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Re: c++ class design: where to put debug purpose utility class?

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Vieux 29/06/2008, 15h10   #1
Phlip
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1230987za wrote:

> But I think there is a subtle difference to define "unit". I can not
> agree with James Kanze more on unit test *when* the unit is a class,
> but how about the unit is a function? A class' public function?
>
> I am adapting Test Driven Development, TDD, into my daily programming.


Kanze is a classically-trained "unit tester". In some circles "unit" is a QA
concept - specifically, if a test fails, you only need to inspect one unit.

So "units" are "things which are clearly delimited and accessible to
inspection". That should map onto C++ classes - specifically due to
overlapping requirements. C++ classes _should_ be "things which are clearly
delimited and accessible to inspection". Yet sometimes, by necessity, the
"unit" is a translation unit, or a header, or a peculiar include file, or a
global constant.

Under TDD, if a test fails during development, you only need to inspect (or
revert) the most recent edit. So Developer Tests and Unit Tests have
overlapping abilities and motivations. Many TDD tests will also allow you to
isolate faults to a small unit.

> Please bear with me, I am doing-it-before-learning-it. I designed my
> class interface, without implementing the API functions, I started
> designing my test class to test each API function. It is at this point
> my question coming up.


That's not really TDD. You start at the test, and write each test case to
illustrate one aspect of your target class. Only after you get the test to
tell you what to add to the class, next, do you add it. So imagine if your
method .activate() did not exist yet:

test_case
Foo aFoo
result = aFoo.activate
assert result == 42

The first time you run that, if activate does not exist yet, you add it.
Then you run it again, and "discover" that activate has no return value. The
third time, you run it and discover the return value is wrong. Only after
this rigorous review of the circumstances - to determine the test is failing
for the correct reason - do you put the actual logic inside the method.

You repeat this aggressive testing, in small cycles (and integrating between
each tiny twitch) to grow an interface.

> I posted my question on 2 groups, C++ and Object, interestingly
> enough, I see folks in C++ group unanimously think "unit" is class
> while Object folks provide me more diverse viewpoints.


"Class" is good for "Unit". But sometimes the Unit is one isolated group of
switches, between microscopic test pads, deep inside a big integrated
circuit.

--
Phlip
http://assert2.rubyforge.org/


  Réponse avec citation
Vieux 29/06/2008, 16h35   #2
James Kanze
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On Jun 29, 4:10 pm, "Phlip" <phlip2...@gmail.com> wrote:
> 1230987za wrote:
> > But I think there is a subtle difference to define "unit". I
> > can not agree with James Kanze more on unit test *when* the
> > unit is a class, but how about the unit is a function? A
> > class' public function?


> > I am adapting Test Driven Development, TDD, into my daily
> > programming.


> Kanze is a classically-trained "unit tester". In some circles
> "unit" is a QA concept - specifically, if a test fails, you
> only need to inspect one unit.


You mean I'm using a word in its standardly accepted meaning.
(Unit tests have been a required part of development for many,
many years now.)

> So "units" are "things which are clearly delimited and
> accessible to inspection".


That's more or less a definition of "unit", yes. In practice,
units are units---they're more or less the lowest level in a
hierarchial development.

> That should map onto C++ classes -


Why? That's the first time I've heard that. (There are a lot
of cases where they do map onto C++ classes.)

> specifically due to overlapping requirements. C++ classes
> _should_ be "things which are clearly delimited and accessible
> to inspection". Yet sometimes, by necessity, the "unit" is a
> translation unit, or a header, or a peculiar include file, or
> a global constant.


As a minimum, a "unit" is never less than a translation unit,
since current technology doesn't allow you to break things down
any finer. (Of course, a translation unit is often less than a
complete class.)

> Under TDD, if a test fails during development, you only need
> to inspect (or revert) the most recent edit.


I'm sorry, but that's bullshit. Regardless of the design
philosophy, if you have halfway decent unit tests, there is a
high probability that the error is somehow due to the most
recent edit. And regardless of the design philosophy, there's
always a small chance that something in the recent change has
triggered an error which was already there before. (That's one
of the meanings of undefined behavior---and TDD doesn't remove
undefined behavior from the language.)

> So Developer Tests and Unit Tests have overlapping abilities
> and motivations. Many TDD tests will also allow you to isolate
> faults to a small unit.


All unit tests allow you to more or less isolate faults to a
small unit. None are perfect, however.

> > Please bear with me, I am doing-it-before-learning-it. I
> > designed my class interface, without implementing the API
> > functions, I started designing my test class to test each
> > API function. It is at this point my question coming up.


> That's not really TDD. You start at the test, and write each
> test case to illustrate one aspect of your target class.


Which, of course, isn't true, because until you have at least
some idea as to what the class is to do, you can't write the
tests. You start by determining what the class is to do (in
most cases, that means some high level design). You don't start
by just typing in code, whether it is a test or anything else.

(I find it very hard to conceive that in this day and age,
people are still suggesting that we code before we think. And
proposing it as a silver bullet, no less.)

