Showing posts with label DUnit. Show all posts
Showing posts with label DUnit. Show all posts

Refactoring to patterns. Yet another TDD example coded in Delphi

Long overdue here is my second article about Test Driven Development (TDD) in Delphi. This is a continuation of TDD in Delphi: The Basics, another post that I wrote a few months earlier. 

I would like to focus in a particular step within the TDD cycle: refactoring the code. Refactoring means optimizing, cleaning, shortening, beautifying, styling (put your own word here) the code without breaking the functionality; that is, without breaking your unit tests.
 
By having unit tests in place before refactoring, you guarantee that the changes to the code are safe. Refactoring can introduce bugs. To avoid those bugs you need your unit tests in place.

Refactoring can introduce something else: refactoring can introduce design patterns into your code. That means you don’t have to introduce the design patterns up-front, since your code can evolve from a “very rustic implementation” to a “pattern oriented implementation”. This is referred as “refactoring to patterns”. If you are interested on the topic, I advise you to read Refactoring To Patterns by Joshua Kerievsky.

I’ll take the chess game as the base to my example. For simplicity, I’ll just refer to a couple of pieces: the knight and the bishop. In this example, I will just focus in refactoring some code with unit tests already in place. A detailed walk-through for the TDD cycle can be found in my previous article, which is also based on the chess game.  
  
The code is easy enough to be self-explanatory: basically, there is a class hierarchy in which TPiece is the base class from which TKnight and TBishop derive. Take a quick look:

unit ChessGame;

interface

type

 TPiece = class
 private
   FX,
   FY: Byte;
 public
   constructor Create(aX, aY: Integer);
   function IsWithinBoard(aX, aY: Integer): Boolean;
 end;

 TBishop = class (TPiece)
 public
   function CanMoveTo(aX, aY: Byte): Boolean;
   function isValidMove(aX, aY: Byte): Boolean;
 end;

 TKnight = class(TPiece)
  public
    function CanMoveTo(aX, aY: Byte): Boolean;
    function isValidMove(aX, aY: Byte): Boolean;
 end;


implementation

{ TPiece }

constructor TPiece.Create(aX, aY: Integer);
begin
  inherited Create;
  // TODO: check that this assignment is valid.
  // Not now, ok? :-)
  FX:= aX;
  FY:= aY;
end;

function TPiece.IsWithinBoard(aX, aY: Integer): Boolean;
begin
  Result:= (aX > 0) and
           (aX < 9) and
           (aY > 0) and
           (aY < 9);
end;

{ TKnight }

function TKnight.isValidMove(aX, aY: Byte): Boolean;
var
  x_diff,
  y_diff: Integer;
begin
  x_diff:= abs(aX - FX) ;
  y_diff:= abs(aY - FY) ;

  Result:= ((x_diff = 2) and (y_diff = 1))
                         or
           ((y_diff = 2) and (x_diff = 1));
end;

function TKnight.CanMoveTo(aX, aY: Byte): Boolean;
begin
  Result:= IsWithinBoard(aX, aY) and
           IsValidMove(aX, aY);
end;

{ TBishop }

function TBishop.isValidMove(aX, aY: Byte): Boolean;
begin
  Result:= abs(aX - FX) = abs(aY - FY);
end;

function TBishop.CanMoveTo(aX, aY: Byte): Boolean;
begin
  Result:= IsWithinBoard(aX, aY) and
           IsValidMove(aX, aY);
end;

end. 



/////////////////////////////////////////////

 
unit TestChessGame;

interface

uses
  TestFramework, ChessGame;

type
  // Test methods for class TPiece
  TestTPiece = class(TTestCase)
  strict private
    FPiece: TPiece;
  public
    procedure SetUp; override;
    procedure TearDown; override;
  published
    procedure TestIsWithinBoard;
  end;

  // Test methods for class TBishop
  TestTBishop = class(TTestCase)
  strict private
    FBishop: TBishop;
  public
    procedure SetUp; override;
    procedure TearDown; override;
  published
    procedure TestCanMoveTo;
    procedure TestisValidMove;
  end;

  // Test methods for class TKnight
  TestTKnight = class(TTestCase)
  strict private
    FKnight: TKnight;
  public
    procedure SetUp; override;
    procedure TearDown; override;
  published
    procedure TestCanMoveTo;
    procedure TestisValidMove;
  end;

implementation

procedure TestTPiece.SetUp;
begin
  FPiece := TPiece.Create(4, 4);
end;

procedure TestTPiece.TearDown;
begin
  FPiece.Free;
  FPiece := nil;
end;

procedure TestTPiece.TestIsWithinBoard;
begin
  //Test trivial (normal) workflow
  Check(FPiece.IsWithinBoard(4, 4));

