Detailed Table of Contents
Guidance for the item(s) below:
Soon, you will start writing automated Java tests for your project.
First, let us learn such testing fits into an aspect called developer testing of the testing landscape.
Can explain the need for early developer testing
Delaying testing until the full product is complete has a number of disadvantages:
Therefore, it is better to do early testing, as hinted by the popular rule of thumb given below, also illustrated by the graph below it.
The earlier a bug is found, the easier and cheaper to have it fixed.
Such early testing software is usually, and often by necessity, done by the developers themselves i.e., developer testing.
Guidance for the item(s) below:
The sections below gives an overview of test automation, something used heavily in developer testing.
Can explain test drivers
A test driver is the code that ‘drives’ the for the purpose of testing i.e. invoking the SUT with test inputs and verifying if the behavior is as expected.
PayrollTest
‘drives’ the Payroll
class by sending it test inputs and verifies if the output is as expected.
public class PayrollTest {
public static void main(String[] args) throws Exception {
// test setup
Payroll p = new Payroll();
// test case 1
p.setEmployees(new String[]{"E001", "E002"});
// automatically verify the response
if (p.totalSalary() != 6400) {
throw new Error("case 1 failed ");
}
// test case 2
p.setEmployees(new String[]{"E001"});
if (p.totalSalary() != 2300) {
throw new Error("case 2 failed ");
}
// more tests...
System.out.println("All tests passed");
}
}
Can explain test automation tools
JUnit is a tool for automated testing of Java programs. Similar tools are available for other languages and for automating different types of testing.
This is an automated test for a Payroll
class, written using JUnit libraries.
// other test methods
@Test
public void testTotalSalary() {
Payroll p = new Payroll();
// test case 1
p.setEmployees(new String[]{"E001", "E002"});
assertEquals(6400, p.totalSalary());
// test case 2
p.setEmployees(new String[]{"E001"});
assertEquals(2300, p.totalSalary());
// more tests...
}
Most modern IDEs have integrated support for testing tools. The figure below shows the JUnit output when running some JUnit tests using the Eclipse IDE.
Guidance for the item(s) below:
Now, let us learn about JUnit, a tool used for automated testing. JUnit is a third-party tool (not included in the JDK). but your tP project is already configured to use JUnit, with the help of Gradle. That means the video tutorial given at the end of the section is mostly not applicable to you, unless you are interested to learn how to set up a non-Gradle project for JUnit.
Can use simple JUnit tests
When writing JUnit tests for a class Foo
, the common practice is to create a FooTest
class, which will contain various test methods for testing methods of the Foo
class.
Suppose we want to write tests for the IntPair
class below.
public class IntPair {
int first;
int second;
public IntPair(int first, int second) {
this.first = first;
this.second = second;
}
/**
* Returns The result of applying integer division first/second.
* @throws Exception if second is 0.
*/
public int intDivision() throws Exception {
if (second == 0){
throw new Exception("Divisor is zero");
}
return first/second;
}
@Override
public String toString() {
return first + "," + second;
}
}
Here's a IntPairTest
class to match (using JUnit 5).
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.assertEquals;
import static org.junit.jupiter.api.Assertions.fail;
public class IntPairTest {
@Test
public void intDivision_nonZeroDivisor_success() throws Exception {
// normal division results in an integer answer 2
assertEquals(2, new IntPair(4, 2).intDivision());
// normal division results in a decimal answer 1.9
assertEquals(1, new IntPair(19, 10).intDivision());
// dividend is zero but divisor is not
assertEquals(0, new IntPair(0, 5).intDivision());
}
@Test
public void intDivision_zeroDivisor_exceptionThrown() {
try {
assertEquals(0, new IntPair(1, 0).intDivision());
fail(); // the test should not reach this line
} catch (Exception e) {
assertEquals("Divisor is zero", e.getMessage());
}
}
@Test
public void testStringConversion() {
assertEquals("4,7", new IntPair(4, 7).toString());
}
}
@Test
annotation.assertEquals(expected, actual)
methods (provided by JUnit) to compare the expected output with the actual output. If they do not match, the test will fail.assertNull
, assertNotNull
, assertTrue
, assertFalse
etc. [more ...]testStringConversion
but when writing test methods, sometimes another convention is used:unitBeingTested_descriptionOfTestInputs_expectedOutcome
intDivision_zeroDivisor_exceptionThrown
catch
block. But if it is not thrown as expected, the test will reach fail()
line and will fail as a result.What to test for when writing tests? While test case design techniques is a separate topic altogether, it should be noted that the goal of these tests is to catch bugs in the code. Therefore, test using inputs that can trigger a potentially buggy path in the code. Another way to approach this is, to write tests such that if a future developer modified the method to unintentionally introduce a bug into it, at least one of the test should fail (thus alerting that developer to the mistake immediately).