--
James Kanze (GABI Software) email:james.kanze@gmail.com
Conseils en informatique orientée objet/
Beratung in objektorientierter Datenverarbeitung
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  Réponse avec citation
Vieux 29/06/2008, 18h17   #3
Bo Persson
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Par défaut Re: c++ class design: where to put debug purpose utility class?

James Kanze wrote:
> On Jun 29, 4:10 pm, "Phlip" <phlip2...@gmail.com> wrote:
>
>> Kanze is a classically-trained "unit tester". In some circles
>> "unit" is a QA concept - specifically, if a test fails, you
>> only need to inspect one unit.

>
>[...]
>> That's not really TDD. You start at the test, and write each
>> test case to illustrate one aspect of your target class.

>
> Which, of course, isn't true, because until you have at least
> some idea as to what the class is to do, you can't write the
> tests. You start by determining what the class is to do (in
> most cases, that means some high level design). You don't start
> by just typing in code, whether it is a test or anything else.
>
> (I find it very hard to conceive that in this day and age,
> people are still suggesting that we code before we think. And
> proposing it as a silver bullet, no less.)


Some people do, actually. :-)

However it depends on how religious you are, and how strictly you want
to follow the dogmas.

If you just want to be able to say that you do TDD, you can start out
with the single test case

assert(false);

This will surely fail, and you are then free to start coding your
design. Just remember to compiler often, and make sure that the test
still fails!

Eventually, you will "discover" that the fault is not in your code,
but in the test case. Then it is time to "refine" the tests. If you
just don't call them unit tests, but use cases, you're done.

Instant TDD(tm).



Bo Persson


  Réponse avec citation
Vieux 29/06/2008, 22h45   #4
phlip
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Par défaut Re: c++ class design: where to put debug purpose utility class?

Bo Persson wrote:

> James Kanze wrote:


>> Which, of course, isn't true, because until you have at least
>> some idea as to what the class is to do, you can't write the
>> tests.


> Some people do, actually. :-)
>
> However it depends on how religious you are, and how strictly you want
> to follow the dogmas.


And how much benefit you'd like to get from forcing the implementation design to
emerge. Naturally, it might follow your preliminary sketches. But it might not.

Some people are not rigorous enough to design under such tight constraints...

--
Phlip
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Vieux 30/06/2008, 08h35   #5
Ian Collins
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James Kanze wrote:
> On Jun 29, 4:10 pm, "Phlip" <phlip2...@gmail.com> wrote:
>
>> That should map onto C++ classes -

>
> Why? That's the first time I've heard that. (There are a lot
> of cases where they do map onto C++ classes.)
>

Um, we agree again!

>
>> That's not really TDD. You start at the test, and write each
>> test case to illustrate one aspect of your target class.

>
> Which, of course, isn't true, because until you have at least
> some idea as to what the class is to do, you can't write the
> tests. You start by determining what the class is to do (in
> most cases, that means some high level design). You don't start
> by just typing in code, whether it is a test or anything else.
>

Here's where we differ. The above assumes you have a design which
defines your classes.

Often with TDD, you test and to code to a more abstract requirement and
the design (classes) follow the tests. Sometimes there's an agreed
interface, or a base class that is being extended, but often the tests
are testing an action for a reaction.

I've just been looking back through some of my tests and just about all
of my JavaScript tests are testing reaction to events and in one large
C++ project most of the tests test systems states. Set a threshold,
change something, look for the reaction.

Coupling tests too closely to classes makes refactoring much harder.

> (I find it very hard to conceive that in this day and age,
> people are still suggesting that we code before we think. And
> proposing it as a silver bullet, no less.)
>

I don't think anyone is suggesting that. What is being suggested is a
different way of thinking.

--
Ian Collins.
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Vieux 30/06/2008, 10h37   #6
James Kanze
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Par défaut Re: c++ class design: where to put debug purpose utility class?

On Jun 30, 9:35 am, Ian Collins <ian-n...@hotmail.com> wrote:
> James Kanze wrote:
> > On Jun 29, 4:10 pm, "Phlip" <phlip2...@gmail.com> wrote:


> >> That should map onto C++ classes -


> > Why? That's the first time I've heard that. (There are a
> > lot of cases where they do map onto C++ classes.)


> Um, we agree again!


> >> That's not really TDD. You start at the test, and write
> >> each test case to illustrate one aspect of your target
> >> class.


> > Which, of course, isn't true, because until you have at
> > least some idea as to what the class is to do, you can't
> > write the tests. You start by determining what the class is
> > to do (in most cases, that means some high level design).
> > You don't start by just typing in code, whether it is a test
> > or anything else.


> Here's where we differ. The above assumes you have a design
> which defines your classes.


The above assumes that you have at least some idea as to what
the class (or any other bit of code) will do before you start to
write it. I think we both also more or less agree that unless
it is written down, you don't really have any idea. Where we
disagree is that you seem to consider the unit tests a form of
being "written down", whereas I consider them code, just like
the rest---I don't know how to write a unit test until I have
some idea what is to be tested, i.e. what the unit shoud do.
And IMHO, I don't know that until it is written down.

