unit test for GUI code

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  • shuisheng

    #1

    unit test for GUI code

    Dear All,

    I was told that unit test is a powerful tool for progamming. If I am
    writing a GUI code, is it possible to still using unit test?

    I have a little experience in using unittest++. But I can not work out
    a way to use it to test GUI code.

    Thanks a lot!

    Shuisheng

  • andrewmcdonagh

    #2
    Re: unit test for GUI code

    On Feb 22, 11:06 pm, "shuisheng" <shuishen...@ya hoo.comwrote:
    Dear All,
    >
    I was told that unit test is a powerful tool for progamming. If I am
    writing a GUI code, is it possible to still using unit test?
    >
    I have a little experience in using unittest++. But I can not work out
    a way to use it to test GUI code.
    >
    Thanks a lot!
    >
    Shuisheng
    Do a google for 'TFUI' - its a good technique for your problem.

    Aside from that, the main approach is to treat the GUI library like
    any other 3rd party library - mainly, don't try and unit test it, unit
    test your code that uses it.

    By this, I mean: ensure all of your logic (business rules, gui
    presentation rules, data retrival and updates, etc) are completed
    separated from the gui code. In your gui's event handlers, don't do
    anything except delegate to a plain old C++ Class.

    By separating your code from the gui code, you can easily test your
    code, without having to even link to the gui library.

    In software, abstract is usually the way to solve a problem.

    Andrew

    Comment

    • Michael

      #3
      Re: unit test for GUI code

      I was told that unit test is a powerful tool for progamming. If I am
      writing a GUI code, is it possible to still using unit test?
      I have an approach based on some stuff I read in Michael Feather's
      book. It is not as developed as what Andrew posted (for example, I
      don't have a clever name for it), but it works for me.

      I've been doing MFC programming, so I'll give my example there,
      although it's just an example. In MFC, there's a class called CDC,
      which is the C (language) device context. It has a bunch of primitive
      drawing methods like:

      CPoint MoveTo(int x, int y);

      Now I'm writing a class C that does a bunch of drawing, so it winds up
      calling these. It has a method OnDraw that takes a CDC* and does the
      drawing (in turn calling a bunch of other methods). This is the
      method I want to test.

      So basically, I created a class called DCInterface, which looks like
      this:
      class DCInterface {
      public:
      virtual CPoint MoveTo(int x, int y) = 0;
      /* etc. */
      };

      Then, I created a class CDCWrapper that calls the actual one:

      class CDCWrapper : public DCInterface {
      private:
      CDC* pDC;
      public:
      explicit CDCWrapper(CDC* p) : pDC(p) {}
      CPoint MoveTo(int x, int y) { return pDC->MoveTo(x, y); }
      /* etc. */

      Then I refactor my code for class C to use a DCInterface instead of a
      CDC. (The OnDraw method stays, since the MFC framework calls it, but
      now it just creates a CDCWrapper and forwards on to the wrapped
      version of OnDraw.)

      So far, everything is just setup for unit testing.

      Now, here's the cool part. I created a TestDC class that implements
      all of the functionality by storing a string with messages like
      "MoveTo(5, 6) called.\n";

      So to do unit tests, I set everything up with my TestDC class, and the
      output is a string (instead of drawing something on the screen). I
      can then do all my assertions that the appropriate series of draw
      operations were called, based on looking at the output string.

      This obviously doesn't do everything, but it lets me unit test some
      fairly complex graphics routines.

      More generally, you can pull out a wrapper that has virtual copies of
      the library interface. Create an "real" implementation class that
      just delegates to the library, then create a separate "test"
      implementation class that stores things to a string (or some other
      structure that's easy to use in unit tests).

      There's a fair amount of work to create the wrappers in the first
      place - I took the approach of "only wrap functions you actually use,"
      but that's a one-time cost and then you can reuse it for your unit
      testing.

      Michael


      Comment

      • andrewmcdonagh

        #4
        Re: unit test for GUI code

        On Feb 23, 2:11 am, "Michael" <mchlg...@aol.c omwrote:
        I was told that unit test is a powerful tool for progamming. If I am
        writing a GUI code, is it possible to still using unit test?
        >
        I have an approach based on some stuff I read in Michael Feather's
        book. It is not as developed as what Andrew posted (for example, I
        don't have a clever name for it), but it works for me.
        >
        I've been doing MFC programming, so I'll give my example there,
        although it's just an example. In MFC, there's a class called CDC,
        which is the C (language) device context. It has a bunch of primitive
        drawing methods like:
        >
        CPoint MoveTo(int x, int y);
        >
        Now I'm writing a class C that does a bunch of drawing, so it winds up
        calling these. It has a method OnDraw that takes a CDC* and does the
        drawing (in turn calling a bunch of other methods). This is the
        method I want to test.
        >
        So basically, I created a class called DCInterface, which looks like
        this:
        class DCInterface {
        public:
        virtual CPoint MoveTo(int x, int y) = 0;
        /* etc. */
        >
        };
        >
        Then, I created a class CDCWrapper that calls the actual one:
        >
        class CDCWrapper : public DCInterface {
        private:
        CDC* pDC;
        public:
        explicit CDCWrapper(CDC* p) : pDC(p) {}
        CPoint MoveTo(int x, int y) { return pDC->MoveTo(x, y); }
        /* etc. */
        >
        Then I refactor my code for class C to use a DCInterface instead of a
        CDC. (The OnDraw method stays, since the MFC framework calls it, but
        now it just creates a CDCWrapper and forwards on to the wrapped
        version of OnDraw.)
        >
        So far, everything is just setup for unit testing.
        >
        Now, here's the cool part. I created a TestDC class that implements
        all of the functionality by storing a string with messages like
        "MoveTo(5, 6) called.\n";
        >
        So to do unit tests, I set everything up with my TestDC class, and the
        output is a string (instead of drawing something on the screen). I
        can then do all my assertions that the appropriate series of draw
        operations were called, based on looking at the output string.
        >
        This obviously doesn't do everything, but it lets me unit test some
        fairly complex graphics routines.
        >
        More generally, you can pull out a wrapper that has virtual copies of
        the library interface. Create an "real" implementation class that
        just delegates to the library, then create a separate "test"
        implementation class that stores things to a string (or some other
        structure that's easy to use in unit tests).
        >
        There's a fair amount of work to create the wrappers in the first
        place - I took the approach of "only wrap functions you actually use,"
        but that's a one-time cost and then you can reuse it for your unit
        testing.
        >
        Michael
        Its a great book for working with un tested code, and for seeing how
        to create 'seams' between areas like GUI libraries and our code.

