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TDD For Breaking Problems Apart 2: Magic Boxes

In the last post, I started a TDD exploration of the “bowling score” code kata. Today, I’m going to build a “magic box” in the course of TDD to solve the problem that arose at the end of the post with the scoring class doing too much.

Last time, we left off with production code that looked like this:

public class BowlingScoreCalculator
{
    public const int Mark = 10;

    public class FrameUnderflowException : Exception { }

    public class FrameOverflowException : Exception { }

    public int Score { get; private set; }

    public void BowlFrame(int firstThrow, int secondThrow)
    {
        if (firstThrow < 0 || secondThrow < 0)
            throw new FrameUnderflowException();
        else if (firstThrow + secondThrow > Mark)
            throw new FrameOverflowException();

        Score += firstThrow + secondThrow;
    }
}

And the last test we had written looked like this:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Sets_Score_To_2_After_2_Frames_With_Score_Of_1_Each()
{
    Target.BowlFrame(1, 0);
    Target.BowlFrame(1, 0);

    Assert.AreEqual(2, Target.Score);
}

I had noticed that the amount of integer literals here seemed to be a bit of a smell and was starting to wrap my head around the idea of what to do about it from a design perspective. Specifically, the smell in question is “primitive obsession,” a tendency to overuse primitive types, often redundantly, due to reluctance to make an object. So what if we made an object — a frame object — what would that look like?

Looking at the BowlFrame() method, I think “what if I had a magic box that handled frame operations?” Well, the method would take a frame object and presumably that object would handle validating the individual throws, so the method would lose that exception handling logic (and the class would probably lose those exception definitions). It would probably also make sense for the frame to encapsulate some kind of totaling mechanism internally so that the score calculator didn’t need to inspect its properties to figure out what to add.

At this point, though, I’m going to stop and start coding up the frame class as I envision it. After the first test (including a couple of non-compile failures and passes prior to the test run failure), this is what the frame test and production code looks like:

[TestClass]
public class FrameTest
{
    [TestClass]
    public class Constructor
    {
        [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
        public void Initializes_FirstThrow_To_Passed_In_Value()
        {
            var frame = new Frame(1, 0);

            Assert.AreEqual(1, frame.FirstThrow);
        }
    }
}

public class Frame
{
    public int FirstThrow { get; private set; }

    public Frame(int firstThrow, int secondThrow)
    {
        FirstThrow = firstThrow;
    }
}

The first thing I do at this point is refactor the test to eliminate the magic numbers and duplication. At this point, you might wonder why, having done this enough times, I don’t simply start out by leaving out the magic numbers and duplication. Am I obtuse? Well, sometimes, but the reason I often don’t bother with this is that I want the test I’m writing to be the simplest possible thing as I perceive it for problem solving purposes — not necessarily the quickest and certainly not the cleanest. I wouldn’t ever purposefully make a mess, but if calling the frame constructor with (1, 0) seems more intuitive to me, then that’s what I do. I encourage you to do the same. Simplicity as you perceive it is of the utmost importance writing the failing test. Whatever it is, make it pretty and elegant later.

The next thing I do is add a similar test and then code for the second throw, with similar green and refactor. With that in place, I move the exception handling tests from the ScoreCalculator test class to the Frame test class and change them to operate on Frame’s constructor. When I do this, I get a red test, which I make green by porting the exception handling code and constants over to the new Frame class. The production code is now:

public class BowlingScoreCalculator
{
    public int Score { get; private set; }

    public void BowlFrame(int firstThrow, int secondThrow)
    {
        Score += firstThrow + secondThrow;
    }
}

public class Frame
{
    public class UnderflowException : Exception { }

    public class OverflowException : Exception { }

    public const int Mark = 10;

    public int FirstThrow { get; private set; }

    public int SecondThrow { get; private set; }

    public Frame(int firstThrow, int secondThrow)
    {
        if (firstThrow < 0 || secondThrow < 0)
            throw new UnderflowException();
        if (firstThrow + secondThrow > Mark)
            throw new OverflowException();

        FirstThrow = firstThrow;
        SecondThrow = secondThrow;
    }
}

I’m happy that all of that logic about determining what constitutes a valid frame is now out of the BowlingScoreCalculator class, but it’s not yet sitting inside of a magic box — it’s just gone. So, let’s give the calculator the box that it’s looking for. We’re going to need a failing test, and the easiest way to do that is to change a test where we’re bowling a frame to look like this:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void With_Throws_0_And_1_Results_In_Score_1()
{
    var frame = new Frame(0, 1);
    Target.BowlFrame(frame);

    Assert.AreEqual(frame.FirstThrow + frame.SecondThrow, Target.Score);
}

That doesn’t compile, so we can fix the broken test by adding this method in production:

public class BowlingScoreCalculator
{
    public int Score { get; private set; }

    public void BowlFrame(int firstThrow, int secondThrow)
    {
        Score += firstThrow + secondThrow;
    }

    public void BowlFrame(Frame frame)
    {
        BowlFrame(frame.FirstThrow, frame.SecondThrow);
    }
}

At this point, we can refactor the rest of the tests to use the second method and then refactor that method to inline the original method and now the score calculator only accepts frames. There’s our magic box. Suddenly, we’re just worrying about how to add the scores from the frame’s throws and not whether the frame we’re being passed is valid or not. And that makes sense — we shouldn’t care about the anatomy of a frame in a class responsible for adding up and tracking frames. We should be able to assume that if the frame exists and is being handed to us that it’s valid.