For small applications, it's not unusual that the "written down"
part ends up as comments in the header (in Doxygen format, for
example). For larger applications, there'll almost always be
some sort of high level functional decomposition before I can
even think about "units", and that has to be written down.

> Often with TDD, you test and to code to a more abstract
> requirement and the design (classes) follow the tests.


Traditionally, that has been called prototyping, not testing:-).
It's almost essential for anything which interacts with a human.
It's of almost no use if you're implementing a protocol defined
by a standard.

Traditionally, you're supposed to throw the prototype out, once
you've learned from it. A rule that is often ignored (which may
account for the poor quality of some of the software out there).
But I suppose that you could call throwing it out simply an
intensive refactorizing, and the prototyping "testing".
Especially since the "throwing out" usually doesn't consist of
actually deleting the source code from the disk, and that the
rewrite often involves some copy/pasting:-).

> Sometimes there's an agreed interface, or a base class that is
> being extended, but often the tests are testing an action for
> a reaction.


In which case, you probably have some idea as to what the action
or reaction should be. And perhaps even some constraints on it.
I'd write those out, in plain French (or whatever language I
happen to be using on the project). Maybe as comments in the
code; maybe even as comments in the unit tests. But in a human
language, at a higher level of abstraction than C++.

At a low level, I tend to work as if I were doing literate
programming, even when I'm not using literate programming tools.
The C++ code is an end product, not the means. And it's not the
only end product, since readability (and not just correct
implementation) is an important issue.

[...]

> > (I find it very hard to conceive that in this day and age,
> > people are still suggesting that we code before we think.
> > And proposing it as a silver bullet, no less.)


> I don't think anyone is suggesting that. What is being
> suggested is a different way of thinking.


Well, I've said from the start that you can't write any code
without first thinking. Including a unit test. But I'd like to
insist on the fact that if you haven't written it out in your
native language, you haven't really thought it out.

--
James Kanze (GABI Software) email:james.kanze@gmail.com
Conseils en informatique orientée objet/
Beratung in objektorientierter Datenverarbeitung
9 place Sémard, 78210 St.-Cyr-l'École, France, +33 (0)1 30 23 00 34
  Réponse avec citation
Vieux 30/06/2008, 12h21   #7
Ian Collins
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Par défaut Re: c++ class design: where to put debug purpose utility class?

James Kanze wrote:
> On Jun 30, 9:35 am, Ian Collins <ian-n...@hotmail.com> wrote:
>> James Kanze wrote:

>
>>> Which, of course, isn't true, because until you have at
>>> least some idea as to what the class is to do, you can't
>>> write the tests. You start by determining what the class is
>>> to do (in most cases, that means some high level design).
>>> You don't start by just typing in code, whether it is a test
>>> or anything else.

>
>> Here's where we differ. The above assumes you have a design
>> which defines your classes.

>
> The above assumes that you have at least some idea as to what
> the class (or any other bit of code) will do before you start to
> write it. I think we both also more or less agree that unless
> it is written down, you don't really have any idea.


True.

> Where we
> disagree is that you seem to consider the unit tests a form of
> being "written down", whereas I consider them code, just like
> the rest---I don't know how to write a unit test until I have
> some idea what is to be tested, i.e. what the unit shoud do.
> And IMHO, I don't know that until it is written down.
>

Not really, the written down will be some form of requirement, be that a
clause in a traditional requirements specification, or an XP style user
story. Given a requirement, my view of TDD is that it's another form of
functional decomposition. You know what your end gaol is, you know the
steps to take you there and you follow them. The smaller those steps,
the better.

> For small applications, it's not unusual that the "written down"
> part ends up as comments in the header (in Doxygen format, for
> example). For larger applications, there'll almost always be
> some sort of high level functional decomposition before I can
> even think about "units", and that has to be written down.
>

With TDD, the names of the tests replace the comments. The tests are
the detailed design and the examples of how to use the code. The
acceptance tests are the higher level requirements. If these are
written correctly, either by the customer or in a form they can
understand, the paper requirements can be discarded. I have only had
one client bold enough to do this!

>> Often with TDD, you test and to code to a more abstract
>> requirement and the design (classes) follow the tests.

>
> Traditionally, that has been called prototyping, not testing:-).
> It's almost essential for anything which interacts with a human.
> It's of almost no use if you're implementing a protocol defined
> by a standard.
>
> Traditionally, you're supposed to throw the prototype out, once
> you've learned from it. A rule that is often ignored (which may
> account for the poor quality of some of the software out there).
> But I suppose that you could call throwing it out simply an
> intensive refactorizing, and the prototyping "testing".
> Especially since the "throwing out" usually doesn't consist of
> actually deleting the source code from the disk, and that the
> rewrite often involves some copy/pasting:-).
>

Refactoring is part of the process of improving the design. I think you
would enjoy "Refactoring to Patterns" by Joshua Kerievsky.

>> Sometimes there's an agreed interface, or a base class that is
>> being extended, but often the tests are testing an action for
>> a reaction.