  //Tests boundaries
  Check(FPiece.IsWithinBoard(1, 1));
  Check(FPiece.IsWithinBoard(1, 8));
  Check(FPiece.IsWithinBoard(8, 1));
  Check(FPiece.IsWithinBoard(8, 8));

  //Test beyond the boundaries
  CheckFalse(FPiece.IsWithinBoard(3, 15));
  CheckFalse(FPiece.IsWithinBoard(3, -15));
  CheckFalse(FPiece.IsWithinBoard(15, 3));
  CheckFalse(FPiece.IsWithinBoard(15, 15));
  CheckFalse(FPiece.IsWithinBoard(15, -15));
  CheckFalse(FPiece.IsWithinBoard(-15, 3));
  CheckFalse(FPiece.IsWithinBoard(-15, 15));
  CheckFalse(FPiece.IsWithinBoard(-15, -15));
end;

procedure TestTBishop.SetUp;
begin
  FBishop := TBishop.Create(4, 4);
end;

procedure TestTBishop.TearDown;
begin
  FBishop.Free;
  FBishop := nil;
end;

procedure TestTBishop.TestCanMoveTo;
begin
  // Hey developer, indulge me here: believe
  // that I fully wrote the code for this
  // test already before writing anything else.
end;

procedure TestTBishop.TestisValidMove;
begin
  // Hey developer, indulge me here: believe
  // that I fully wrote the code for this
  // test already before writing anything else.
end;

procedure TestTKnight.SetUp;
begin
  FKnight := TKnight.Create(4, 4);
end;

procedure TestTKnight.TearDown;
begin
  FKnight.Free;
  FKnight := nil;
end;

procedure TestTKnight.TestCanMoveTo;
begin
  // Hey developer, indulge me here: believe
  // that I fully wrote the code for this
  // test already before writing anything else.
end;

procedure TestTKnight.TestisValidMove;
begin
  // Hey developer, indulge me here: believe
  // that I fully wrote the code for this
  // test already before writing anything else.
end;

initialization
  // Register any test cases with the test runner
  RegisterTest(TestTPiece.Suite);
  RegisterTest(TestTBishop.Suite);
  RegisterTest(TestTKnight.Suite);
end.


Note that the method CanMoveTo is duplicated in both TKnight  and TBishop; that’s not nice isn’t it? In order to fix this, we can pull-up the CanMoveTo method to the TPiece base class. Note this now: the CanMoveTo has now become a “template method”; because is a general algorithm applicable to all kind of chess pieces (TKnight ,TBishop, etc) .

This general algorithm has deferred some steps to be implemented in the subclasses; I mean, the isValidMove method is still coded in the subclasses. Isn’t this a beauty?  You have now refactored your code and when doing so, you have introduced the Template Method Design Pattern.

What’s even best, (don’t forget this because it is a key part): is that we can guarantee that our fancy refactoring didn’t break our pre-existing functionality. Why? Because we had unit tests in place written a long time ago. Writing unit test from the beginning gives a huge peace of mind to the developer :-) See the new refactored code below:

unit ChessGameRefactored;

interface

type

 TPiece = class
 private
   FX,
   FY: Byte;
 public
   constructor Create(aX, aY: Integer);
   function IsWithinBoard(aX, aY: Integer): Boolean;

   function CanMoveTo(aX, aY: Byte): Boolean;
   function isValidMove(aX, aY: Byte): Boolean; virtual; abstract;
 end;

 TBishop = class (TPiece)
 public
   function isValidMove(aX, aY: Byte): Boolean; override;
 end;

 TKnight = class(TPiece)
  public
    function isValidMove(aX, aY: Byte): Boolean; override;
 end;


implementation

{ TPiece }

constructor TPiece.Create(aX, aY: Integer);
begin
  inherited Create;
  // TODO: check that this assignment is valid.
  // Not now, ok? :-)
  FX:= aX;
  FY:= aY;
end;

function TPiece.IsWithinBoard(aX, aY: Integer): Boolean;
begin
  Result:= (aX > 0) and
           (aX < 9) and
           (aY > 0) and
           (aY < 9);
end;

function TPiece.CanMoveTo(aX, aY: Byte): Boolean;
begin
  Result:= IsWithinBoard(aX, aY) and
           IsValidMove(aX, aY);
end;

{ TKnight }

function TKnight.isValidMove(aX, aY: Byte): Boolean;
var
  x_diff,
  y_diff: Integer;
begin
  x_diff:= abs(aX - FX) ;
  y_diff:= abs(aY - FY) ;

  Result:= ((x_diff = 2) and (y_diff = 1))
                         or
           ((y_diff = 2) and (x_diff = 1));
end;

{ TBishop }

function TBishop.isValidMove(aX, aY: Byte): Boolean;
begin
  Result:= abs(aX - FX) = abs(aY - FY);
end;

end.