Now that this bigger refactoring is done, there’s still something a little fishy. Look at this test and production code for the calculator:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Sets_Score_To_2_After_2_Frames_With_Score_Of_1_Each()
{
    var frame = new Frame(1, 0);
    Target.BowlFrame(frame);
    Target.BowlFrame(frame);

    Assert.AreEqual(frame.FirstThrow + frame.SecondThrow + frame.FirstThrow + frame.SecondThrow, Target.Score);
}

public class BowlingScoreCalculator
{
    public int Score { get; private set; }

    public void BowlFrame(Frame frame)
    {
        Score += frame.FirstThrow + frame.SecondThrow;
    }
}

We’ve fixed our primitive obsession, but there sure seems to be a lot of redundancy. I mean I have to ask frame for two things in the production code and four things in the test: two for each frame. What if I had a magic box that turned those two things into one? What would that look like? Well, here’s a test I can write against frame that I think will tell me:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Initializes_Total_To_FirstThrow_Plus_SecondThrow()
{
    const int firstThrow = 4;
    const int secondThrow = 3;

    Assert.AreEqual(firstThrow + secondThrow, new Frame(firstThrow, secondThrow).Total);
}

Now I just need to define that property as the sum of my two throws to make it pass. I do that, and now I can refactor my score calculator and test. Here’s what it looks like now:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Sets_Score_To_2_After_2_Frames_With_Score_Of_1_Each()
{
    var frame = new Frame(1, 0);
    Target.BowlFrame(frame);
    Target.BowlFrame(frame);

    Assert.AreEqual(frame.Total + frame.Total, Target.Score);
}

public class BowlingScoreCalculator
{
    public int Score { get; private set; }

    public void BowlFrame(Frame frame)
    {
        Score += frame.Total;
    }
}

Now, all of the frame stuff is removed from score calculation and those concerns are separated. The “magic box,” Frame, handles evaluating frames for validity and totaling them up. This score calculator class is actually starting to smell like a lazy class that could be replaced with a list and a call to a Linq extension method, but I’m going to keep it around on a hunch.

Okay, now that we’ve done a good bit of cleanup and pulled out a magic box, time to get back to implementing features. Off the top of my head, I can think of two scenarios that we don’t currently handle: the 10th frame and marks carrying over from previous frames. I’m going to work on the latter for now and write a test that when I bowl a spare in the first frame and a 5, 0 in the second frame, my score should be 20 instead of 15.

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Sets_Score_To_Twenty_After_Spare_Then_Five_Then_Zero()
{
    var firstFrame = new Frame(9, 1);
    var secondFrame = new Frame(5, 0);

    Target.BowlFrame(firstFrame);
    Target.BowlFrame(secondFrame);

    Assert.AreEqual(20, Target.Score);
}

This test fails and I need to get it to pass. There are no trivial tricks I can do, but I will do the simplest thing I can think of. I’ll store an array, write frames to it, and check last frame to know when to handle this case. Here is the simplest thing I can think of that makes this pass:

public class BowlingScoreCalculator
{
    private Frame[] _frames = new Frame[10];

    private int _currentFrame;

    public int Score { get; private set; }

    public void BowlFrame(Frame frame)
    {
        if (_currentFrame > 0 && _frames[_currentFrame - 1].Total == Frame.Mark)
            Score += frame.FirstThrow;

        Score += frame.Total;
        _frames[_currentFrame++] = frame;
    }
}

That’s pretty ugly though, so let’s clean it up at least a little before we move on. Boy Scout Rule and all that:

public class BowlingScoreCalculator
{
    private Frame[] _frames = new Frame[10];

    private int _currentFrame;

    public int Score { get; private set; }

    public void BowlFrame(Frame frame)
    {
        if (WasLastFrameAMark())
            Score += frame.FirstThrow;

        Score += frame.Total;
        _frames[_currentFrame++] = frame;
    }

    private bool WasLastFrameAMark()
    {
        return _currentFrame > 0 && _frames[_currentFrame - 1].Total == Frame.Mark;
    }
}

Now the method is semantically clearer than it was with all of that crap in the guard condition. If the last frame was a mark, do something different with this frame, and then do our normal score augmentation and frame recording. We might decide to do some reasoning at this point about whether score should be computed as frames are added or only on demand, but that’s a little nitpicky, so let’s instead focus on the fact that this doesn’t score strikes correctly. So we’ll write a test in which we bowl a strike in the first frame and then a (6, 4) in the second frame and assert that the score should be 30 (unlike the current implementation, which would make it 26):

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Sets_Score_To_25_After_Strike_Then_Five_Five()
{
    var firstFrame = new Frame(10, 0);
    var secondFrame = new Frame(6, 4);

    Target.BowlFrame(firstFrame);
    Target.BowlFrame(secondFrame);

    Assert.AreEqual(30, Target.Score);
}

And, let’s fix the code:

public void BowlFrame(Frame frame)
{
    if (_currentFrame > 0 && _frames[_currentFrame - 1].FirstThrow == Frame.Mark)
        Score += frame.Total;
    else if (WasLastFrameAMark())
        Score += frame.FirstThrow;

    Score += frame.Total;
    _frames[_currentFrame++] = frame;
}

That makes everyone green, but it’s ugly, so let’s refactor it to this:

public class BowlingScoreCalculator
{
    private readonly Frame[] _frames = new Frame[10];

    private int _currentFrame;

    public int Score { get; private set; }

    public void BowlFrame(Frame frame)
    {
        AddMarkBonuses(frame);