        For those interested in unit testing, a good guide that M Features,
        myself and plenty of others use is:

        A unit test does NOT :
        * Use any file IO
        * Connect to a db
        * Present anything on screen
        * communicate across a network.

        The rational for this, is many, but boils down to forcing us to create
        a design that is decoupled from these areas, which nearly always
        results in a good, clean & highly cohesive design. For example, how
        many times have we in the past put logic directly into a dialog
        class? Where as with this style of testing, we force ourselves to
        separate out the UI aspect from the logic part, resulting in us using
        the MVC or MVP or Humble Dialog design patterns, as they allow us to
        unit test th elogic without going anywhere near the GUI.

        The second major win is speed of test runs.

        I can run 1200 unit tests in 42.7 seconds currently (and these are
        Java unit tests!) because of following these guidelines. And because
        they run soo fast the Team runs ALL tests ALL of the time.
        Slow tests mean we run them fewer times, the less we run them, the
        longer it is before we find out we broken something. The longer time
        before finding out we broke something, the more costly it is to
        fix.....

        Andrew

        Comment

        • shuisheng

          #5
          Re: unit test for GUI code

          On Feb 22, 9:11 pm, "Michael" <mchlg...@aol.c omwrote:
          I was told that unit test is a powerful tool for progamming. If I am
          writing a GUI code, is it possible to still using unit test?
          >
          I have an approach based on some stuff I read in Michael Feather's
          book. It is not as developed as what Andrew posted (for example, I
          don't have a clever name for it), but it works for me.
          >
          I've been doing MFC programming, so I'll give my example there,
          although it's just an example. In MFC, there's a class called CDC,
          which is the C (language) device context. It has a bunch of primitive
          drawing methods like:
          >
          CPoint MoveTo(int x, int y);
          >
          Now I'm writing a class C that does a bunch of drawing, so it winds up
          calling these. It has a method OnDraw that takes a CDC* and does the
          drawing (in turn calling a bunch of other methods). This is the
          method I want to test.
          >
          So basically, I created a class called DCInterface, which looks like
          this:
          class DCInterface {
          public:
          virtual CPoint MoveTo(int x, int y) = 0;
          /* etc. */
          >
          };
          >
          Then, I created a class CDCWrapper that calls the actual one:
          >
          class CDCWrapper : public DCInterface {
          private:
          CDC* pDC;
          public:
          explicit CDCWrapper(CDC* p) : pDC(p) {}
          CPoint MoveTo(int x, int y) { return pDC->MoveTo(x, y); }
          /* etc. */
          >
          Then I refactor my code for class C to use a DCInterface instead of a
          CDC. (The OnDraw method stays, since the MFC framework calls it, but
          now it just creates a CDCWrapper and forwards on to the wrapped
          version of OnDraw.)
          >
          So far, everything is just setup for unit testing.
          >
          Now, here's the cool part. I created a TestDC class that implements
          all of the functionality by storing a string with messages like
          "MoveTo(5, 6) called.\n";
          >
          So to do unit tests, I set everything up with my TestDC class, and the
          output is a string (instead of drawing something on the screen). I
          can then do all my assertions that the appropriate series of draw
          operations were called, based on looking at the output string.
          >
          This obviously doesn't do everything, but it lets me unit test some
          fairly complex graphics routines.
          >
          More generally, you can pull out a wrapper that has virtual copies of
          the library interface. Create an "real" implementation class that
          just delegates to the library, then create a separate "test"
          implementation class that stores things to a string (or some other
          structure that's easy to use in unit tests).
          >
          There's a fair amount of work to create the wrappers in the first
          place - I took the approach of "only wrap functions you actually use,"
          but that's a one-time cost and then you can reuse it for your unit
          testing.
          >
          Michael
          Hi, Michael,

          Thanks a lot for your reply. What I understand is that I write a class
          to simulate the behavior of the GUI class. The new class uses some
          string
          information to substitute the graphical and interactive operations. Is
          my
          understanding right?

          Thanks,

          Shuisheng
          include the Graphic

          Comment

          • Michael

            #6
            Re: unit test for GUI code

            On Feb 23, 8:36 am, "shuisheng" <shuishen...@ya hoo.comwrote:
            Thanks a lot for your reply. What I understand is that I write a class
            to simulate the behavior of the GUI class. The new class uses some
            string
            information to substitute the graphical and interactive operations. Is
            my
            understanding right?
            Yes, you basically write a class that you use only for testing that
            makes it easier to test things.

            And Andrew is right - if it's hard to do that, it indicates that maybe
            you should move some of your logic into a different class (and have
            your original class call it), where your new class is specifically
            designed for testability.

            And finally, the Feather book is truly wonderful. One of the best
            I've read in the last year, maybe several years.

            Michael

            Comment

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