Conclusion, in addition to all the cool things of TDD there’s the possibility of refining your design not up-front, but when refactoring your code. Design patterns can be introduced at any time and we know that such introduction, if late, is not going to break our logic, because we have unit tests in place to prevent that from happening.

Some related reading below:

Test Driven Development in Delphi: The Basics

I intend to write a Test Driven Development (TDD) series, targeted for Delphi developers. I will use DUnit, the unit testing framework for Delphi.

Note folks that the purpose of this is NOT to discuss the Pros and Cons of TDD, Unit Testing or whatsoever. The purpose is just to give a few examples. I would love if you help me when the complexity starts climbing.

If needed, for a quick understanding of what TDD or Unit Testing is, refer to the links above, or check out the book at the end of the article.

In TDD you don’t write the application code first, instead you write the test cases first. The TDD cycle is as follows:
  1. At the beginning you just write one test, and later on, more tests can be added.
  2. Make sure the initial test fails; this will validate the test harness.
  3. Write some code to pass the test. Important: don’t over-code. Just add the code needed to pass the test and period. The code does not have to be elegant at this point.
  4. Run the test: if it fails, then you have to go back to step 3 and fix your code in order to pass the test. When you succeed, then move on to step 5.
  5. Improve and optimize your code: make it elegant, more efficient, avoid duplications, etc, etc. This is called code refactoring.
  6. When refactoring your code, maybe, by accident, you break the functionality. How can you be sure that everything is working as it should? Just re-run your test and it will tell you if the previous refactoring introduced a failure or not.
  7. Go to step 1 and add a new test if needed.
The example: let’s consider the chess game. The goal will be to implement the code to verify whether a piece is placed in a valid position within the board. We are only going to implement one test: SetPositionTest.

I will number the columns (X coordinate) from 1 to 8 starting at the bottom left-hand corner. In the same way, I will number the rows (Y coordinate) from 1 to 8 starting at the bottom left-hand corner.

8
7
6
5
4
3
2
1 2 3 4 5 6 7 8

For a step by step tutorial of how to use, configure and setup DUnit you can read the English or Chinese versions of the tutorial.

Initially, the testing code should look like this:

unit ChessPiecesTests;

interface

uses
   TestFrameWork;

type
  TPieceTest = class(TTestCase)
  published
    procedure SetPositionTest;
  end;

implementation

uses
  ChessPieces;

{ TPieceTest }

procedure TPieceTest.SetPositionTest;
begin
end;

initialization
  TestFramework.RegisterTest(TPieceTest.Suite);

end.

If you run that test, it will succeed since no checks are being performed within the SetPositionTest procedure.

Each test is composed by one or more checks. I suggest adding the checks little by little. Every time you add a check, you should add business code to pass the corresponding test.

Now, let’s make the test fail on purpose. For that, let’s add one check to the SetPositionTest procedure.

procedure TPieceTest.SetPositionTest;
begin
  Check(True = False, '');
end;

True is never False. So, this test will fail. If it doesn’t fail, then something is wrong with you test harness. Fix it. You can remove this initial check once you run the test and it fails.

Now, let’s add a real check to our test. Something like this:

procedure TPieceTest.SetPositionTest;
var
  Piece: TPiece;
begin
  Piece:= TPiece.Create;
  try
    //Test trivial (normal) workflow
    Check(Piece.SetPosition(4, 4) = True, '');
  finally
    Piece.Free;
  end;
end;

If you run this test, you will get a compilation error! Yes, that’s right. You don’t have business code yet. You just have the test. This is what TDD is all about: test first, business code later. Get the point?

To avoid the compilation error, we will code a separate unit (ChessPieces) and we will add it to the uses clause of our ChessPiecesTests unit.

unit ChessPieces;

interface

type
  TPiece = class
  private
  public
    function SetPosition(aX, aY: Integer): Boolean;
  end;

implementation

{ TPiece }

function TPiece.SetPosition(aX, aY: Integer): Boolean;
begin
end;

end.

Run the test again and now the compilation error is gone. Nonetheless, the test fails, because the Piece.SetPosition(4, 4) evaluates to False.

Let’s add the minimum business code possible to pass this test:

function TPiece.SetPosition(aX, aY: Integer): Boolean;
begin
  Result:= True;
end;

This passes the test. What? Yes, this passes the test, right?