        Score += frame.Total;
        _frames[_currentFrame++] = frame;
    }

    private void AddMarkBonuses(Frame frame)
    {
        if (WasLastFrameAStrike())
            Score += frame.Total;
        else if (WasLastFrameASpare())
            Score += frame.FirstThrow;
    }

    private bool WasLastFrameAStrike()
    {
        return _currentFrame > 0 && _frames[_currentFrame - 1].FirstThrow == Frame.Mark;
    }
    private bool WasLastFrameASpare()
    {
        return _currentFrame > 0 && _frames[_currentFrame - 1].Total == Frame.Mark;
    }
}

Now BowlFrame() is starting to read like the actual scoring rules of bowling. “If the last frame was a strike, add current frame’s total points to the score as a bonus. Otherwise, if it was a spare, add the first throw’s points to the score as a bonus. No matter what, add this frame’s pins.” Not too shabby. At this point, before proceeding any further with the score calculator (such as handling double strikes and the 10th frame), I’d like to clean up something I don’t like: the fact that the score class is responsible for figuring out whether a frame is a strike or spare. I’m eliding the details of the tests I wrote for the Frame class to make this happen, but they’re pretty straightforward and I’ll post everything at the end of the series. Here is the new look calculator, after some refactoring:

public class BowlingScoreCalculator
{
    private readonly Frame[] _frames = new Frame[10];

    private int _currentFrame;

    private Frame LastFrame { get { return _frames[_currentFrame - 1]; } }

    public int Score { get; private set; }

    public void BowlFrame(Frame frame)
    {
        AddMarkBonuses(frame);

        Score += frame.Total;
        _frames[_currentFrame++] = frame;
    }

    private void AddMarkBonuses(Frame frame)
    {
        if (WasLastFrameAStrike())
            Score += frame.Total;
        else if (WasLastFrameASpare())
            Score += frame.FirstThrow;
    }

    private bool WasLastFrameAStrike()
    {
        return _currentFrame > 0 && LastFrame.IsStrike;
    }
    private bool WasLastFrameASpare()
    {
        return _currentFrame > 0 && LastFrame.IsSpare;
    }
}

Next time, I’ll cover the addition of double strike logic and the tenth frame, and I’ll explore some different alternatives that are easily achievable with a nice suite of unit tests backing things up.

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Speeding Up DaedTech

As I get back into doing web development more and more these days, I’ve started to pay attention to some of the finer points, such as not having a sluggish site that turns off visitors. To that end, my Trello Board for this site had a card/story sitting in the “To Do” bucket for speeding up DaedTech’s load performance.

The first thing that I did was visit GTMetrix and run a baseline to see if subsequent things that I did would improve performance. From there, I installed W3 Total Cache which is a WordPress plugin that provides a whole bunch of functionality for speeding your site, mostly revolving around setting cache settings. After a bit of poking around and research, I figured out what was going on, and I enabled settings that helped with some low hanging fruit.

This included “minification” of CSS and javascript, a process whereby the whitespace is compressed out of these things as they’re sent from the server, thereby reducing the total amount of data sent (and thus time to process that data on the client side before displaying it). It also included optimizing the caching settings that the site suggests to returning visitors so that pages, styles, media, etc are stored locally on your machine as much as possible, which prevents reloads. This also setup the further use of GZip for further compression.

For improvement in the future, I installed a plugin called WP-Smush.it that will use the Yahoo utility for image compression to any file I add through the media library. This seems convenient enough that I should probably start adding files through the media library in general rather than simply putting them on the server and linking to them at their full local URL to get this functionality.

While I’m at making resolutions to improve speed going forward, here are some other tips that I’ve picked up today:

  1. Serve scaled content. Meaning don’t put up some huge image that the browser downloads only to use CSS or HTML in to tell the client to shrink it down. Send over the smallest possible image.
  2. Favor using my own images instead of embedding them from other sites. This lets me control the cache expiration suggested to the browser and the size as well. With hyperlinked images, I don’t have this control.
  3. Specify the image dimensions rather than simply accepting the default.
  4. Consider using image “spriting” to combine images such as the gaggle of social buttons into a single “image” to reduce the amount of stuff getting sent over the wire.
  5. Consider using a content delivery network to store your resources in places closer to site readers.
  6. Try to limit the number of things that make HTTP requests (like social media buttons)
  7. Use a utility to defer javascript execution so that it doesn’t block page load

I’m no web performance guru by any stretch. This is just what I pieced together in a morning after saying “I want my site to load faster”. I’m hoping that people in a similar situation to me will see this and realize that there is some pretty low hanging fruit to be picked here and that it isn’t terribly complicated to do so.

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The Code that Cried Wolf: Proving that Comments are Unneeded

I spent a lot of years diligently commenting my code. I wrote what the code did next to the statements themselves and I wrote method headers and sometimes I even kept a journal of edits in that header as if there were no such thing as source control. As I mentioned in an earlier post, I’ve since drifted further and further from this approach to the point of almost never commenting my code if left to my own devices. The reason for this gradual but near-complete reversal is that I’ve come to view comments as a crutch that prevents code from standing on its own from a readability perspective.

