover invariants in instrumented C and C++ code - it is called "Daikon". Essentially it is doing same thing as tool that generates equivalent mutations, but instead of identifying problematic code it gives you a set of invariants such as "A == B + 1". I think invariants are more useful because when you look at discovered invariant it gives you assurance that your code is correct if invariant make sense, and then you can convert invariants into asserts and that gives you more confidence when you change code.
A straight forward python script for mutating c programs is available at:
https://github.com/parunbabu/mutate.py
the author says it works better if the code under test is de-commented and indented.
and it is also free and opensource ... i think this is what you are looking for.
Mull is LLVM-based and seems to be actively developed and easy to use.
dextool mutate also LLVM-based and actively developed, more complicated to use but has more features like re-running alive mutants and only mutate introduced changes based on a git diff
I have no experience with it but Mutate++ seems to be an option that is missing from the ones already mentioned.
Mutate++ - A C++ Mutation Test Environment
The existing frameworks where way too time-consuming to set up and use so I did my own implementation, a quick and easy solution that should work on any machine. There is binaries available for MacOSX, Windows and RaspberryPi (Linux):
https://github.com/RagnarDa/dumbmutate
Hope it helps anyone!

When doing TDD, why should I do "just enough" to get a test passing?

Looking at posts like this and others, it seems that the correct way to do TDD is to write a test for a feature, get just that feature to pass, and then add another test and refactor as necessary until it passes, then repeat.
My question is: why is this approach used? I completely understand the write tests first idea, because it helps your design. But why wouldn't I create all tests for a specific function, and then implement that function all at once until all tests pass?
The approach comes from the Extreme Programming principal of You Aren't Going to Need It. If you actually write a single test and then the code that makes it pass then repeating that process you usually find that you write just enough to get things working. You don't invent new features that are not needed. You don't handle corner cases that don't exist.
Try an experiment. Write out the list of tests you think you need. Set it aside. Then go with the one test at a time approach. See if the lists differ and why. When I do that I almost always end up with fewer tests. I almost always find that I invented a case that I didn't need if I do it the all the tests first way.
For me, it is about "thought burden." If I have all of the possible behaviors to worry about at once, my brain is strained. If I approach them one at a time, I can give full attention to solving the immediate problem.
I believe this derives from the principle of "YAGNI" ("You're Ain't Gonna Need It")(*), which states that classes should be as simple as necessary, with no extra features. Hence when you need a feature, you write a test for it, then you write the feature, then you stop. If you wrote a number of tests first, clearly you would be merely speculating on what your API would need to be at some point in the future.
(*) I generally translate that as "You are too stupid to know what will be needed in the future", but that's another topic......
imho it reduces the chance of over engineering the piece of code you are writing.
Its just easier to add unnecessary code when you are looking at different usage scenarios.
Dan North has suggested that there is no such thing as test-driven design because the design is not really driven out by testing -- that these unit tests only become tests once functionality is implemented, but during the design phase you are really designing by example.
This makes sense -- your tests are setting up a range of sample data and conditions with which the system under test is going to operate, and you drive out design based on these example scenarios.
Some of the other answers suggest that this is based on YAGNI. This is partly true.
Beyond that, though, there is the issue of complexity. As is often stated, programming is about managing complexity -- breaking things down into comprehensible units.
If you write 10 tests to cover cases where param1 is null, param2 is null, string1 is empty, int1 is negative, and the current day of the week is a weekend, and then go to implement that, you are having to juggle a lot of complexity at once. This opens up space to introduce bugs, and it becomes very difficult to sort out why tests are failing.
On the other hand, if you write the first test to cover an empty string1, you barely have to think about the implementation. Once the test is passing, you move on to a case where the current day is a weekend. You look at the existing code and it becomes obvious where the logic should go. You run tests and if the first test is now failing, you know that you broke it while implementing the day-of-the-week thing. I'd even recommend that you commit source between tests so that if you break something you can always revert to a passing state and try again.