>
> In which case, you probably have some idea as to what the action
> or reaction should be. And perhaps even some constraints on it.
> I'd write those out, in plain French (or whatever language I
> happen to be using on the project). Maybe as comments in the
> code; maybe even as comments in the unit tests. But in a human
> language, at a higher level of abstraction than C++.
>

While I'd write them out as plain C++ or what ever language I happen to
be using on the project! In a way, they are in plain English, so long
as the tests are short and have meaningful names. That's why I always
forward declare the tests at the top of a file, even if the language
(such as PHP) does not require this. If the test's name can't express
its intent, the scope of the test is too broad.

>
>> I don't think anyone is suggesting that. What is being
>> suggested is a different way of thinking.

>
> Well, I've said from the start that you can't write any code
> without first thinking. Including a unit test. But I'd like to
> insist on the fact that if you haven't written it out in your
> native language, you haven't really thought it out.
>

To varying degrees of 'it'!

I like to class the design and naming of the tests as an important part
of this thinking process. The name (meaningful) and size (small) of the
tests is extremely important. All to often I see novices write a
monolithic test function with scores of asserts which tell the reader
very little. Break that up into a sequence of well named single
condition tests and the reader can see exactly what the code is supposed
to do. Many small, well named tests is a clear indicator that some who
claims to be doing TDD is. He or she can then tell what they have
broken when they make a change without having to step through the test.

--
Ian Collins.
  Réponse avec citation
Vieux 30/06/2008, 15h23   #8
James Kanze
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Par défaut Re: c++ class design: where to put debug purpose utility class?

On Jun 30, 1:21 pm, Ian Collins <ian-n...@hotmail.com> wrote:
> James Kanze wrote:
> > On Jun 30, 9:35 am, Ian Collins <ian-n...@hotmail.com> wrote:
> >> James Kanze wrote:


[...]
> > Where we
> > disagree is that you seem to consider the unit tests a form of
> > being "written down", whereas I consider them code, just like
> > the rest---I don't know how to write a unit test until I have
> > some idea what is to be tested, i.e. what the unit shoud do.
> > And IMHO, I don't know that until it is written down.


> Not really, the written down will be some form of requirement, be that a
> clause in a traditional requirements specification, or an XP style user
> story. Given a requirement, my view of TDD is that it's another form of
> functional decomposition. You know what your end gaol is, you know the
> steps to take you there and you follow them. The smaller those steps,
> the better.


(I presume you mean "your end goal", but it's an interesting
Freudian slip:-). Except that you're probably American, and
would have written jail, and not gaol.)

The smaller the steps, the better, but to get the small steps,
you have to know the big ones. In a small application, you can
possibly go directly from user requirements to a detailed
specification of each unit, but as soon as the application takes
on a certain size, you're going to end up "designing" a number
of intermediate levels. (In many large applications, the first
couple of levels of functional decomposition give processes, not
what you'd normally consider a target for a unit test.)

> > For small applications, it's not unusual that the "written down"
> > part ends up as comments in the header (in Doxygen format, for
> > example). For larger applications, there'll almost always be
> > some sort of high level functional decomposition before I can
> > even think about "units", and that has to be written down.


> With TDD, the names of the tests replace the comments.


I'd be interesting in seeing that. For example, in a class that
I'm using right now, certain functions are documented with
'precondition: itemname != NULL". For a user, that's a very
important precondition. How do you specify that in a test, and
make it readable? How do you organize things so that I can
easily find the functions which interest me, and then see the
documentation which concerns them?

Everything I've ever seen and done suggests that you really need
separate detailed documentation, and that it is best done before
writing a single line of code, test or implementation. Literate
programming, in sum. (In the best run projects I've been on,
the header files were actually generated automatically from the
class documentation, done in Rational Rose.)

> The tests are the detailed design and the examples of how to
> use the code. The acceptance tests are the higher level
> requirements. If these are written correctly, either by the
> customer or in a form they can understand, the paper
> requirements can be discarded. I have only had one client
> bold enough to do this!


I'm very sceptical. I don't want to have to read C++ when I
need more general information, like the pre-conditions. Even
supposing that there are tests that reveal them, how do you
avoid the information getting lost in all of the other detail.

> >> Often with TDD, you test and to code to a more abstract
> >> requirement and the design (classes) follow the tests.


> > Traditionally, that has been called prototyping, not
> > testing:-). It's almost essential for anything which
> > interacts with a human. It's of almost no use if you're
> > implementing a protocol defined by a standard.


> > Traditionally, you're supposed to throw the prototype out,
> > once you've learned from it. A rule that is often ignored
> > (which may account for the poor quality of some of the
> > software out there). But I suppose that you could call
> > throwing it out simply an intensive refactorizing, and the
> > prototyping "testing". Especially since the "throwing out"
> > usually doesn't consist of actually deleting the source code
> > from the disk, and that the rewrite often involves some
> > copy/pasting:-).


> Refactoring is part of the process of improving the design. I
> think you would enjoy "Refactoring to Patterns" by Joshua
> Kerievsky.