For instance, consider the following class (and before we go any further, I would just like to mention that the relationship between the “Prepper” and “Employee” is not actually how I would design this — this is just an example for demonstrating a point):

public class EmployeePrepper
{
    private readonly IEnumerable _employees;

    public EmployeePrepper(IEnumerable employees)
    {
        _employees = employees;
    }

    public void SetupEmployees()
    {
        foreach (var employee in _employees)
        {
            if (string.IsNullOrEmpty(employee.FirstName))
                throw new Exception();
            if (string.IsNullOrEmpty(employee.LastName))
                throw new Exception();

            if (employee.LastName.Length < 3)
                employee.LoginName = employee.FirstName + employee.LastName;
            else
                employee.LoginName = employee.FirstName[0] + employee.LastName;
        }
    }
}

Imagine that you've asked for a code review and someone says "well, it's a little hard to read and follow -- you've got some magic numbers in there and it's not all that readable." What suggestion is coming next? Or, if none is forthcoming, what do you do to address this? Something like the next code snippet?

/// 
/// This class takes a bunch of employees that the user entered and sets up derived properties on them
/// 
public class EmployeePrepper
{
    /// 
    /// This is a collection of employees that the constructor will pass in
    /// 
    private readonly IEnumerable _employees;

    /// 
    /// This constructor takes the class's dependency and initializes it
    /// 
    /// The employees this class will work on
    public EmployeePrepper(IEnumerable employees)
    {
        _employees = employees;
    }

    /// 
    /// Sets up the employees by setting derived properties
    /// 
    public void SetupEmployees()
    {
        //Cycle through the employees
        foreach (var employee in _employees)
        {
            //Make sure a valid first name and last name are entered
            if (string.IsNullOrEmpty(employee.FirstName))
                throw new Exception();
            if (string.IsNullOrEmpty(employee.LastName))
                throw new Exception();

            //If the employee has a very short last name, then use first concatenated to last
            if (employee.LastName.Length < 3)
                employee.LoginName = employee.FirstName + employee.LastName;
            else //Otherwise, use first initial concatenated to last name
                employee.LoginName = employee.FirstName[0] + employee.LastName;
        }
    }
}

Ah, much better, right? From the outside looking in, with IntelliSense, I learn that (1) the class takes a collection of employees and sets their derived properties, (2) the constructor takes a dependency and initializes itself, and (3) the setup employee method sets up the employees with their derived properties. Of course, I could learn that by (1) inspecting the constructor, (2) common sense, and (3) see item (1).

Okay, so maybe I don't learn all that much of interest from IntelliSense, but there's a lot of clarity in the method itself. I learn that (1) I'm going to cycle through records, (2) I'm going to check properties for validity and (3) a descriptive business rule for setting up login names. Of course, I could learn (1) by knowing what foreach() is and (2) by basic inspection. (3) is interesting in that it's the first comment that isn't just pointless filler. It actually explains something that I need to know.

So 1 out of 6 comments is helpful, but isn't that still a net gain? Well, it is if we assume that there is no downside to having commented code. But there is a downside. Specifically, the addition of comments to the file means extra artifact that must be maintained or else the comments drift from noise to lies. For example, what if we add a constructor parameter and don't pay attention to the doc comments (which pretty much no one does when editing classes)? Suddenly that comment about taking a single employee dependency is nonsensical. So you have 5 liabilities and 1 asset in terms of comments here, which seems like a poor tradeoff (although I'm not going to attempt to place an actual measurable value on the concept of misleading comments versus helpful, explanatory comments -- even if I could, it wouldn't matter much since it's pretty unlikely I'll read your comments anyway :) ).

Okay, I've sold you on my premise, but what do you say to the architects/leads/coworkers/project managers/etc who aren't buying what I'm selling? How do you convince them that this activity is somewhere between pointless and detrimental? Well, prove to them that the comments are pointless. Take away the crutch and make your class names, method names, variable names, and logic flow so clean and so self documenting that the comments look preposterous. Take the original code and turn it into this:

public class EmployeeDerivedPropertySetter
{
    private const int LastNameMinimumLength = 3;

    public class FirstNameEmptyException : Exception { }

    public class LastNameEmptyException : Exception { }

    private readonly IEnumerable _employeesPassedInFromConstructor;

    public EmployeeDerivedPropertySetter(IEnumerable employees)
    {
        _employeesPassedInFromConstructor = employees;
    }

    public void SetupDerivedProperties()
    {
        foreach (var employee in _employeesPassedInFromConstructor)
            SetupDerivedProperties(employee);
    }

    private static void SetupDerivedProperties(Employee employee)
    {
        ValidateFirstAndLastName(employee);
        SetLoginName(employee);
    }

    private static void ValidateFirstAndLastName(Employee employee)
    {
        if (string.IsNullOrEmpty(employee.FirstName))
            throw new FirstNameEmptyException();
        if (string.IsNullOrEmpty(employee.LastName))
            throw new LastNameEmptyException();
    }

    private static void SetLoginName(Employee employee)
    {
        if (IsEmployeeLastNameVeryShort(employee))
            employee.LoginName = ConcatenateFirstAndLastNames(employee);
        else
            employee.LoginName = ConcatenateFirstInitialAndLast(employee);
    }

    private static bool IsEmployeeLastNameVeryShort(Employee employee)
    {
        return employee.LastName.Length < LastNameMinimumLength;
    }

    private static string ConcatenateFirstAndLastNames(Employee employee)
    {
        return employee.FirstName + employee.LastName;
    }

    private static string ConcatenateFirstInitialAndLast(Employee employee)
    {
        return employee.FirstName.ElementAt(0) + employee.LastName;
    }
}

Now, small factored methods might not be your thing, particularly if you love debugger (or just love big methods and classes for some reason). But I think you'd be hard pressed to argue that this isn't quite readable and self explanatory. There's no method here that you'd look at, then squint at, then rub your head and say, "what the...?" You have things like "If the last name is very short, set login name to first concatenated to last." This class reads like an instruction manual or... kinda like the version with a bunch of comments. Except unlike that version, your code is actually the comments, so it's impossible for it to become obsolete and misleading.

