Showing posts with label Katas. Show all posts
Showing posts with label Katas. Show all posts

Saturday, January 23, 2021

Solving the Beverages Prices Refactoring kata (2): limiting the options on the menu

Introduction.

This is the second and last post in a series of posts showing a possible solution to the Beverages Prices Refactoring kata that I recently developed with some people from Women Tech Makers Barcelona with whom I’m working through Codesai’s Practice Program twice a month.

In the previous post we introduced a design based on composition that fixed the Combinatorial Explosion code smell and produced a flexible solution applying the decorator design pattern. There was a potential problem in that solution because the client code, the code that needed to find out the price of the beverages, knew[1] too much about how to create and compose beverages and supplements.

Have a look, for instance, at the following line new WithCream(new WithMilk(new Coffee())). It knows about three classes and how they are being composed. In the case of this kata, that might not be a big problem, since the client code is only comprised of a few tests, but, in a larger code base, this problem might spread across numerous classes generating a code smell known as Creation Sprawl[2] In this post, we’ll try to reduce client knowledge of concrete component and decorator classes and their composition by encapsulating all the creational knowledge behind a nice, readable interface that we’ll keep all the complexity of combining the supplements (decorators) and beverages (components) hidden from the client code.

Another more subtle problem with this design based on composition has to do with something that we have lost: the fact that not all combinations of beverages and supplements were allowed on the menu. That knowledge was implicitly encoded in the initial inheritance hierarchy, and disappeared with it. In the current design we can dynamically create any combination of beverages and supplements, including those that were not included in the original menu, like, for instance a tea with cinnamon, milk and cream (doing new WithCinnamon(new WithCream(new WithMilk(new Tea())))) which you might find delicious :).We’ll also explore possible ways to recover that limitation of options.

We’ll start by examining some creational patterns that are usually applied along with the decorator design pattern.

Would the Factory pattern help?

In order to encapsulate the creational code and hide its details from client code, we might use the factory pattern described by Joshua Kerievsky in his Refactoring to Patterns. A factory is a class that implements one or more Creation Methods. A Creation Method is a static or non-static method the creates and returns an object instance[3].

We might apply the Encapsulate Classes with Factory refactoring[4] to introduce a factory class with an interface which provided a creation method for each entry on the menu, that is, it would have a method for making coffee, another one for making tea, another one for making coffee with milk, and so on, and so forth.

Before starting to refactor, let’s think a bit about the consequences of introducing this pattern to assess if it will leave us in a better design spot or not. At first sight, introducing the factory pattern seems to simplify client code and reduce the overall coupling because it encapsulates all the creational logic hiding the complexity related to composing decorators and components behind its interface which solves the first problem we discussed in the introduction. The second one, limiting the combinations of beverages and supplements to only the ones available on the menu, is solved just by limiting the methods in the interface of the factory.

However, it would also create a maintenance problem somehow similar to the initial combinatorial explosion code smell we were trying to avoid when we decided to introduce the decorator design pattern. As we said, the interface of the factory would have a method for each combination of beverages and supplements available on the menu. This means that to add a new supplement we’d have to multiply the number of Creation methods in the interface of the factory by two. So, we might say that, introducing the factory pattern, we’d get an interface suffering from a combinatorial explosion of methods[5].

Knowing that, we might conclude that a solution using the factory pattern would be interesting only when having a small number of options or if we didn’t expect the number of supplements to grow. As we said in the previous post, we think it likely that we’ll be required to add new supplements so we prefer a design that is easy to evolve along the axis of change of adding new supplements[6]. This means the factory pattern is not the way to go for us this time because it’s not flexible enough for our current needs. We’ll have to explore more flexible alternatives[7].

Let’s try using the Builder design pattern.

The builder design pattern is often used for constructing complex and/or composite objects[8]. Using it we might create a nice readable interface to compose the beverages and supplements bit by bit. Like the factory pattern, a builder would encapsulate the complexity of combining decorators from the client code. Unlike the factory pattern, a builder allows to construct the composite following a varying process. It’s this last characteristic that will avoid the combinatorial explosion of methods that made us discard the factory pattern.

In this case you can introduce the builder by applying the Encapsulate Composite with Builder. Let’s have a look at how we implemented it:

Notice how we keep the state of the partially composed object and apply the decorations incrementally until it’s returned by the make method. Notice also how the beverage is the initial state in the process of creating the composite object.

These are the tests after introducing the builder design pattern:

Notice the fluent interface that we decided for the builder. Although a fluent interface is not a requirement to write a builder, we think it reads nice.

As we said before, using a builder does not suffer from the combinatorial explosion of methods that the factory pattern did. The builder design pattern is more flexible than the factory pattern which makes it more suitable for composing components and decorators.

Still, our success is only partial because the builder can create any combination of beverages and supplements. A drawback of using a builder instead of a factory is usually that clients require to have more domain knowledge. In this case, the current solution forces the client code to hold a bit of domain knowledge: it knows which combinations of beverages and supplements are available on the menu.

We’ll fix this last problem in the next section.

A hybrid solution combining factory and builder patterns.

Let’s try to limit the possible combinations of beverages and supplements to the options on the menu by combining the creation methods of the factory pattern and the builder design pattern.

To do so, we added to BeverageMachine the creation methods, coffee, tea and hotChocolate, that create different builders for each type of beverage: CoffeeBuilder, TeaBuilderand HotChocolateBuilder, respectively. Each of the builders has only the public methods to select the supplements which are possible on the menu for a given type of beverage.