The problem is perhaps more psychological. If someone is told
that they are to refactor some code, they will generally try to
use the original code, even (perhaps) to the point of "forcing"
the new design in order to do so. I know that many recent
authors about refactoring insist on not being afraid to rewrite.
But the name itself suggests that you're doing something to the
old code (other than just throwing it out). Where as I prefer
to take the approach that you're starting from scratch, top
down; if some of the existing code does turn out to fit into the
new design (and it often does), so much the better, but this
consideration isn't taken into account until after you've done
the new design.

> >> Sometimes there's an agreed interface, or a base class that
> >> is being extended, but often the tests are testing an
> >> action for a reaction.


> > In which case, you probably have some idea as to what the
> > action or reaction should be. And perhaps even some
> > constraints on it. I'd write those out, in plain French (or
> > whatever language I happen to be using on the project).
> > Maybe as comments in the code; maybe even as comments in the
> > unit tests. But in a human language, at a higher level of
> > abstraction than C++.


> While I'd write them out as plain C++ or what ever language I
> happen to be using on the project! In a way, they are in
> plain English, so long as the tests are short and have
> meaningful names. That's why I always forward declare the
> tests at the top of a file, even if the language (such as PHP)
> does not require this. If the test's name can't express its
> intent, the scope of the test is too broad.


I'm still quite sceptical: I suppose that you also break the
tests into sections, perhaps with different namespaces, in order
to specify exactly what functions (or functionalities) are
concerned? And what about "external" references---often, an
idea can be made much clearer by refering to some external
concepts. (The documentation of my FFmt class: "An ostream
manipulator which defines a Fortran format F. Thie manipulator
is basically the equivalent to the "%n.mF" speicification in
printf, or Fn.m in Fortran." How could you possibly express
that in the name of a single test function? Of course, it's not
complete; the documentation does go on to express in detail what
is going on---with references to a pattern described in another
class---but for many programmers, just that one sentence is all
that is needed.) And how do you possibly describe the
constraints on a policy class, used to instantiate a template?

And that's just the low level stuff. The higher up you go, the
less appropriate C++ becomes as the description language.

> >> I don't think anyone is suggesting that. What is being
> >> suggested is a different way of thinking.


> > Well, I've said from the start that you can't write any code
> > without first thinking. Including a unit test. But I'd
> > like to insist on the fact that if you haven't written it
> > out in your native language, you haven't really thought it
> > out.


> To varying degrees of 'it'!


> I like to class the design and naming of the tests as an
> important part of this thinking process. The name
> (meaningful) and size (small) of the tests is extremely
> important.


Certainly. At the lowest level, I can imagine your solution
working for some types of things. I don't see too well how it
could apply at higher levels, however, and I don't see how it
could be used for other types of low level things. How would
you document that the instantiation class of std::vector must be
CopyConstructable and Assignable, for example? How would you
document the requirements for the Allocator? For that matter,
do you really want to document them for std::vector, given that
they're the same for all of the containers; isn't the solution
adopted by the standard a lot better: give the concepts a name,
and document what that name means elsewhere (which, when it
comes right down to it, is what I did with FFmt---except that I
suppose the name, Fn.m in Fortran, to be an already known
concept).

> All to often I see novices write a monolithic test
> function with scores of asserts which tell the reader very
> little. Break that up into a sequence of well named single
> condition tests and the reader can see exactly what the code
> is supposed to do. Many small, well named tests is a clear
> indicator that some who claims to be doing TDD is. He or she
> can then tell what they have broken when they make a change
> without having to step through the test.


Guilty as charged. My current test framework certainly doesn't
lend itself to this sort of stuff. But then, I've never been
motivated to modify it so that it would, since I do work in the
opposite direction: from specification and documentation to
code. Still, I'd be interested in seeing what you use as a test
framework---I'm currently rewriting parts of mine to accept test
specifications in XML, so it's a good occasion to integrate new
ideas.

FWIW: you can see a bit of my work at my site
(kanze.james.neuf.fr). It doesn't explain how I got to that
state, but for most of the stuff: I wrote the documentation in
the header file first, then the function signatures. The
implementation of the functions and the tests were generaly done
in parallel, and in the more complicated cases, I'd start with
just a few of the function signatures, and expand once they
worked. There are more tests than I've seen in a lot of
publicly available software, but it could still be better.

--
James Kanze (GABI Software) email:james.kanze@gmail.com
Conseils en informatique orientée objet/
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Vieux 30/06/2008, 19h20   #9
1230987za@gmail.com
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Par défaut Re: c++ class design: where to put debug purpose utility class?

Hi,

Here is more realistic capture of my problem, the original post is
over-simplified, but I do learn a lot from your guys' discussion,

class repo {
public:
repo();

/**
* Add one repo search path, if the path satisfies all the
requirements, this path will be stored internally.
*
* @returns 0 if succeeds
*/
int addSearchPath(string path);

/**
* Retrieve all the item from all the search paths
*/
std::vector<item> getAllItems();

private:
vector<string> pathList;

};

Given the above class, my unit test is to cover addSearchPath(), so
I can do either of the followings:
1. Just use the 2 public functions since they are the real API that
customer code will use.
2. Unit test code accesses the private data directly to verify
addSearchPath().