But I'm not trying to tell you how to code -- I'm trying to tell you how to sell this. I'm trying to tell you how to prove that comments are unnecessary. "How," you ask? Well, put the comments back in and see how completely obtuse they now look:

public class EmployeeDerivedPropertySetter
{
    /// 
    /// The minimum length of the last name
    /// 
    private const int LastNameMinimumLength = 3;

    /// 
    /// Thrown when the first name is empty
    /// 
    public class FirstNameEmptyException : Exception { }

    /// 
    /// Thrown when the last name is empty
    /// 
    public class LastNameEmptyException : Exception { }
    /// 
    /// This is a collection of employees that the constructor will pass in
    /// 
    private readonly IEnumerable _employeesPassedInFromConstructor;

    /// 
    /// This constructor takes the class's dependency and initializes it
    /// 
    /// The employees this class will work on
    public EmployeeDerivedPropertySetter(IEnumerable employees)
    {
        //Set the employee variable to the passed in value
        _employeesPassedInFromConstructor = employees;
    }

    /// 
    /// Sets up the employees by setting derived properties
    /// 
    public void SetupDerivedProperties()
    {
        //Cycle through the employees
        foreach (var employee in _employeesPassedInFromConstructor)
            SetupDerivedProperties(employee);
    }

    /// 
    /// Setup the derived properties
    /// 
    /// Employee to set them up for
    private static void SetupDerivedProperties(Employee employee)
    {
        //Make sure a valid first name and last name are entered
        ValidateFirstAndLastName(employee);
        //Set the employee's login name
        SetLoginName(employee);
    }

    /// 
    /// Validate the first and last name of the employee
    /// 
    /// The employee to validate
    private static void ValidateFirstAndLastName(Employee employee)
    {
        //If first name is null or empty throw an exception
        if (string.IsNullOrEmpty(employee.FirstName))
            throw new FirstNameEmptyException();
        //If last name is null or empty, throw an exception
        if (string.IsNullOrEmpty(employee.LastName))
            throw new LastNameEmptyException();
    }

    /// 
    /// Set the employee's login name
    /// 
    /// Employee whose login name to set
    private static void SetLoginName(Employee employee)
    {
        //If the employee has a very short last name, then user first concatenated to last
        if (IsEmployeeLastNameVeryShort(employee))
            employee.LoginName = ConcatenateFirstAndLastNames(employee);
        else //Otherwise, use first initial concatenated to last name
            employee.LoginName = ConcatenateFirstInitialAndLast(employee);
    }

    /// 
    /// Returns true if the employee last name is very short
    /// 
    /// Employee to check for a short last name
    /// True if the last name is very short, false if not
    private static bool IsEmployeeLastNameVeryShort(Employee employee)
    {
        //Returns whether or not the last name's length is shorter than the minimum length of the last name
        return employee.LastName.Length < LastNameMinimumLength;
    }

    /// 
    /// Concatenate an employee's first and last name
    /// 
    /// Employee whose first and last name to calculate
    /// The concatenated first and last name
    private static string ConcatenateFirstAndLastNames(Employee employee)
    {
        //Concatenate the first and last names of the employee
        return employee.FirstName + employee.LastName;
    }

    /// 
    /// Concatenates the first initial and last name of the employee
    /// 
    /// Employee whose first initial and last name to concatenate
    /// The concatenated first initial and last name
    private static string ConcatenateFirstInitialAndLast(Employee employee)
    {
        //Concatenate the first initial and last name of the employee
        return employee.FirstName.ElementAt(0) + employee.LastName;
    }
}

I think you'd be hard pressed to find someone who thought that this level of commenting on this self-describing code made any sense. That's the beauty of this demonstration -- more even than just the self documenting code, adding comments next to it demonstrate that there's really nothing left to say. And hey, if this gambit backfires and you find someone who thinks this is a good idea, you've learned a valuable piece of information about someone to bear in mind when considering which projects to work on and where to work in the future. In all seriousness, though, I think this will do a fairly good job of demonstrating that you can express the vast majority of what you would express in comments with the code itself.

There is another very practical benefit to proving this and the resulting Spartan approach to comments beyond the fact that the comments and code tend not to get out of sync; when comments are a rarity, you're more likely to read them. Think of heavily commented code as "The Code that Cried Wolf." If you see a lot of code that looks like the code in this snippet immediately above, don't you start to just kind of tune out the comments? They appear in some other color than the main code, and rather than information, they become comforting white noise, separating your methods and fields from one another the way a little bit of margin/padding separates a bunch of text boxes on the form from one another. You don't study the buffering space -- you just take it for granted. This is how it works with over-commented code bases. If you find yourself in code bases like this, do an exercise and ask yourself when the last time you paid attention to a comment was. Yesterday? Last week? Last month? Now ask yourself how many times you've looked at the code since then? A hundred? A thousand? Ten thousand? That's a pretty low percentage of time that you pay attention to comments.

But imagine a code base with almost no comments. You're flipping between classes and looking at methods, and there's no extras -- just code. Now, you open some class and there's a big, fat, 10 line comment. Betcha notice it immediately and, what's more, betcha read it. And, I'm also willing to wager it's worth reading. If a code base has an absence of noise comments, the developer that wrote this one probably has something important to say: why he chose to do it this way even though it seems obtuse or where she found a template/inspiration for this code via google and why she chose to use it.