Doing just a little at a time and then verifying that it works dramatically reduces the space for the introduction of defects, and when your tests fail after implementation you have changed so little code that it is very easy to identify the defect and correct it, because you know that the existing code was already working properly.
This is a great question. You need to find a balance between writing all tests in the universe of possible tests, and the most likely user scenarios. One test is, IMHO, not enough, and I typically like to write 3 or 4 tests which represent the most common uses of the feature. I also like to write a best case test and a worst case test as well.
Writing many tests helps you to anticipate and understand the potential use of your feature.
I believe TDD advocates writing one test at a time because it forces you to think in terms of the principle of doing the simplest thing that could possibly work at each step of development.
I think the article you sent is exactly the answer. If you write all the tests first and all of the scenarios first, you will probably write your code to handle all of those scenarios at once and most of the time you probably end up with code that is fairly complex to handle all of these.
On the other hand, if you go one at a time, you will end up refactoring your existing code each time to end up with code probably as simple as it can be for all the scenarios.
Like in the case of the link you gave in your question, had they written all the tests first, I am pretty sure they would have not ended up with a simple if/else statement, but probably a fairly complex recursive piece of code.
The reason behind the principle is simple. How practical it is to stick to is a separate question.
The reason is that if you are writing more code that what is needed to pass the current test you are writing code that is, by definition, untested. (It's nothing to do with YAGNI.)
If you write the next test to "catch up" with the production code then you've just written a test that you haven't seen fail. The test may be called "TestNextFeature" but it may as well return true for all the evidence you have on it.
TDD is all about making sure that all code - production and tests - is tested and that all those pesky "but I'm sure I wrote it right" bugs don't get into the code.
I would do as you suggest. Write several tests for a specific function, implement the function, and ensure that all of the tests for this function pass. This ensures that you understand the purpose and usage of the function separately from your implementation of it.
If you need to do a lot more implementation wise than what is tested by your unit tests, then your unit tests are likely not comprehensive enough.
I think part of that idea is to keep simplicity, keep to designed/planned features, and make sure that your tests are sufficient.
Lots of good answers above - YAGNI is the first answer that jumps to mind.
The other important thing about the 'just get the test passing' guideline though, is that TDD is actually a three stage process:
Red > Green > Refactor
Frequently revisiting the final part, the refactoring, is where a lot of the value of TDD is delivered in terms of cleaner code, better API design, and more confidence in the software. You need to refactor in really small short blocks though lest the task become too big.
It is hard to get into this habit, but stick with it, as it's an oddly satisfying way to work once you get into the cycle.

Which programming technique helps you most to avoid or resolve bugs before they come into production

I don't mean external tools. I think of architectural patterns, language constructs, habits. I am mostly interested in C++
Automated Unit Testing .
There's an oft-unappreciated technique that I like to call The QA Team that can do wonders for weeding out bugs before they reach production.
It's been my experience (and is often quoted in textbooks) that programmers don't make the best testers, despite what they may think, because they tend to test to behaviour they already know to be true from their coding. On top of that, they're often not very good at putting themelves in the shoes of the end user (if it's that kind of app), and so are likely to neglect UI formatting/alignment/usability issues.
Yes, unit testing is immensely important and I'm sure others can give you better tips than I on that, but don't neglect your system/integration testing. :)
..and hey, it's a language independent technique!
Code Review, Unit Testing, and Continuous Integration may all help.
I find the following rather handy.
1) ASSERTs.
2) A debug logger that can output to the debug spew, console or file.
3) Memory tracking tools.
4) Unit testing.
5) Smart pointers.
Im sure there are tonnes of others but I can't think of them off the top of my head :)
RAII to avoid resource leakage errors.
Strive for simplicity and conciseness.
Never leave cases where your code behavior is undefined.
Look for opportunities to leverage the type system and have the compiler check as much as possible at compile time. Templates and code generation are your friends as long as you keep your common sense.