I guess James Kanze would suggest #1, but for my case I lean to #2.
The reason is unit test using #1 requires quite a bit setup for class
item while this unit test just want to test addSearchPath() does cover
all the requirements for a valid search path, so #1 seems to me too
much academic.

#2 serves my purpose very well and I do not want to add more API to
return the internal private data, I will use #define private public
trick.

Please throw your bricks.
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Vieux 30/06/2008, 19h47   #10
Phlip
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Par défaut Re: c++ class design: where to put debug purpose utility class?

Ian Collins wrote:

>> Where we
>> disagree is that you seem to consider the unit tests a form of
>> being "written down", whereas I consider them code, just like
>> the rest---I don't know how to write a unit test until I have
>> some idea what is to be tested, i.e. what the unit shoud do.
>> And IMHO, I don't know that until it is written down.
>>

> Not really, the written down will be some form of requirement, be that a
> clause in a traditional requirements specification, or an XP style user
> story. Given a requirement, my view of TDD is that it's another form of
> functional decomposition. You know what your end gaol is, you know the
> steps to take you there and you follow them. The smaller those steps,
> the better.


You American you!! You are just not smart enough to think of all your class
details outside of code, where they are safe from the icky details of
implementation, best left to servants!

You just want to leap into coding, without being rigorous enough to prove you
can code it all in your head first, like me!

--
Phlip
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Vieux 30/06/2008, 19h51   #11
Phlip
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Par défaut Re: c++ class design: where to put debug purpose utility class?

> std::vector<item> getAllItems();
>
> private:
> vector<string> pathList;


I would typedef every template instantiation, partly because it's
self-documenting, and because declaring the instantiation point carefully can
avoid obscure bugs in template expansion.

> Given the above class, my unit test is to cover addSearchPath()


What is the effect the added search path will have on other, external objects?

Recall this is not "unit" testing - you are allowed to use more than one object
at a time!

, so
> I can do either of the followings:
> 1. Just use the 2 public functions since they are the real API that
> customer code will use.
> 2. Unit test code accesses the private data directly to verify
> addSearchPath().


3 - detect the effect the added search path will have on behavior.

> I guess James Kanze would suggest #1, but for my case I lean to #2.


He is discussing unit testing, not TDD...

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Vieux 30/06/2008, 20h13   #12
Ian Collins
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Par défaut Re: c++ class design: where to put debug purpose utility class?

James Kanze wrote:
> On Jun 30, 1:21 pm, Ian Collins <ian-n...@hotmail.com> wrote:
>> James Kanze wrote:
>>> On Jun 30, 9:35 am, Ian Collins <ian-n...@hotmail.com> wrote:
>>>> James Kanze wrote:

>
> [...]
>>> Where we
>>> disagree is that you seem to consider the unit tests a form of
>>> being "written down", whereas I consider them code, just like
>>> the rest---I don't know how to write a unit test until I have
>>> some idea what is to be tested, i.e. what the unit shoud do.
>>> And IMHO, I don't know that until it is written down.

>
>> Not really, the written down will be some form of requirement, be that a
>> clause in a traditional requirements specification, or an XP style user
>> story. Given a requirement, my view of TDD is that it's another form of
>> functional decomposition. You know what your end gaol is, you know the
>> steps to take you there and you follow them. The smaller those steps,
>> the better.

>
> (I presume you mean "your end goal", but it's an interesting
> Freudian slip:-).


It was wasn't it

> Except that you're probably American, and
> would have written jail, and not gaol.)
>

Hey, no need for insults! I'd have thought my spelling and timezone
would be enough of a hint.

I'll address the rest of the post later today when I've dug up some
unencumbered examples.

--
Ian Collins.
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Vieux 30/06/2008, 20h14   #13
Ian Collins
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Par défaut Re: c++ class design: where to put debug purpose utility class?

Phlip wrote:
> Ian Collins wrote:
>
>>> Where we
>>> disagree is that you seem to consider the unit tests a form of
>>> being "written down", whereas I consider them code, just like
>>> the rest---I don't know how to write a unit test until I have
>>> some idea what is to be tested, i.e. what the unit shoud do.
>>> And IMHO, I don't know that until it is written down.
>>>

>> Not really, the written down will be some form of requirement, be that a
>> clause in a traditional requirements specification, or an XP style user
>> story. Given a requirement, my view of TDD is that it's another form of
>> functional decomposition. You know what your end gaol is, you know the
>> steps to take you there and you follow them. The smaller those steps,
>> the better.

>
> You American you!!


Two insults in one day, what am I doing wrong?

--
Ian Collins.
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Vieux 30/06/2008, 22h19   #14
James Kanze
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Par défaut Re: c++ class design: where to put debug purpose utility class?