OK, what now? Well, we keep adding new checks to the test and every time this happens, we need to add new business code in order to pass it. It is very important to add checks to test the boundaries of whatever we are trying to code. I think you are getting the point, so I will just add a bunch of checks at once:

procedure TPieceTest.SetPositionTest;
var
  Piece: TPiece;
begin
  Piece:= TPiece.Create;
  try
    //Test trivial (normal) workflow
    Check(Piece.SetPosition(4, 4) = True, '');

    //Tests boundaries
    Check(Piece.SetPosition(1, 1) = True, '');
    Check(Piece.SetPosition(1, 8) = True, '');
    Check(Piece.SetPosition(8, 1) = True, '');
    Check(Piece.SetPosition(8, 8) = True, '');

    //Test beyond the boundaries
    Check(Piece.SetPosition(3, 15) = False, '');
    Check(Piece.SetPosition(3, -15) = False, '');
    Check(Piece.SetPosition(15, 3) = False, '');
    Check(Piece.SetPosition(15, 15) = False, '');
    Check(Piece.SetPosition(15, -15) = False, '');
    Check(Piece.SetPosition(-15, 3) = False, '');
    Check(Piece.SetPosition(-15, 15) = False, '');
    Check(Piece.SetPosition(-15, -15) = False, '');
  finally
    Piece.Free;
end;

The test above is even checking for the attempts of positioning a piece outside the chess board.

To pass that test let’s write some business code:

function TPiece.SetPosition(aX, aY: Integer): Boolean;
begin
  Result:= True;
  if (aY < 1) or (aY > 8) then Result:= False
  else if (aX < 1) or (aX > 8) then Result:= False;
end;

Run the test and see how it passes.

The code above could be refactored or even rewritten. The tests will remain the same, allowing us to catch any bugs introduced with the code change.

For instance, we could write the procedure above as follows:

function TPiece.SetPosition(aX, aY: Integer): Boolean;
begin
  Result:= (aX > 0) and
           (aX < 9) and 

           (aY > 0) and
           (aY < 9);
end;

Run the test, and it will tell you if this refactoring (or reimplementation) works ok.

It’s important to note that a good test should cover all possible scenarios and workflows. Pay special attention to the boundaries. At this point, a good understanding of the requisites is indispensable.

Finally, more and more tests will be needed in a real world application. Each test will have its own checks. Each test will cover one piece of the functionality: this is what unit testing is intended for.

I wrote a second article about TDD, code refactoring and design patterns in Delphi (click here). I would appreciate any comments you could provide about it.

For further reading I recommend you Test Driven Development: By Example by Kent Beck. Check it out just below:

Testing the World Away: Recovery mission

I was recently reviewing the DUnit website and I noticed there is a broken link to an article titled “Testing The World Away”. It was written by Will Watts for QBS Software. November, 2000.

I said “OK, maybe the article was relocated somewhere else in the QBS Software website”; so I tried a custom Google search "Testing the World Away" site:qbssoftware.com. As you can see the article was either banned from Google or removed completely from the QBS Software website.

Once again I said “OK, maybe there’s a copy of the article somewhere else on the Internet” and I tried a second custom Google search "Testing the World Away". At this point I convinced myself that the article was gone for good.

I am a curious guy, so I tried one final thing: I looked up the broken link[1] in the Internet Archive website and wallah!, they came with an archived version of the article.

I have shared below a copy of the article so that we can take a look. As I said, this article is not mine, and if the author(owner) at some point request me to deleted it from my blog, I will do so.

[1] http://www.qbss.com/html/news/news_body.asp?content=ARTICLE&link=368&zone= 

Testing the World Away (01 November 2000)

Testing the World Away

The software methodology of the hour is Kent Beck’s ‘Extreme Programming’. Mr Beck is a Smalltalk programmer by trade and, I think, a bit of a lad by inclination (evidence: the bibliography of his book Extreme Programming Explained, as well as citing standards such as The Mythical Man-Month and Design Patterns, also recommends Cynthia Heimel’s Sex Tips for Girls. Right on!). I find some of his ideas unconvincing. Pair Programming for example, where one programmer sits at the keyboard and works while the other does something else - possibly flower-arranging, my concentration lapsed at this point in the text as I tried to imagine any manager I’ve met who would permit this exciting way of increasing his costs - seems too beautiful and delicate for our mortal coil. On the other hand his approach to testing, and the free libraries based on his design that are around to back it up, comes much nearer to hitting, as I suppose Ms Heimel might put it, my programming G-spot.