In the example above, the IntPairTest
class tests the IntPair#intDivision(int, int)
method using several inputs, some even seemingly attempting to 'trick' the method into producing a wrong result. If the method still produces the correct output for such 'tricky' inputs (as well as 'normal' outputs), we can have a higher confidence on the method being correctly implemented.
However, also note that the current test cases do not (but probably should) test for the inputs (0, 0
), to confirm that it throws the expected exception.
Follow up notes for the item(s) above:
Quoting from tP instructions:
We recommend that each person adds some JUnit tests to test their tP code.
Some examples from AddressBook-Level2:
seedu.addressbook.common.Utils.java
Tests:seedu.addressbook.common.UtilsTest.java
Note how the test class is in the same package as the SUT (although in a different folder). Advantage: the test class has access to all non-private members of the SUT, including package private members.- SUT:
seedu.addressbook.parser.Parser.java
Tests:seedu.addressbook.parser.ParserTest.java
Note how some of the test methods follow a different naming convention e.g.,parse_emptyInput_returnsIncorrect()
. Cross-check the coding standard to confirm if this naming convention is allowed.- SUT:
seedu.addressbook.data.AddressBook.java
Tests:seedu.addressbook.data.AddressBookTest.java
Guidance for the item(s) below:
As you will be updating documentation of your project soon, here are some guidelines to help you with that.
Can explain the two types of developer docs
Developer-to-developer documentation can be in one of two forms:
Another view proposed by Daniele Procida in this article is as follows:
There is a secret that needs to be understood in order to write good software documentation: there isn’t one thing called documentation, there are four. They are: tutorials, how-to guides, explanation and technical reference. They represent four different purposes or functions, and require four different approaches to their creation. Understanding the implications of this will help improve most software documentation - often immensely. ...
TUTORIALS
A tutorial:
- is learning-oriented
- allows the newcomer to get started
- is a lesson
Analogy: teaching a small child how to cook
HOW-TO GUIDES
A how-to guide:
- is goal-oriented
- shows how to solve a specific problem
- is a series of steps
Analogy: a recipe in a cookery book
EXPLANATION
An explanation:
- is understanding-oriented
- explains
- provides background and context
Analogy: an article on culinary social history
REFERENCE
A reference guide:
- is information-oriented
- describes the machinery
- is accurate and complete
Analogy: a reference encyclopedia article
Software documentation (applies to both user-facing and developer-facing) is best kept in a text format for ease of version tracking. A writer-friendly source format is also desirable as non-programmers (e.g., technical writers) may need to author/edit such documents. As a result, formats such as Markdown, AsciiDoc, and PlantUML are often used for software documentation.
Guidance for the item(s) below:
Software engineers often have to write developer documentation to explain their work to others. One important objective of developer documentation is to explain the design and the implementation of the software, which usually uses diagrams as models of the design being described.
Let's learn what models are, and how they are useful even beyond mere documentation.
Can explain what is software design
Design is the creative process of transforming the problem into a solution; the solution is also called design. -- 📖 Software Engineering Theory and Practice, Shari Lawrence; Atlee, Joanne M. Pfleeger
Software design has two main aspects:
Can explain models
A model is a representation of something else.
A class diagram is a model that represents a software design.
A model provides a simpler view of a complex entity because a model captures only a selected aspect. This omission of some aspects implies models are abstractions.
A class diagram captures the structure of the software design but not the behavior.
Multiple models of the same entity may be needed to capture it fully.
In addition to a class diagram (or even multiple class diagrams), a number of other diagrams may be needed to capture various interesting aspects of the software.
Can explain how models are used
In software development, models are useful in several ways:
a) To analyze a complex entity related to software development.
Some examples of using models for analysis:
b) To communicate information among stakeholders. Models can be used as a visual aid in discussions and documentation.
Some examples of using models to communicate:
c) As a blueprint for creating software. Models can be used as instructions for building software.
Some examples of using models as blueprints:
Guidance for the item(s) below:
Can explain structure modeling of OO solutions
An OO solution is basically a network of objects interacting with each other. Therefore, it is useful to be able to model how the relevant objects are 'networked' together inside a software i.e. how the objects are connected together.
Given below is an illustration of some objects and how they are connected together. Note: the diagram uses an ad-hoc notation.
Note that these object structures within the same software can change over time.
Given below is how the object structure in the previous example could have looked like at a different time.
However, object structures do not change at random; they change based on a set of rules set by the designer of that software. Those rules that object structures need to follow can be illustrated as a class structure i.e. a structure that exists among the relevant classes.
Here is a class structure (drawn using an ad-hoc notation) that matches the object structures given in the previous two examples. For example, note how this class structure does not allow any connection between Genre
objects and Author
objects, a rule followed by the two object structures above.
UML Object Diagrams model object structures. UML Class Diagrams model class structures.