On Jun 30, 9:13 pm, Ian Collins <ian-n...@hotmail.com> wrote:
> James Kanze wrote:
> > On Jun 30, 1:21 pm, Ian Collins <ian-n...@hotmail.com> wrote:
> >> James Kanze wrote:
> >>> On Jun 30, 9:35 am, Ian Collins <ian-n...@hotmail.com> wrote:
> >>>> James Kanze wrote:


> > [...]
> >>> Where we
> >>> disagree is that you seem to consider the unit tests a form of
> >>> being "written down", whereas I consider them code, just like
> >>> the rest---I don't know how to write a unit test until I have
> >>> some idea what is to be tested, i.e. what the unit shoud do.
> >>> And IMHO, I don't know that until it is written down.


> >> Not really, the written down will be some form of
> >> requirement, be that a clause in a traditional requirements
> >> specification, or an XP style user story. Given a
> >> requirement, my view of TDD is that it's another form of
> >> functional decomposition. You know what your end gaol is,
> >> you know the steps to take you there and you follow them.
> >> The smaller those steps, the better.


> > (I presume you mean "your end goal", but it's an interesting
> > Freudian slip:-).


> It was wasn't it


> > Except that you're probably American, and
> > would have written jail, and not gaol.)


> Hey, no need for insults! I'd have thought my spelling and
> timezone would be enough of a hint.


I didn't mean it as an insult; I'm American myself (originally,
at any rate). Living where I do, however, I see enough of both
spellings that I don't actually notice which is being used (and
a lot of British programmers write "program", rather than
"programme" for a computer program). The above comment was
meant more as a hint, since I'm not sure how many Americans
would recognize gaol otherwise.

> I'll address the rest of the post later today when I've dug up
> some unencumbered examples.


I know the problem. You write code to get the job done, not to
bring evidence for a certain point. Which means that most of
the real examples are buried in a lot of stuff that has nothing
to do with the immediate point.

I find it just as difficult to present simple examples which
show my own style.

--
James Kanze (GABI Software) email:james.kanze@gmail.com
Conseils en informatique orientée objet/
Beratung in objektorientierter Datenverarbeitung
9 place Sémard, 78210 St.-Cyr-l'École, France, +33 (0)1 30 23 00 34
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Vieux 30/06/2008, 22h24   #15
James Kanze
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Par défaut Re: c++ class design: where to put debug purpose utility class?

On Jun 30, 8:20 pm, 123098...@gmail.com wrote:

> Here is more realistic capture of my problem, the original
> post is over-simplified, but I do learn a lot from your guys'
> discussion,


> class repo {
> public:
> repo();


> /**
> * Add one repo search path, if the path satisfies all the
> requirements, this path will be stored internally.
> *
> * @returns 0 if succeeds
> */
> int addSearchPath(string path);


> /**
> * Retrieve all the item from all the search paths
> */
> std::vector<item> getAllItems();


> private:
> vector<string> pathList;
> };


> Given the above class, my unit test is to cover
> addSearchPath(), so I can do either of the followings:
> 1. Just use the 2 public functions since they are the real API that
> customer code will use.
> 2. Unit test code accesses the private data directly to verify
> addSearchPath().


Or 3: both. There are many different levels of testing, and it
may be useful for development purposes to "see" the internals.
(Why not specify some logging output? That way, the added code
might be useful in the final application as well.)

> I guess James Kanze would suggest #1,


At some point or another, you need #1. You can't release the
code without it.

> but for my case I lean to #2.
> The reason is unit test using #1 requires quite a bit setup
> for class item while this unit test just want to test
> addSearchPath() does cover all the requirements for a valid
> search path, so #1 seems to me too much academic.


#2 doesn't really cover all of the requirements, if the
requirements include actually using the added value in some way,
so that it affects the return value of getAllItems(). And if
it's that much work to set it up, then you need to get a better
test harness.

--
James Kanze (GABI Software) email:james.kanze@gmail.com
Conseils en informatique orientée objet/
Beratung in objektorientierter Datenverarbeitung
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Vieux 30/06/2008, 22h27   #16
James Kanze
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Par défaut Re: c++ class design: where to put debug purpose utility class?

On Jun 30, 8:51 pm, Phlip <phlip2...@gmail.com> wrote:
> > std::vector<item> getAllItems();


> > private:
> > vector<string> pathList;


> I would typedef every template instantiation, partly because
> it's self-documenting, and because declaring the instantiation
> point carefully can avoid obscure bugs in template expansion.


For a simple case like this, I don't know, but in general, yes.

> > Given the above class, my unit test is to cover addSearchPath()


> What is the effect the added search path will have on other,
> external objects?


> Recall this is not "unit" testing - you are allowed to use
> more than one object at a time!


The original question was about unit testing, so it is unit
testing. Not that that prevents him from using other objects.

> , so


> > I can do either of the followings:
> > 1. Just use the 2 public functions since they are the real API that
> > customer code will use.
> > 2. Unit test code accesses the private data directly to verify
> > addSearchPath().


> 3 - detect the effect the added search path will have on behavior.