Minimize the number of singletons and global variables.
Use RAII !
Use assertions !
Automatic testing of some nominal and all corner cases.
Avoid last minute changes like the plague.
I use thinking.
Reducing variables scope to as narrow as possible. Less variables in outer scope - less chances to plant and hide an error.
I found that, the more is done and checked at compile time, the less can possibly go wrong at run-time. So I try to leverage techniques that allow stricter checking at compile-time. That's one of the reason I went into template-meta programming. If you do something wrong, it doesn't compile and thus never leaves your desk (and thus never arrives at the customer's).
I find many problems before i start testing at all using
asserts
Testing it with actual, realistic data from the start. And testing is necessary not only while writing the code, but it should start early in the design phase. Find out what your worst use cases will be like, and make sure your design can handle it. If your design feels good and elegant even against these use cases, it might actually be good.
Automated tests are great for making sure the code you write is correct. However, before you get to writing code, you have to make sure you're building the right things.
Learning functional programming helps somehow.
HERE
Learn you a haskell for great good.
Model-View-Controller, and in general anything with contracts and interfaces that can be unit-tested automatically.
I agree with many of the other answers here.
Specific to C++, the use of 'const' and avoiding raw pointers (in favor of references and smart pointers) when possible has helped me find errors at compile time.
Also, having a "no warnings" policy helps find errors.
Requirements.
From my experience, having full and complete requirements is the number one step in creating bug-free software. You can't write complete and correct software if you don't know what it's supposed to do. You can't write proper tests for software if you don't know what it's supposed to do; you'll miss a fair amount of stuff you should test. Also, the simple process of writing the requirements helps you to flesh them out. You find so many issues and problems before you ever write the first line of code.
I find peer progamming tends to help avoid a lot of the silly mistakes, and al ot of the time generates discussions which uncover flaws. Plus with someone free to think about the why you are doing something, it tends to make everything cleaner.
Code reviews; I've personally found lots of bugs in my colleagues' code and they have found bugs in mine.
Code reviews, early and often, will help you to both understand each others' code (which helps for maintenance), and spot bugs.
The sooner you spot a bug the easier it is to fix. So do them as soon as you can.
Of course pair programming takes this to an extreme.
Using an IDE like IntelliJ that inspects my code as I write it and flags dodgy code as I write it.
Unit Testing followed by Continious Integration.
Book suggestions: "Code Complete" and "Release it" are two must-read books on this topic.
In addition to the already mentioned things I believe that some features introduced with C++0x will help avoiding certain bugs. Features like strongly-typed enums, for-in loops and deleteing standard functions of objects come to mind.
In general strong typing is the way to go imho
Coding style consistency across a project.
Not just spaces vs. tab issues, but the way that code is used. There is always more than one way to do things. When the same thing gets done differently in different places, it makes catching common errors more difficult.
It's already been mentioned here, but I'll say it again because I believe this cannot be said enough:
Unnecessary complexity is the arch nemesis of good engineering.
Keep it simple. If things start looking complicated, stop and ask yourself why and what you can do to break the problem down into smaller, simpler chunks.
Hire someone that test/validate your software.
We have a guy that use our software before any of our customer. He finds bugs that our automated tests processes do not find, because he thinks as a customer not as a software developper. This guy also gives support to our customers, because he knows very well the software from the customer point of view. INVALUABLE.
all kinds of 'trace'.
Something not mentioned yet - when there's even semi-complex logic going on, name your variables and functions as accurately as you can (but not too long). This will make incongruencies in their interactions with each other, and with what they're supposed to be doing stand out better. The 'meaning', or language-parsing part of your brain will have more to grab on to. I find that with vaguely named things, your brain sort of glosses over what's really there and sees what is /supposed to/ be happening rather than what actually is.
Also, make code clean, it helps to keep your brain from getting fuzzy.
Test-driven development combined with pair programming seems to work quite well on keeping some bugs down. Getting the tests created early helps work out some of the design as well as giving some confidence should someone else have to work with the code.