Here is an object diagram for the above example:
And here is the class diagram for it:
Can use basic-level class diagrams
Contents related to UML diagrams in the panels given below belong to a different chapter (i.e., the chapter dedicated to UML); they have been embedded here for convenience.
Classes form the basis of class diagrams.
UML Class Diagrams → Introduction → What
UML Class Diagrams → Classes → What
UML Class Diagrams → Class-Level Members → What
UML Class Diagrams → Introduction → What
UML Class Diagrams → Classes → What
UML Class Diagrams → Class-Level Members → What
Associations are the main connections among the classes in a class diagram.
OOP Associations → What
UML Class Diagrams → Associations → What
UML Class Diagrams → Associations as Attributes
OOP Associations → What
UML Class Diagrams → Associations → What
UML Class Diagrams → Associations as Attributes
The most basic class diagram is a bunch of classes with some solid lines among them to represent associations, such as this one.
An example class diagram showing associations between classes.
In addition, associations can show additional decorations such as association labels, association roles, multiplicity and navigability to add more information to a class diagram.
UML Class Diagrams → Associations → Labels
UML Class Diagrams → Associations → Roles
OOP Associations → Navigability
UML Class Diagrams → Associations → Navigability
OOP Associations → Multiplicity
UML Class Diagrams → Associations → Multiplicity
UML Class Diagrams → Associations → Labels
UML Class Diagrams → Associations → Roles
OOP Associations → Navigability
UML Class Diagrams → Associations → Navigability
OOP Associations → Multiplicity
UML Class Diagrams → Associations → Multiplicity
Here is the same class diagram shown earlier but with some additional information included:
Guidance for the item(s) below:
Object diagrams complement class diagrams, and therefore, they are covered together with class diagrams.
Can use basic object diagrams
UML → Object Diagrams → Introduction
Object diagrams can be used to complement class diagrams. For example, you can use object diagrams to model different object structures that can result from a design represented by a given class diagram.
UML → Object Diagrams → Objects
UML → Object Diagrams → Associations
Can distinguish between class diagrams and object diagrams
Compared to the notation for class diagrams, object diagrams differ in the following ways:
:
before the class nameFurthermore, multiple object diagrams can correspond to a single class diagram.
Both object diagrams are derived from the same class diagram shown earlier. In other words, each of these object diagrams shows ‘an instance of’ the same class diagram.
When the class diagram has an inheritance relationship, the object diagram should show either an object of the parent class or the child class, but not both.
Suppose Employee
is a child class of the Person
class. The class diagram will be as follows:
Now, how do you show an Employee
object named jake
?
This is not correct, as there should be only one object.
This is OK.
This is OK, as jake
is a Person
too.
That is, we can show the parent class instead of the child class if the child class doesn't matter to the purpose of the diagram (i.e., the reader of this diagram will not need to know that jake
is in fact an Employee
).
Association labels/roles can be omitted unless they add value (e.g., showing them is useful if there are multiple associations between the two classes in concern -- otherwise you wouldn't know which association the object diagram is showing)
Consider this class diagram and the object diagram:
We can clearly see that both Adam and Eve lives in hall h1 (i.e., OK to omit the association label lives in
) but we can't see if History is Adam's major or his minor (i.e., the diagram should have included either an association label or a role there). In contrast, we can see Eve is an English major.
Can explain the meaning of association classes
An association class represents additional information about an association. It is a normal class but plays a special role from a design point of view.
A Man
class and a Woman
class are linked with a ‘married to’ association and there is a need to store the date of marriage. However, that data is related to the association rather than specifically owned by either the Man
object or the Woman
object. In such situations, an additional association class can be introduced, e.g. a Marriage
class, to store such information.
There is no special way to implement an association class. It can be implemented as a normal class that has variables to represent the endpoint of the association it represents.
In the code below, the Transaction
class is an association class that represents a transaction between a Person
who is the seller and another Person
who is the buyer.
class Transaction {
//all fields are compulsory
Person seller;
Person buyer;
Date date;
String receiptNumber;
Transaction(Person seller, Person buyer, Date date, String receiptNumber) {
//set fields
}
}
Can interpret association classes in class diagrams
Association classes are denoted as a connection to an association link using a dashed line as shown below.
In this example Loan
is an association class because it stores information about the borrows
association between the User
and the Book
.
Guidance for the item(s) below:
Coordinating a team project is not easy. Given below are some very basic tools and techniques that are often used in planning, scheduling, and tracking projects.
Can explain milestones
A milestone is the end of a stage which indicates significant progress. You should take into account dependencies and priorities when deciding on the features to be delivered at a certain milestone.
Each intermediate product release is a milestone.
In some projects, it is not practical to have a very detailed plan for the whole project due to the uncertainty and unavailability of required information. In such cases, you can use a high-level plan for the whole project and a detailed plan for the next few milestones.