> > I guess James Kanze would suggest #1, but for my case I lean to #2.


> He is discussing unit testing, not TDD...


Obviously, since the original poster apparently already has a
design, and knows what the class is supposed to do. Regardless
of how you arrive at the design, you need unit tests. (It was
my impression that TDD was supposed to give them to you as a
result of the design.)

--
James Kanze (GABI Software) email:james.kanze@gmail.com
Conseils en informatique orientée objet/
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Vieux 30/06/2008, 22h30   #17
ian-news@hotmail.com
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Par défaut Re: c++ class design: where to put debug purpose utility class?

On Jul 1, 9:19 am, James Kanze <james.ka...@gmail.com> wrote:
> On Jun 30, 9:13 pm, Ian Collins <ian-n...@hotmail.com> wrote:
> > Hey, no need for insults! I'd have thought my spelling and
> > timezone would be enough of a hint.

>
> I didn't mean it as an insult; I'm American myself (originally,
> at any rate).


No offence taken! That was a too early in the morning joke...

> Living where I do, however, I see enough of both
> spellings that I don't actually notice which is being used (and
> a lot of British programmers write "program", rather than
> "programme" for a computer program). The above comment was
> meant more as a hint, since I'm not sure how many Americans
> would recognize gaol otherwise.
>

Ah, the joys of a common language. All the more reason to express
intent in something unambiguous like C++, or possibly French. Joking
asside, how often do you see N programmers interpret a written
requirement in N different ways?

> > I'll address the rest of the post later today when I've dug up
> > some unencumbered examples.

>
> I know the problem. You write code to get the job done, not to
> bring evidence for a certain point. Which means that most of
> the real examples are buried in a lot of stuff that has nothing
> to do with the immediate point.
>
> I find it just as difficult to present simple examples which
> show my own style.
>

Life would be so much eaier if we didn't have to work for others.

Ian.
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Vieux 01/07/2008, 03h44   #18
phlip
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Ian Collins wrote:

> James Kanze wrote:


>> Phlip wrote:


>>> That should map onto C++ classes -


>> Why? That's the first time I've heard that. (There are a lot
>> of cases where they do map onto C++ classes.)


> Um, we agree again!


Unit tests (and many TDD tests) should target "units", which are code elements
that are clearly delimited and accessible to inspection. Failure of a true Unit
Test must implicate nothing outside its target unit.

Classes should also be clearly delimited and accessible to inspection.

That does not mean units _must_ be classes. For example, if I code-reviewed your
unit test and said, "This is a bad test because the unit it addresses is not one
class," I have brought nothing to the code review.

Most unit tests do indeed address classes, as a happy coincidence. A pattern of
_all_ the tests not focusing on classes should raise a warning...

> Here's where we differ. The above assumes you have a design which
> defines your classes.


I am so smart that I can heroically define all my classes in my head before
coding them. Etc...

BTW here's a little story about my worksite. Long before I got there, someone
wrote a script, without tests, with about 2 000 lines of >cough< Ruby. (The
equivalent of like 6 000 lines of C++.) It since ballooned up to like 3 000.
Several engineer-weeks of labor in total.

Last year, I strapped a GUI onto it, and wrote some really ugly tests that
called the whole thing. The script calls a huge batch that runs in a background
process, and the tests simply set up the complete input, run the same batch as
the process would run, then checks all the results in a long list of assertions.
The tests are just aggressive enough to make the script slightly harder to add
bugs too, and slightly less difficult to add features to. The tests are
painfully slow, and we only run them on integration server. We add 5 000 lines
of crappy (yet stable) tests. (Not one of them focused on a "unit"!

Recently our product manager asked for just one more feature. I got permission
for a rewrite. I commented every line of all that cruft out, and we started again.

Today is day 2. By day 3 (via 8-hour days), I know that we 6 coders will be
finished with the rewrite. We are using pure TDD, and promiscuous pairing. That
means (even if we are a hothead who _knows_ what the architecture of some module
is going to be) every 2 hours we swap pairs, going to the module in the
application that we are /least/ familiar with. That means we leave whatever
awesome architecture we were about to finish in the hands of someone least
familiar with it. Including two guys who started last week with no Ruby coding
experience.

By tomorrow afternoon, when we are done, any of the six guys could lead a new
pair, if necessary, to add any new feature, anywhere in the application. And
after pure TDD, merciless refactoring, and continuous integration, we will have
like 600 lines of Ruby in total. The new GUI will not create a thread to run the
script, and the script will be completely cancel-able and restartable. Oh, and
we will have 2 000 lines of super-fast tests, too. We know the code will have
zero bugs, and will exceed the old feature list. Our operators will be able to
start using it around Wednesday.

(And rest assured that if our servers crash, we will rapidly lose oodles of
money, too!

Our new code will stay clean like that for as long as this project lasts, no
matter who works on it, or what features they add.

I am not open to any braggadocio concocted rationales why what we are doing is
somehow vaingloriously wrong, and that all 7 guys are somehow too stupid and
/fanfaron/ not to notice it.

--
Phlip
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