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CHAPTER 9
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Unit Testing Antipatterns (The Don ts )
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The majority of software projects are ongoing affairs. New screens and functions are released on (or around) specific, agreed dates, but a project itself keeps chugging along. So it s far more common for developers to join a project mid-flow, with its own dusty corners that no one dares to disturb, its homegrown object-relational mapping classes, crusted together with the foibles and wrinkles of a dozen long-since departed self-styled code gurus. Starting a brand new project from scratch is a rare joy: the opportunity to set the standards, consider the architecture, evaluate the available technologies given the business requirements, and produce clean, maintainable code that s easily unit-tested.
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CHAPTER 9 UNIT TESTING ANTIPATTERNS (THE DON TS )
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Code that s difficult to test tends to also be poorly designed code: difficult to maintain, a nightmare to debug, time-consuming, and obstinate, when all you want to do is add a new field, track down a particular database column reference, or figure out a calculation that snakes from an asynchronous listener object to a UI component and back. Probably the best way to illustrate what s needed from a good design is to start by looking at a really bad design, and examine why it s bad or in this case, why it s a nightmare to write tests for. That s what we ll do in this chapter. The idea of this chapter and the next is to provide a set of design criteria to think about while doing detailed design, and while turning the design into code and tests.
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Caution All of the testing antipatterns described in this chapter are based on the point of view of improving testability. There may well be other concerns that trump this particular concern e.g., in massively parallel, highperformance computing applications, factors such as execution efficiency and memory usage have to trump classlevel encapsulation. As with most considerations in software design, it s a case of weighing up what s most important for this project, and producing a design to match.
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The Temple of Doom (aka The Code)
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We ve built this entire chapter around a single code example. We refer to that example as The Temple of Doom, because in it we ve consolidated what we believe to be the ten worst antipatterns (or suicidal practices) that make unit testing really difficult. We ve marked each of our suicidal practices with an image of Ixtab, the Mayan goddess of suicide: 10. The complex constructor 9. 8. 7. 6. 5. 4. 3. 2. 1. The stratospheric class hierarchy The static hair-trigger Static methods and variables The Singleton design pattern The tightly bound dependency Business logic in the UI code Privates on parade Service objects that are declared final Half-baked features from the Good Deed Coder
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All of these (very common) code constructs make your code difficult to unit-test. We re going to present a Java class implementing all ten at once, so brace yourselves for the big blob of bloated bleariness.
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CHAPTER 9 UNIT TESTING ANTIPATTERNS (THE DON TS )
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First we ll show you the code. Then we ll look at each antipattern in detail, explaining the problems it causes. Then, in 10, we ll introduce you to some design principles that facilitate good testing.
Note An honorable mention goes to the evil equals() method. You ll occasionally see an equals() method that has been hogged by a programmer and put into use as something that isn t really a test for equality. As well as breaking the Java contract for equals(), such a practice can make it difficult to do assertEquals(..) types of tests, as the results from those may be unpredictable.
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