Unit Tests and Test Driven Development (TDD) help you really understand the design of the code you are working on. Instead of writing code to do something, you are starting by outlining all the conditions you are subjecting the code to and what outputs you'd expect from that. Follow along and check the 24 Most Common and Advanced Unit Testing Interview Questions every experienced developer may be asked on the next tech interview.
Properties (getters/setters) are good examples of code that usually doesn’t contain any logic, and doesn’t require testing. But watch out: once you add any check inside the property, you’ll want to make sure that logic is being tested.
In other words, if your getters and setters do more than just get and set (i.e. they're properly complex methods), then yes, they should be tested. But don't write a unit test case just to test a getter or setters, that's a waste of time.
Mocking is primarily used in unit testing. An object under test may have dependencies on other (complex) objects. To isolate the behavior of the object you want to replace the other objects by mocks that simulate the behavior of the real objects. This is useful if the real objects are impractical to incorporate into the unit test.
In short, mocking is creating objects that simulate the behavior of real objects.
Mocks are basically objects that look like the object you are trying to call a method on, in the sense that they have the same properties, methods, etc. available to the caller. But instead of performing whatever action they are programmed to do when a particular method is called, it skips that altogether and just returns a result. That result is typically defined by you ahead of time.
Let look at the mocking out your calls to the database. In order to set up your objects for mocking, you probably need to use some sort of inversion of control/ dependency injection pattern, as in the following pseudo-code:
class Bar
{
private FooDataProvider _dataProvider;
public instantiate(FooDataProvider dataProvider) {
_dataProvider = dataProvider;
}
public getAllFoos() {
// instead of calling Foo.GetAll() here, we are introducing an extra layer of abstraction
return _dataProvider.GetAllFoos();
}
}
class FooDataProvider
{
public Foo[] GetAllFoos() {
return Foo.GetAll();
}
}Now in your unit test, you create a mock of FooDataProvider, which allows you to call the method GetAllFoos without having to actually hit the database.
class BarTests
{
public TestGetAllFoos() {
// here we set up our mock FooDataProvider
mockRepository = MockingFramework.new()
mockFooDataProvider = mockRepository.CreateMockOfType(FooDataProvider);
// create a new array of Foo objects
testFooArray = new Foo[] {Foo.new(), Foo.new(), Foo.new()}
// the next statement will cause testFooArray to be returned every time we call FooDAtaProvider.GetAllFoos,
// instead of calling to the database and returning whatever is in there
// ExpectCallTo and Returns are methods provided by our imaginary mocking framework
ExpectCallTo(mockFooDataProvider.GetAllFoos).Returns(testFooArray)
// now begins our actual unit test
testBar = new Bar(mockFooDataProvider)
baz = testBar.GetAllFoos()
// baz should now equal the testFooArray object we created earlier
Assert.AreEqual(3, baz.length)
}
}The answer is to use MVC and move as much logic out of the GUI as possible. For the graphic, you should test the value that you supply to the code that generates the graphic.
I heard from a coworker a long time ago that when SGI was porting OpenGL to new hardware, they had a bunch of unit tests that would draw a set of primatives to the screen and then compute an MD5 sum of the frame buffer. This value could then be compared to known good hash values to quickly determine if the API is per pixel-accurate.
If you want to unit test a private method, something may be wrong. Unit tests are (generally speaking) meant to test the interface of a class, meaning its public (and protected) methods. You can of course "hack" a solution to this (even if just by making the methods public), but you may also want to consider:
It's absolutely worth it. Our app has complex cross-validation rules, and we recently had to make significant changes to the business rules. We ended up with conflicts that prevented the user from saving. I realized it would take forever to sort it out in the application (it takes several minutes just to get to the point where the problems were). I'd wanted to introduce automated unit tests and had the framework installed, but I hadn't done anything beyond a couple of dummy tests to make sure things were working. With the new business rules in hand, I started writing tests. The tests quickly identified the conditions that caused the conflicts, and we were able to get the rules clarified.
If you write tests that cover the functionality you're adding or modifying, you'll get an immediate benefit. If you wait for a re-write, you may never have automated tests.
