me@jbrains.ca

Permanent link to this article Story Test-Driven Development: don't start here

I don’t want to claim that story test-driven development doesn’t work, because some of my most respected colleagues teach the practice with success; however, I do want to warn people who might find themselves seduced by STDD, especially if they think of it as an easy replacement for TDD.

Allow me to clarify the two terms, TDD and STDD. To practice TDD, the programmer begins with a small, well-defined behavior they’d like to implement. Typically, they design that behavior as a method on a class, although they could get away with doing even less, then brainstorm a list of tests they might write. With such a list in hand, they run through the TDD cycle, illustrated beautifully by Bill Wake’s stoplight analogy. When the design behaves adequately and correctly, the programmer stops.

To practice STDD, the programmer begins with a story and several story tests, which I tend to call “examples”. The programmer then selects a story test, watches it fail, then test-drives enough code to make it pass. One by one, the programmer makes each story test pass until they complete the entire story.

I have been teaching people about TDD and stories for years, and have practiced STDD most of that time, in one form or another. I find the technique helpful; however, when I have pushed STDD to its limit, I have found it to guide me in directions I don’t like, which TDD has generally never done. When I watch others attempt to practice STDD, especially novices and advanced beginners, I see how they misapply STDD and lead themselves towards a Big Ball of Mud, despite what the agile community’s marketing machine says about TDD and stories. I believe the intersection of the two creates problems for those not accustomed to the different goals of TDD and user stories.

I use examples, the term I use for story tests, to show progress towards delivering a story, or feature. Broadly, I add examples to reflect increasing levels of understanding of the system to design, and as examples pass, that reflects progress towards delivering an ever more powerful system. I use programmer tests, the term I use in place of unit tests, to test my design ideas as they come to me and to help me type code in correctly. Any time all the programmer tests pass, the system works as designed, even if it does not yet do everything the business needs. Any time all the programmer tests pass, I can freely commit changes to the main line of the project’s design repository.

More succinctly, examples help us design the right system and programmer tests help us design the system right. (I prefer “correctly” there, but then I lose the symmetry.)

I often see programmers try to use passing examples as an absolute criterion to stop designing. They underestimate, in my opinion, the role of programmer tests to put positive pressure on their design. Examples, especially when written as end-to-end or integration tests (a test whose failure does not isolate the mistake to a single method), simply do not put positive pressure on a design: their high-level nature can’t constrain a design enough to support careful refactoring. For this reason, I recommend novices and advanced beginners not practice STDD until they first see or feel for themselves the impact focused, small programmer tests have on their design.

I want to leave no room for doubt: I do not mean to say that novices should avoid STDD as an “advanced practice”; but rather that a combination of novice tendencies makes STDD harder than TDD to practice well. Specifically, the novice tends to write examples as end-to-end tests, which provide too much design freedom and exert too little positive pressure on the design to guide refactoring and prevent defects. Instead, I would counsel novices and advanced beginners to focus on TDD and run the examples every hour or so to measure their progress towards delivering the story.

Read more about how to practice STDD well.

Digg! Discuss

September 02, 2008 03:00 testing, agile, stories, people, refactoring, design, antipatterns, article, extreme programming

Permanent link to this article Testing the UI: presentation and rendering

I recently read Jeff Patton’s column at StickyMinds. His latest article tells us the secret to automated acceptance tests. I responded, and I include that response here.

I like this article, Jeff, but I’d like to point out that programmers can automate more tests in advance without risking a ripple effect when a customer wants to move a field around.

We know that many designs exhibit high coupling between “the UI” and “the logic”, and teasing that coupling apart-mostly moving (business) logic out of the UI-is one step towards more flexibility, less ripple effect and more valuable automated end-to-end tests. We have all seen it. I invite programmers to take one more step.

Inside “the UI” I find two major kinds of code: UI toolkit client code and more general toolkit-neutral code. When I format a monetary amount as ”$12.50”, I can make that decision without involving the UI toolkit; but when I decide to display the text ”$12.50” as a label or in a text field, I need to involve the UI toolkit in that decision. I invite programmers to separate their UI into presentation logic (UI toolkit neutral) and rendering logic (UI toolkit specific). If you do this, you will have an “abstract UI” or “presentation layer” you can test without drawing a real UI. These tests run quickly because they run in memory without having to paint a screen or invoke a UI toolkit component of any kind. You don’t need end-to-end tests here. When someone decides to move a field around, none of your presentation layer tests need to change, and you avoid the ripple effect. Yes, your end-to-end tests change, but over time you’ll automate fewer of those, preferring instead to automate the presentation layer tests.

So programmers, do your worst! Introduce a true presentation layer into your design, starting with the next screen or page. You’ll thank yourself, and maybe me.

Digg! Discuss

June 19, 2008 03:00 testing, agile, refactoring, design, antipatterns, extreme programming

Permanent link to this article You're invited! "Test-Driven Enterprise Code" at XP 2008

Allow me to invite you to XP 2008 in Limerick, Ireland on June 11, 2008 at 2 PM local time to join me for Test-Driven Enterprise Code, my long-running tutorial aimed at programmers who want to practise test-driven development in the complicated world of platforms, frameworks, libraries, and more. Stay tuned to this channel for presentation slides, and possibly more.

Digg! Discuss

June 01, 2008 03:00 java, junit, testing, agile, presenting, refactoring, design, extreme programming, xp2008

Permanent link to this article McCabe Complexity and Design

Another in the Enerjy TV series. This time, the question is “How do you believe McCabe Complexity helps programmers?”

Digg! Discuss

February 11, 2008 19:44 testing, agile, coding standards, refactoring, design, extreme programming

Permanent link to this article Is excellent design "too Eastern" for us?

I have spent the last two days with Mary and Tom Poppendieck at one of their Practitioners Courses, and I find myself inspired. Among the interesting moments for me was a point at which I reached an unsettling notion: are we “too Western” to design software well?

I came to this question while watching course attendees talk about the problems in their organization. As they explored the flow of value through their IT organizations, I kept hearing about managers interrupting the flow and of centralized decision-makers as bottlenecks, when it occurred to me: I’ve heard about these problems in code before.

Specifically, I heard the word “manager” and my mind wandered towards thinking of Manager classes in a code base, rather than flesh-and-blood managers. In that wandering instant I saw a connection between the two kinds of managers: human managers have mostly commonly been trained over the last century to micro-manage, make important decisions and direct their people; and Manager classes do essentially the same thing in code. Now, while our ideas of management have changed in the past 50 years, mostly due to the work coming out of Toyota, we are still over-run by micro-managers whose effectiveness is limited.

It’s quite similar with code. In spite of the object-oriented design movement and the advance of test-driven development with its emphasis on simple design, procedural thinking dominates, even in code bases that use object-oriented languages. Most programmers approach code with Procedural Mind, even when they believe they want to design with objects. Even when I teach people how their can arrive at excellent designs by following four simple rules, Procedural Mind dominates.

So I wonder: given the parallels between tactical, command-and-control management and highly procedural code where important decisions are centralized in these Manager classes, and given that our most common human management style is a relic of western military thinking, and given that it perpetuates in part due to culturally-entrenched ideas about managing people, are Western programmers conditioned against excellent design? Are we mostly doomed to gather our code in Manager classes, rather than distribute responsibilities evenly and focus on object interaction?

Are those notions simply too Eastern for us?

Digg! Discuss

January 17, 2008 01:00 agile, people, coding standards, refactoring, design, antipatterns, extreme programming, personality types

Older entries | Older entries at diasparsoftware.com