Method, parameter, class, and variable names can tell you a lot about what the code elements are. Source control checkin comments can tell you a lot about why various changes were made. Unit tests/BDD Tests/Integration tests can tell you a lot about business rules and requirements. None of these things require adding redundancy to the code itself. Comments in your code should be the exception rather than the rule. And you can prove it.

By

Because I Said So Costs You Respect

Do you remember being a kid, old enough to think somewhat deductively and logically, but not old enough really to understand how the world works? Do you remember putting together some kind of eloquent argument about why you should be able to sleep at a friend’s house or stay out later than normal, perfecting your reasoning, presentation and polish only to be rebuffed? Do you remember then having a long back and forth, asking why to everything, only to be smacked in the face with the ultimate in trump cards: “because I’m your parent and I say so?” Yeah… me too. Sucked, didn’t it?

There are few things in life more frustrating than pouring a good amount of effort into something only to have it shot down without any kind of satisfying explanation of the rationale. For children this tends to be unfortunate for self interested reasons: “I want to do X in the immediate future and I can’t.”  But as you get older and are motivated by more complex and nuanced concerns, these rejections get more befuddling and harder to understand.  A child making a case for why he should own a Red Rider BB Gun will understand on some level the parental objection “it’s dangerous” and that the parental objection arises out of concern for his welfare. So when the “enough — I’m your parent and I say so” comes up it has the backing of some kind of implied reasoning and concern.  An adult making a case that adopting accounting software instead of doing things by hand would be a money saving investment will have a harder time understanding  an answer of “no, we aren’t going to do that because I’m your boss and I say so.”

This is hard for adults to understand because we are sophisticated and interpersonally developed enough to understand when our goals align with those of others or of organizations. In other words, we reasonably expect an answer of “no” to the question “can I go on vacation for 8 months and get paid?” because this personal goal is completely out of whack with others and with an organization’s. So even if the explanation or reasoning aren’t satisfying, we get it. The “because I said so” is actually unnecessary since the answer of “that makes no sense for anyone but you” is perfectly reasonable. But when goals align and it is the means, rather than the ends, that differ, we start to have more difficulty accepting when people pull rank.

I remember some time back being asked to participate in generating extra documentation for an already documentation-heavy process. The developers on the project were taking requirements documents as drawn up by analysts and creating “requirements analysis” documents, and the proposal was to add more flavors of requirements documents to this. So instead of the analysts and developers each creating their own single word document filled with paragraph narratives of requirements, they were now being asked to collaborate on several each with each subsequent version adding more detail to the document. So as a developer, I might write my first requirements document in very vague prose, to be followed by a series of additional documents, each more detailed than the last.

I objected to this proposal (and really even to the original proposal). What I wanted to do was capture the requirements as data items in a database rather than a series of documents filled with prose. And I didn’t like the idea of having several documents with each one being a “more fleshed out” version of the last document — there’s a solution for that and it’s called “version control”. But when I raised these objections to the decision makers on the project, I was rebuffed. If you’re curious as to what the rationale for favoring the approach I’ve described over the one I suggest, I am as well, even to this day. You see, I never received any explanation other than a vague “well, it might not be the greatest, but we’re just going to go with it.” This explanation neither explained the benefit of the proposed approach nor any downside to my approach. Instead, I was a kid again, hearing “because I’m your parent and I say so.” But I wasn’t a little kid asking to stay out late — I was an adult with a different idea for how to achieve the same productivity and effectiveness goals as everyone else.

In the end, I generated the documents I was required to generate. It wasn’t the end of the world, though I never did see it as anything other than a waste of time. As people collaborating toward a larger goal, it will often be the case that we have to do things we don’t like, agree with or approve of, and it might even be the case that we’re offered no explanation at all for these things. That is to be expected in adult life, but I would argue that it should be minimized because it chips away at morale and satisfaction with one’s situation.

Once, twice, or every now and then, most people will let a “just do it because I say so” roll off their back. Some people might let many more than that slip by, while others might get upset earlier in the process. But pretty much everyone is going to have a limit with this kind of thing. Pretty much everyone will have a threshold of “because I say so” responses beyond which they will check out, tune out, leave, blow up, or generally lose it with that in some form. So I strongly recommend avoiding the tempting practice to “pull rank” and justify decisions with “because it’s my project” or “because I’ve decided that.” It’s sometimes nice not to have to justify your decisions — especially to someone with less experience than you and when you’re in a hurry — but the practice of defending your rationale keeps you sharp and on your toes, and it earns the respect of others. “Because I say so” is a well that you can only go to so many times before it dries up and leaves a desert of respect and loyalty. Don’t treat your coworkers like children when they want to know “why” and when they have legitimate questions — they deserve better than “because I’m in charge and I say so.”

By

TDD For Breaking Problems Apart

If I have to write some code that’s going to do something rather complex, it’s easy for my mind to start swimming with possibilities, as mentioned in the magic boxes post. In that post, I talked about thinking in abstractions and breaking problems apart and alluded to TDD being a natural fit for this paradigm without going into much detail. Today and in my next post about this I’m going to go into that detail.

Let’s say I’m tasked with coding some class or classes that keep track of bowling scores. I don’t think “okay, what is my score at the start of a bowling game?” I think things like “I’ll need to have some iteration logic that remembers back at least two frames, since that’s how far back we can go, and I’ll probably need something to look ahead to handle the 10th frame, and maybe there’s a design pattern for that, and…” Like I said, swimming. These are the insane ramblings of an over-caffeinated maniac more than they’re a calm and methodical solution to a somewhat, but not terribly complex problem. In a way, this is like premature optimization. I’m solving problems that I anticipate having rather than problems that I actually have right at this moment.