Creating a string representation of class state, and printing those out to console.
Note that in some cases single line-string won't be enough, you will have to code small printing loop, that would create multi-line representation of class state.
Once you have "visualized" your program in such a way you can start to search errors in it. When you know which variable contained wrong value in the end, it's easy to place asserts everywhere where this variable is assigned or modified. This way you can pin point the exact place of error, and fix it without using the step-by-step debugging (which is rather slow way to find bugs imo).
Just yesterday found a really nasty bug without debugging a single line:
vector<string> vec;
vec.push_back("test1");
vec.push_back(vec[0]); // second element is not "test1" after this, it's empty string
I just kept placing assert-statements and restarting the program, until multi-line representation of program's state was correct.

Can automated unit testing replace static type checking?

I've started to look into the whole unit testing/test-driven development idea, and the more I think about it, the more it seems to fill a similar role to static type checking. Both techniques provide a compile-time, rapid-response check for certain kinds of errors in your program. However, correct me if I'm wrong, but it seems that a unit test suite with full coverage would test everything static type checking would test, and then some. Or phrased another way, static type checks only go part of the way to "prove" that your program is correct, whereas unit tests will let you "prove" as much as you want (to a certain extent).
So, is there any reason to use a language with static type checking if you're using unit testing as well? A somewhat similar question was asked here, but I'd like to get into more detail. What specific advantages, if any, does static type checking have over unit tests? A few issues like compiler optimizations and intellisense come to mind, but are there other solutions for those problems? Are there other advantages/disadvantages I haven't thought of?
There is one immutable fact about software quality.
If it can't compile, it can't ship
In this rule, statically typed languages will win over dynamically typed languages.
Ok, yes this rule is not immutable. Web Apps can ship without compiling (I've deployed many test web apps that didn't compile). But what is fundamentally true is
The sooner you catch an error, the cheaper it is to fix
A statically typed language will prevent real errors from happening at one of the earliest possible moments in the software development cycle. A dynamic language will not. Unit Testing, if you are thorough to a super human level can take the place of a statically typed language.
However why bother? There are a lot of incredibly smart people out there writing an entire error checking system for you in the form of a Compiler. If you're concerned about getting errors sooner use a statically typed language.
Please do not take this post as a bashing of dynamic languages. I use dynamic languages daily and love them. They are incredibly expressive and flexible and allow for incredibly fanscinating program.s However in the case of early error reporting they do lose to statically typed languages.
For any reasonably sized project, you just cannot account for all situations with unit tests only.
So my answer is "no", and even if you manage to account for all situations, you've thereby defeated the whole purpose of using a dynamic language in the first place.
If you want to program type-safe, better use a type-safe language.
I would think that automated unit testing will be important to dynamic typed languages, but that doesn't mean it would replace static type checking in the context that you apply. In fact, some of those who use dynamic typing might actually be using it because they do not want the hassles of constant type safety checks.
The advantages dynamically typed languages offer over static typed languages go far beyond testing, and type safety is merely one aspect. Programming styles and design differences over dynamic and static typed languages also vary greatly.
Besides, unit tests that are written too vigorously enforce type safety would mean that the software shouldn't be dynamically typed after all, or the design being applied should be written in a statically typed language, not a dynamic one.
Having 100% code coverage doesn't mean you have fully tested your application. Consider the following code:
if (qty > 3)
{
applyShippingDiscount();
}
else
{
chargeFullAmountForShipping();
}
I can get 100% code coverage if I pump in values of qty = 1 and qty = 4.
Now imagine my business condition was that "...for orders of 3 or more items I am to apply a discount to the shipping costs..". Then I would need to be writing tests that worked on the boundaries. So I would design tests where qty was 2,3 and 4. I still have 100% coverage but more importantly I found a bug in my logic.
