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:

Check your Brick Platinum Card balance online

Note from the blog owner: This article might be outdated. I no longer have a Brick Platinum Card and I don’t know if what’s written in this article is still applicable today.

If you want to check your Brick Platinum Card balance over the Internet, the first thing you need to do is to register with the HSBC Online Customer Care.  For that just click here: Enrollment form. 

You will be redirected to a registration form in which you will have to type in some information like: 
  • Account Number: The Brick Card number preceded with a zero to the left. For instance, if your Brick Card number is 0000 1234 5678 999, then you should type 0000 0123 4567 8999.
  • Date of Birth: The Brick Platinum cardholder’s date of birth.
  • Postal Code: The Brick Platinum cardholder’s postal code
  • Loing ID and Password: A login and password for accessing the Online Customer Care.
  • Two security questions: Just in case you forget your credentials in the future (login ID and password)
  • Email Address: The Brick Platinum cardholder’s email address.
  • Statement Delivery Preference: Whether you prefer to receive paper statements over regular mail or electronic statements over email. I particularly prefer the electronic statements.
  • Email Alerts: Check this out if you want to receive email alerts when a payment has been received, when your payment is past due and when a new statement becomes available.
Finally, just click the Submit button at the end of the form. With that you'll have completed the registration process. Shortly after, you will receive an email from HSBC Retail Services welcoming you to the Online Customer Care.

If you want to check your Brick Platinum Card balance just login with your Login ID and Password in the Online Customer Care web portal.

Important: you cannot make online payments from within the Online Customer Care portal. You can only review your statements and balance. If you want to make online contributions to your Brick Platinum Card refer to the following article:

Make payments to your Brick Platinum Card from the RBC Online Banking

Note from the blog owner: This article might be outdated. I no longer have a Brick Platinum Card and I don’t know if what’s written in this article is still applicable today.

If you financed some new furniture at The Brick by getting a Brick Platinum Card, then you can arrange your payments thought the RBC online banking.  I prefer to do the contributions from the comfort of my home as opposed to physically paying at the store.  

Your Brick Platinum Card should look like this:

Brick Platinum Card - The Brick
This is a comprehensive step by step guideline that will allow you to contribute to your Brick Platinum Card balance from the RBC Online Baking:
  1. Sign-in to RBC online baking. Once you sign-in, you’ll see the Accounts Summary page.
  2. Find and click the Pay Bills & Transfer Funds link. You will be redirected to the Pay Bills & Transfer Funds page.
  3. Find and click the Add Payee link. You will be redirected to the Add Payee page.
  4. In the Payee name text box type HSBC RETAIL SERVICES and click the Search button. You will be redirected to a page containing a list of possible payee matches.  Select the radio button labeled HSBC RETAIL SERVICES and click the Continue button. You will be redirected to the Payee Information page.
  5. Type in your Brick Platinum Card number in the edit box. When doing so, add a leading zero to the 15 digit card number.   For example, if your Brick Card number is 0000 1234 5678 999, then you should type 0000 0123 4567 8999. Once you do this, click the Continue button. You will be redirected to the Add Payee Confirmation page. 
  6. Click the Confirm button. You will be redirected to the Add Payee Completed page. At this point you have successfully added your Brick Platinum Card to your list of payees.
  7. To make a payment go to the Accounts Summary page and use the Quick Payments & Transfers dialog. It’s as easy as specifying the source from which you want to take your funds (checking account, saving account, etc.), selecting Brick Platinum HSBC as the receiver of the payment and entering the amount of money that you would like to transfer.
The online transfer should be done 7 days in advance to the payment due date to guarantee it comes in time for processing.

That’s all folks :-) If you find this tutorial helpful, would you mind sharing it by clicking the Google Plus (G+) button at the beginning of this post? Thanks!

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:

Deep copying (cloning) objects in Delphi

When I first took a look at the prototype design pattern in GoF(years ago), I realized that there was a big obstacle (challenge) to implement it in Delphi: How to write a routine to really clone (not just recreate) an object? In other words, how to perform a deep-copy of a living object in Delphi.

There are approaches out there mimicking the deep copy by simply calling the constructor and reassigning the state of the object by hand (I don’t like it). There are others exposing that a deep copy could be accomplished for the descendants of TPersistent by calling the Assign method (I don’t like it either).

With the new RTTI extensions it seemed to me (and to others) that a deep copy could be accomplished using reflection.

I was reluctant to write the routine myself since the work is not trivial. It could get really nasty because there might be composition, aggregation and God knows what within an arbitrary object.

So I waited….

Just a few days ago, I realized that I could use the JSON marshalling and unmarshalling features introduced in Delphi (2010?) to write the deep copy method. So I came with this:

.....

uses
  DBXJSON, DBXJSONReflect;
.....
 

function DeepCopy(aValue: TObject): TObject;
var
  MarshalObj: TJSONMarshal;
  UnMarshalObj: TJSONUnMarshal;
  JSONValue: TJSONValue;
begin
  Result:= nil;
  MarshalObj := TJSONMarshal.Create;
  UnMarshalObj := TJSONUnMarshal.Create;
  try
    JSONValue := MarshalObj.Marshal(aValue);
    try
      if Assigned(JSONValue) then
        Result:= UnMarshalObj.Unmarshal(JSONValue);
    finally
      JSONValue.Free;
    end;
  finally
    MarshalObj.Free;
    UnMarshalObj.Free;
  end;
end;

You can now use it like this:

.....

var
  MyObject1,
  MyObject2: TMyObject;
begin
  //Regular object construction
  MyObject1:= TMyObject.Create;

  //Deep copying an object
  MyObject2:= TMyObject(DeepCopy(MyObject1));

  try
    //Do something here

  finally
    MyObject1.Free;
    MyObject2.Free;
  end;
end;

I tested it with some complex cases and it seems to be working quite well. Anyhow, if you find any problems or limitations, please, let me know.

Now that you get the idea we can do more crazy things like patching TObject (or any other class hierarchy) by using helpers. Look at this:

.....

interface

uses
   DBXJSON, DBXJSONReflect;

type
  TObjectHelper = class helper for TObject
    function Clone: TObject;
  end;

implementation

function TObjectHelper.Clone: TObject;
var
  MarshalObj: TJSONMarshal;
  UnMarshalObj: TJSONUnMarshal;
  JSONValue: TJSONValue;
begin
  Result:= nil;
  MarshalObj := TJSONMarshal.Create;
  UnMarshalObj := TJSONUnMarshal.Create;
  try
    JSONValue := MarshalObj.Marshal(Self);
    try
      if Assigned(JSONValue) then
        Result:= UnMarshalObj.Unmarshal(JSONValue);
    finally
      JSONValue.Free;
    end;
  finally
    MarshalObj.Free;
    UnMarshalObj.Free;
  end;
end;

All of a sudden, TObject has a Clone method! Call it like this:

.....

var
  MyObject1,
  MyObject2: TMyObject;
begin
  //Regular object construction
  MyObject1:= TMyObject.Create;

  //Cloning an object
  MyObject2:= TMyObject(MyObject1.Clone);

  try
    //Do something here

  finally
    MyObject1.Free;
    MyObject2.Free;
  end;
end;

If you think that helpers are an aberration, you can still create a TCloneable class with a Clone method and inherit from it, right? You can even use the decorator pattern to attach a Clone method to an object. You can do more…Share it with me, please. Thanks!