TDD is thus like a deep breath, a relaxing cup of some hot beverage, and perhaps a bit of meditation or zoning out. All of this noise fades out of my head and I can actually start figuring out how things work. The reason for this is that the essence of TDD is breaking the task into small, manageable problems and solving those while simultaneously ensuring that they stay solved. It’s like a check-list. Forget all of this crap about iterators and design patterns — let’s establish a base case: “Score at the beginning of a game is zero.” That’s pretty easy to solve and pretty hard to get frantic over.

With TDD, the first that I’m going to do is write a test and I’m going to write only enough of a test to fail (which includes writing something that doesn’t compile. So, let’s do that:

[TestClass]
public class Constructor
{
    [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
    public void Initializes_Score_To_Zero()
    {
        var scoreCalculator = new BowlingScoreCalculator();
    }
}

Alright, since there is no such type as “BowlingScoreCalculator”, this test fails by virtue of non-compiling. I then define the type and the test goes green (I’m using NCrunch, so I’m never actually building or running anything — I just see dots change colors). Next, I want to assert that the score property is equal to zero after the constructor executes:

[TestClass]
public class BowlingTest
{
    [TestClass]
    public class Constructor
    {
        [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
        public void Initializes_Score_To_Zero()
        {
            var scoreCalculator = new BowlingScoreCalculator();

            Assert.AreEqual(0, scoreCalculator.Score);
        }
    }
}

public class BowlingScoreCalculator
{
    public BowlingScoreCalculator()
    {

    }
}

This also fails, since that property doesn’t exist, and I solve this problem by declaring an auto-implemented property, which actually makes the whole test pass. And just like that, I’ve notched my first passing test and step toward a functional bowling calculator. The game starts with a score of zero.

What’s next? Well, I suppose the simplest thing that we should say is that if I bowl a frame with a score of zero for the first throw and one on the second throw, my score is now 1. Okay, so what is a frame, and what kind of data structure should I use to represent it, and what would be the ideal API for that, and is score really best represented as a property, and — BZZT!! Stop it. We’re solving small, simple problems one at a time. And the only problem I have at the moment is “lack of failing test”. I’m going to quickly decide that the mechanism for bowling a frame is going to be BowlFrame(int, int) so that I know the name of my next sub-test class for naming purposes. Writing code until something fails, I get:

[TestClass]
public class BowlingTest
{
    [TestClass]
    public class Constructor
    {
        [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
        public void Initializes_Score_To_Zero()
        {
            var scoreCalculator = new BowlingScoreCalculator();

            Assert.AreEqual(0, scoreCalculator.Score);
        }
    }

    [TestClass]
    public class BowlFrame
    {
        [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
        public void With_Throws_0_And_1_Results_In_Score_1()
        {
            var scoreCalculator = new BowlingScoreCalculator();
            scoreCalculator.BowlFrame(0, 1);
        }
    }
}

public class BowlingScoreCalculator
{
    public int Score { get; set; }

    public BowlingScoreCalculator()
    {    

    }
}

This fails because there is no “bowl frame” method, so I add it. CodeRush’s “declare method” refactoring does the trick nicely, populating the new method with a thrown NotImplementedException, which gives me a red test instead of a non-compile. I have to make the test pass before moving on, so I delete it by deleting the throw, and then I add an assert that score is equal to 1. This fails, and I make it pass:

[TestClass]
public class Constructor
{
    [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
    public void Initializes_Score_To_Zero()
    {
        var scoreCalculator = new BowlingScoreCalculator();

        Assert.AreEqual(0, scoreCalculator.Score);
    }
}

[TestClass]
public class BowlFrame
{
    [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
    public void With_Throws_0_And_1_Results_In_Score_1()
    {
        var scoreCalculator = new BowlingScoreCalculator();
        scoreCalculator.BowlFrame(0, 1);

        Assert.AreEqual(1, scoreCalculator.Score);
    }
}

public class BowlingScoreCalculator
{
    public int Score { get; set; }

    public BowlingScoreCalculator()
    {

    }

    public void BowlFrame(int throw1, int throw2)
    {
        Score = 1;
    }
}

Now, with a green test, I have the option to solve problems in existing code (i.e. “refactor”). For instance, I don’t like that I have a useless, empty constructor, so I delete it and note that my tests still pass. This is another easy problem that I can solve with confidence.

From here, I think I’d like a non-obtuse implementation of scoring that first frame. I think I’ll test that if I bowl a 2 and then a 3, the score is equal to five. For the first time, I’m not going to have any non-compiling failings, so I write some code and see red, obviously, which I get rid of by making the whole thing look like this:

[TestClass]
public class BowlingTest
{
    [TestClass]
    public class Constructor
    {
        [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
        public void Initializes_Score_To_Zero()
        {
            var scoreCalculator = new BowlingScoreCalculator();

            Assert.AreEqual(0, scoreCalculator.Score);
        }
    }

    [TestClass]
    public class BowlFrame
    {
        [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
        public void With_Throws_0_And_1_Results_In_Score_1()
        {
            var scoreCalculator = new BowlingScoreCalculator();
            scoreCalculator.BowlFrame(0, 1);

            Assert.AreEqual(1, scoreCalculator.Score);
        }

        [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
        public void With_Throws_2_And_3_Results_In_Score_5()
        {
            var scoreCalculator = new BowlingScoreCalculator();
            scoreCalculator.BowlFrame(2, 3);