And that is the problem that I have with focusing on code coverage alone. I think that at best you end up with a situation where the developer creates some initial tests based on the business rules. Then in order to drive up the coverage number they reference their code when design new test cases.
Manifest typing (which I suppose you mean) is a form of specification, unit testing is much weaker since it only provides examples. The important difference is that a specification declares what has to hold in any case, while a test only covers examples. You can never be sure that your tests cover all boundary conditions.
People also tend to forget the value of declared types as documentation. For example if a Java method returns a List<String>, then I instantly know what I get, no need to read documentation, test cases or even the method code itself. Similarly for parameters: if the type is declared then I know what the method expects.
The value of declaring the type of local variables is much lower since in well-written code the scope of the variable's existence should be small. You can still use static typing, though: instead of declaring the type you let the compiler infer it. Languages like Scala or even C# allow you to do just this.
Some styles of testing get closer to a specification, e.g. QuickCheck or it's Scala variant ScalaCheck generate tests based on specifications, trying to guess the important boundaries.
I would word it a different way--if you don't have a statically-typed language, you had better have very thorough unit tests if you plan on doing anything "real" with that code.
That said, static typing (or rather, explicit typing) has some significant benefits over unit tests that make me prefer it generally. It creates much more understandable APIs and allows for quick viewing of the "skeleton" of an application (i.e. the entry points to each module or section of code) in a way that is much more difficult with a dynamically-typed language.
To sum up: in my opinion, given solid, thorough unit tests, the choice between a dynamically-typed language and a statically-typed language is mostly one of taste. Some people prefer one; others prefer the other. Use the right tool for the job. But this doesn't mean they're identical--statically-typed languages will always have an edge in certain ways, and dynamically-typed languages will always have an edge in certain different ways. Unit tests go a long way towards minimizing the disadvantages of dynamically-typed languages, but they do not eliminate them completely.
No.
But that's not the most important question, the most important question is: does it matter that it can't?
Consider the purpose of static type checking: avoiding a class of code defects (bugs). However, this has to be weighed in the context of the larger domain of all code defects. What matters most is not a comparison along a narrow sliver but a comparison across the depth and breadth of code quality, ease of writing correct code, etc. If you can come up with a development style / process which enables your team to produce higher quality code more efficiently without static type checking, then it's worth it. This is true even in the case where you have holes in your testing that static type checking would catch.
I suppose it could if you are very thorough. But why bother? If the language is already checking to ensure static types are correct, there would be no point in testing them (since you get it for free).
Also, if you are using static typed languages with an IDE, the IDE can provide you with errors and warnings, even before compiling to test. I am not certain there are any automated unit testing applications that can do the same.
Given all the benefits of dynamic, late-binding languages, I suppose that's one of the values offered by Unit Tests. You'll still need to code carefully and intentionally, but that's the #1 requirement for any kind of coding IMHO. Being able to write clear and simple tests helps prove the clarity and simplicity of your design and your implementation. It also provides useful clues for those who see your code later. But I don't think I'd count on it to detect mismatched types. But in practice I don't find that type-checking really catches many real errors anyway. It's just not a type of error I find occurring in real code, if you have a clear and simple coding style in the first place.
For javascript, I would expect that jsLint will find almost all type-checking issues. primarily by suggesting alternate coding styles to decrease your exposure.
Type checking helps enforce contracts between components in a system. Unit testing (as the name implies) verifies the internal logic of components.
For a single unit of code, I think unit testing really can make static type checking unnecessary. But in a complex system, automated tests cannot verify all the multitude ways that different components of the system might interact. For this, the use of interfaces (which are, in a sense, a kind of "contract" between components) becomes a useful tool for reducing potential errors. And interfaces require compile-time type checking.
I really enjoy programming in dynamic languages, so I'm certainly not bashing dynamic typing. This is just a problem that recently occurred to me. Unfortunately I don't really have any experience in using a dynamic language for a large and complex system, so I'd be interested to hear from other people whether this problem is real, or merely theoretical.