You shouldn't spend a lot of time writing tests for existing things that already work. Most of the time, you don't have a specification for the existing code, so the main thing you're testing is your reverse-engineering ability. On the other hand, if you're going to modify something, you need to cover that functionality with tests so you'll know you made the changes correctly. And of course, for new functionality, write tests that fail, then implement the missing functionality.
Unit Tests allow you to make big changes to code quickly. You know it works now because you've run the tests, when you make the changes you need to make, you need to get the tests working again. This saves hours.
TDD helps you to realise when to stop coding. Your tests give you confidence that you've done enough for now and can stop tweaking and move on to the next thing.
The tests and the code work together to achieve better code. Your code could be bad / buggy. Your TEST could be bad / buggy. In TDD you are banking on the chances of both being bad / buggy being low. Often it's the test that needs fixing but that's still a good outcome.
TDD helps with coding constipation. When faced with a large and daunting piece of work ahead writing the tests will get you moving quickly.
Unit Tests help you really understand the design of the code you are working on. Instead of writing code to do something, you are starting by outlining all the conditions you are subjecting the code to and what outputs you'd expect from that.
Unit Tests give you instant visual feedback, we all like the feeling of all those green lights when we've done. It's very satisfying. It's also much easier to pick up where you left off after an interruption because you can see where you got to - that next red light that needs fixing.
Contrary to popular belief unit testing does not mean writing twice as much code or coding slower. It's faster and more robust than coding without tests once you've got the hang of it. Test code itself is usually relatively trivial and doesn't add a big overhead to what you're doing. This is one you'll only believe when you're doing it :)
I think it was Fowler who said: "Imperfect tests, run frequently, are much better than perfect tests that are never written at all". I interpret this as giving me permission to write tests where I think they'll be most useful even if the rest of my code coverage is woefully incomplete.
Good unit tests can help document and define what something is supposed to do
Unit tests help with code re-use. Migrate both your code and your tests to your new project. Tweak the code till the tests run again.
In general, you don't want to break any encapsulation for the sake of testing (or as Mom used to say, "don't expose your privates!"). Most of the time, you should be able to test a class by exercising its public methods. If there is significant functionality that is hidden behind private or protected access, that might be a warning sign that there's another class in there struggling to get out.
You might not like testing private functionality for a couple of reasons:
% for unit tests (and why)?Code coverage is great, but functionality coverage is even better. I don't believe in covering every single line I write. But I do believe in writing 100% test coverage of all the functionality I want to provide (even for the extra cool features I came with myself and which were not discussed during the meetings).
I don't care if I would have code which is not covered in tests, but I would care if I would refactor my code and end up having a different behaviour. Therefore, 100% functionality coverage is my only target.
Consider:
A single bug will break several features, and several integration tests will fail.
On the other hand, the same bug will break just one unit test.
When in doubt, use mocks.
Rule of thumb:
If the function you are testing needs a complicated object as a parameter, and it would be a pain to simply instantiate this object (if, for example, it tries to establish a TCP connection), use a mock. Mock objects allow you to set up test scenarios without bringing to bear large, unwieldy resources such as databases. Mock objects are simulated objects that mimic the behaviour of real objects in controlled ways.
Typically you write a mock object if:
For example:
Let's say we want to test that method sendInvitations(MailServer mailServer) calls MailServer.createMessage() exactly once, and also calls MailServer.sendMessage(m) exactly once, and no other methods are called on the MailServer interface. This is when we can use mock objects.
With mock objects, instead of passing a real MailServerImpl, or a test TestMailServer, we can pass a mock implementation of the MailServer interface. Before we pass a mock MailServer, we train it, so that it knows what method calls to expect and what return values to return. In the end, the mock object asserts, that all expected methods were called as expected.
Note:
A Unit Test should test a single code path through a single method. When the execution of a method passes outside of that method, into another object, and back again, you have a dependency.
When you test that code path with the actual dependency, you are not unit testing; you are integration testing. While that's good and necessary, it isn't unit testing.
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