            Assert.AreEqual(5, scoreCalculator.Score);
        }
    }
}

public class BowlingScoreCalculator
{
    public int Score { get; set; }

    public void BowlFrame(int throw1, int throw2)
    {
        Score = throw1 + throw2;
    }
}

All right, the calculator is now doing a good job of handling a low scoring first frame. So, let’s correct a little thing or two with the refactor cycle, making sure that whatever we do is a problem that’s easily solvable, isolated, and small in scope. I’m thinking I don’t like the magic numbers 2, 3 and 5 in that last test. Let’s try making it look like this:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void With_Throws_2_And_3_Results_In_Score_5()
{
    var scoreCalculator = new BowlingScoreCalculator();
    const int firstThrow = 2;
    const int secondThrow = 3;
    scoreCalculator.BowlFrame(firstThrow, secondThrow);

    Assert.AreEqual(firstThrow + secondThrow, scoreCalculator.Score);
}

Yes, it’s perfectly acceptable to refactor your unit tests during the “refactor” phase. Treat these guys as first class code and keep them clean or nobody will want them around. I have another bone to pick with this code, which is the duplication of the constructor logic in each test. Let’s fix that too:

[TestClass]
public class BowlFrame
{
    private static BowlingScoreCalculator Target { get; set; }

    [TestInitialize()]
    public static void BeforeEachTest()
    {
        Target = new BowlingScoreCalculator();
    }

    [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
    public void With_Throws_0_And_1_Results_In_Score_1()
    {
        Target.BowlFrame(0, 1);

        Assert.AreEqual(1, Target.Score);
    }

    [TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
    public void With_Throws_2_And_3_Results_In_Score_5()
    {
        const int firstThrow = 2;
        const int secondThrow = 3;
        Target.BowlFrame(firstThrow, secondThrow);

        Assert.AreEqual(firstThrow + secondThrow, Target.Score);
    }
}

There, that looks better to me now. Now, what’s wrong with the production code? What problem can we solve? I can think of a few things: we can bowl more than 10 per frame, we can bowl negative numbers, and this thing will only keep track of the most recent frame. There are many other issues as well, but we’re already trending toward overload here, so let’s get back on Easy Street and figure out what to do if the user gives us goofy input.

I write a test that fails:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Throws_Exception_On_Negative_Argument()
{
    ExtendedAssert.Throws(() => Target.BowlFrame(-1, 0));
}

And then make it pass (first by declaring the nested exception and then by throwing it when the first frame is negative). I also take a shortcut in terms of obtuseness of my TDD here and make it throw the exception if either parameter is negative. I consider this acceptable, personally, since I believe that within the red-green-refactor discipline it’s a matter of some discretion how simple “the simplest thing” is. I’m not going to be accepting negative parameters for one and not the other and I know it. At any rate, after getting this to pass, I now refactor my method parameter names to be more descriptive and set the Score setter to private (which I should have done at first anyway) and the production class looks like this:

public class BowlingScoreCalculator
{
    public class FrameUnderflowException : Exception { }

    public int Score { get; private set; }

    public void BowlFrame(int firstThrow, int secondThrow)
    {
        if (firstThrow < 0 || secondThrow < 0)
            throw new FrameUnderflowException();
        Score = firstThrow + secondThrow;
    }
}

Now I’m going to tackle the similar problem of allowing too much scoring for a frame. I want to solve the problem that scores of greater than 10 are currently allowed and I’m going to do this with the test case for 11. TDD is not a smoke testing approach nor is it an exhaustive approach, so I’m not going to write tests for 11, 12, 13… 200 or anything like that. As such, I try to hit edge cases whenever possible and that’s what I’ll do here:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Throws_Exception_On_Score_Of_11()
{
    ExtendedAssert.Throws(() => Target.BowlFrame(10, 1));
}

I make this pass, and then I go back and then decide I’m not a huge fan of that “10” in both my test and in the production class. Zero I can let slide because of it’s sort of universal value in scoring of competitions, but 10 deserves a descriptive name. I’m going to call it “Mark” since that’s what a frame of 10 is known as in bowling.

Now that we’ve sufficiently guarded against bad inputs, I’d say it’s time to start thinking about aggregation. The easiest way to do that is to have a frame of 1 and then another frame of one, and make sure that we have a score of 2:

[TestMethod, Owner("ebd"), TestCategory("Proven"), TestCategory("Unit")]
public void Sets_Score_To_2_After_2_Frames_With_Score_Of_1_Each()
{
    Target.BowlFrame(1, 0);
    Target.BowlFrame(1, 0);

    Assert.AreEqual(2, Target.Score);
}

How cool is it that I fix this by changing “Score = firstThrow + secondThrow;” to “Score += firstThrow + secondThrow;” Talk about the simplest solution possible!

Now, I don’t like the way that test is written with 5 int literals in there. This is telling me that it might be time to rethink the way I’m handling frame. I don’t really want to think too much about it now, but I know that there’s going to be a hard-fail when I get to the 10th frame, which can have three throws so I’m already not married to this implementation. And now it’s already starting to feel awkward.

So what if I created a simple frame object? How would that look? Well, I’ll cover that next time as I flesh out this exercise. I’m hoping I’ve at least sold you somewhat on the notion that TDD forces you to chunk problems into manageable pieces and solve them that way without getting carried away. Next time I’ll circle back a bit to the idea of “magic boxes” as we decide how to divide up the concept of “frame” and “game” while adhering to the practice of TDD.