Milestones for the Minesweeper project, iteration 1
Day | Milestones |
---|---|
Day 1 | Architecture skeleton completed |
Day 3 | ‘new game’ feature implemented |
Day 4 | ‘new game’ feature tested |
Can explain buffers
A buffer is time set aside to absorb any unforeseen delays. It is very important to include buffers in a software project schedule because effort/time estimations for software development are notoriously hard. However, do not inflate task estimates to create hidden buffers; have explicit buffers instead. Reason: With explicit buffers, it is easier to detect incorrect effort estimates which can serve as feedback to improve future effort estimates.
Can explain issue trackers
Keeping track of project tasks (who is doing what, which tasks are ongoing, which tasks are done etc.) is an essential part of project management. In small projects, it may be possible to keep track of tasks using simple tools such as online spreadsheets or general-purpose/light-weight task tracking tools such as Trello. Bigger projects need more sophisticated task tracking tools.
Issue trackers (sometimes called bug trackers) are commonly used to track task assignment and progress. Most online project management software such as GitHub, SourceForge, and BitBucket come with an integrated issue tracker.
A screenshot from the Jira Issue tracker software (Jira is part of the BitBucket project management tool suite):
Can explain work breakdown structures
A Work Breakdown Structure (WBS) depicts information about tasks and their details in terms of subtasks. When managing projects, it is useful to divide the total work into smaller, well-defined units. Relatively complex tasks can be further split into subtasks. In complex projects, a WBS can also include prerequisite tasks and effort estimates for each task.
The high level tasks for a single iteration of a small project could look like the following:
Task ID | Task | Estimated Effort | Prerequisite Task |
---|---|---|---|
A | Analysis | 1 man day | - |
B | Design | 2 man day | A |
C | Implementation | 4.5 man day | B |
D | Testing | 1 man day | C |
E | Planning for next version | 1 man day | D |
The effort is traditionally measured in man hour/day/month i.e. work that can be done by one person in one hour/day/month. The Task ID is a label for easy reference to a task. Simple labeling is suitable for a small project, while a more informative labeling system can be adopted for bigger projects.
An example WBS for a game development project.
Task ID | Task | Estimated Effort | Prerequisite Task |
---|---|---|---|
A | High level design | 1 man day | - |
B |
Detail design
|
2 man day
| A |
C |
Implementation
|
4.5 man day
|
|
D | System Testing | 1 man day | C |
E | Planning for next version | 1 man day | D |
All tasks should be well-defined. In particular, it should be clear as to when the task will be considered done.
Some examples of ill-defined tasks and their better-defined counterparts:
Bad | Better |
---|---|
more coding | implement component X |
do research on UI testing | find a suitable tool for testing the UI |
Guidance for the item(s) below:
GANTT Charts and PERT charts are popular tools in the project management domain but they are rarely useful in small software projects. Hence, they are not included in CS2113 syllabus but it is useful to know at least their names and how they look like.
Guidance for the item(s) below:
This topic is included in the syllabus just to let you know that teams can be structured in different ways.
Which of them is closest to the structure of your team?
Can explain common team structures
Given below are three commonly used team structures in software development. Irrespective of the team structure, it is a good practice to assign roles and responsibilities to different team members so that someone is clearly in charge of each aspect of the project. In comparison, the ‘everybody is responsible for everything’ approach can result in more chaos and hence slower progress.
Egoless team
In this structure, every team member is equal in terms of responsibility and accountability. When any decision is required, consensus must be reached. This team structure is also known as a democratic team structure. This team structure usually finds a good solution to a relatively hard problem as all team members contribute ideas.
However, the democratic nature of the team structure bears a higher risk of falling apart due to the absence of an authority figure to manage the team and resolve conflicts.
Chief programmer team
Frederick Brooks proposed that software engineers learn from the medical surgical team in an operating room. In such a team, there is always a chief surgeon, assisted by experts in other areas. Similarly, in a chief programmer team structure, there is a single authoritative figure, the chief programmer. Major decisions, e.g. system architecture, are made solely by him/her and obeyed by all other team members. The chief programmer directs and coordinates the effort of other team members. When necessary, the chief will be assisted by domain specialists e.g. business specialists, database experts, network technology experts, etc. This allows individual group members to concentrate solely on the areas in which they have sound knowledge and expertise.
The success of such a team structure relies heavily on the chief programmer. Not only must he/she be a superb technical hand, he/she also needs good managerial skills. Under a suitably qualified leader, such a team structure is known to produce successful work.
Strict hierarchy team
At the opposite extreme of an egoless team, a strict hierarchy team has a strictly defined organization among the team members, reminiscent of the military or a bureaucratic government. Each team member only works on his/her assigned tasks and reports to a single “boss”.
In a large, resource-intensive, complex project, this could be a good team structure to reduce communication overhead.