Notice that we chose to write the builders as inner classes of the BeverageMachine class. They could have been independent classes, but we prefer inner classes because the builders are only used by BeverageMachine and this way they don’t appear anywhere else.

This is the first design that solves the problem of limiting the possible combinations of beverages and supplements to only the options on the menu. It still encapsulates the creational logic and still reads well. In fact the tests haven’t changed at all because BeverageMachine’s public interface is exactly the same.

However, the new builders present duplication: the code related to supplements that can be used with different beverages and the code in the make method.

What is different for the clients that call the coffee method and the clients that call the tea or hotChocolate methods are the public methods they can use on each builder, that is, their interfaces. When we had only one builder, we had an interface with methods that were not interesting for some of its clients.

By having three builders we segregated the interfaces so that no client was forced to depend on methods it does not use[9]. However we didn’t need to introduce classes to segregate the interfaces, we could have just used, well, interfaces. As we’ll see in the next section using interfaces would have avoided the duplication in the implementation of the builders.

Segregating interfaces better by using interfaces.

As we said, instead of directly using three different builder classes, it’s better to use three interfaces, one for each kind of builder. That would also comply with the Interface Segregation Principle, but, using the interfaces helps us avoid having duplicated code in the implementation of the builders, because we can write only one builder class, Beverage Machine, that implements the three interfaces.

Notice how, in the creation methods, we feed the base beverage into BeverageMachine through its constructor, and how each of those creation methods return the appropriate interface. Notice also that BeverageMachine’s public interface remains the same, so this refactor won’t change the tests at all. You can check the resulting builder interfaces in Gist: TeaBuilder, HotChocolateBuilder and CoffeeBuilder.

Conclusions.

In this last post of the series dedicated to the Beverages Prices Refactoring kata, we’ve explored different ways to avoid creation sprawl, reduce coupling with client code and reduce implicit creational domain knowledge in client code. In doing so, we have learned about and applied several creational patterns (factory pattern, and builder design pattern), and some related refactorings. We have also used some design principles (such as coupling, open-closed principle or interface segregation principle), and code smells (such as combinatorial explosion or creation sprawl) to judge different solutions and guide our refactorings.

Aknowledgements.

I’d like to thank the WTM study group, and especially Inma Navas for solving this kata with me. Thanks also to my Codesai colleagues and to Inma Navas for reading the initial drafts and giving me feedback and to Amelia Hallsworth for the picture.

Notes.

[1] Knowledge here means coupling or connascence.

[2] Creation Sprawl is a code smell that happens when the knowledge for creating an object is spread out across numerous classes, so that creational responsibilities are placed in classes that should now be playing any role in object creation. This code smell was described by Joshua Kerievsky in his Refactoring to Patterns book.

[3] Don’t confuse the Factory Pattern with design patterns with similar names like Factory method pattern or Abstract factory pattern. These two design patterns are creational patterns described in the Design Patterns: Elements of Reusable Object-Oriented Software book.

A Factory Method is “a non-static method that returns a base class or an interface type and that is implemented in a hierarchy to enable polymorphic creation” whereas an Abstract Factory is “an interface for creating fqamiñlies of related or dependent objects without specifying their concrete classes”.

In the Factory Pattern a Factory is “any class that implements one or more Creation Methods” which are “static or non-static methods that create and return an object instance”. This definition is more general. Every Abstract Factory is a Factory (but not the other way around), and every Factory Method is a Creation Method (but not necessarily the reverse). Creation Method also includes what Martin Fowler called “factory method” in Refactoring (which is not the Factory Method design pattern) and Joshua Bloch called “static factory” (probably a less confusing name than Fowler’s one) in Effective Java.

[4] Presented in the fourth chapter of Refactoring to Patterns that is dedicated to Creational Patterns. [5] If you remember the previous post, before introducing the decorator design pattern, we suffered from a combinatorial explosion of classes (adding a new supplement meant multiplying the number of classes by two). Now, the factory interface (its public methods) would suffer a combinatorial explosion of methods.

[6] In other words: that it’s [protected against that type of variation (https://www.martinfowler.com/ieeeSoftware/protectedVariation.pdf).

[7] This is common when working with creational patterns. All of them encapsulate knowledge about which concrete classes are used and hide how instances of these classes are created and put together, but some are more flexible than others. It’s usual to start using a Factory pattern and evolve toward the other creational patterns as we realize more flexibility is needed.

[8] We have devoted several posts to builders: Remove data structures noise from your tests with builders, Refactoring tests using builder functions in Clojure/ClojureScript, In a small piece of code, The curious case of the negative builder.

[9] Following the Interface Segregation Principle that states that “no client should be forced to depend on methods it does not use”.

References.

Books

Articles

Monday, November 30, 2020

Solving the Beverages Prices Refactoring kata (1): composition over inheritance

Introduction.

We are going to show a possible solution to the Beverages Prices Refactoring kata that we developed recently with some people from Women Tech Makers Barcelona with whom I’m doing Codesai’s Practice Program twice a month.

The Beverages Prices Refactoring kata shows an example of inheritance gone astray. The initial code computes the price of the different beverages that are sold in a coffee house. There are some supplements that can be added to those beverages. Each supplement increases the price a bit. Not all combinations of drinks and supplements are possible.

As part of the kata, we are asked to add an optional cinnamon supplement that costs 0.05€ to all our existing catalog of beverages. We are also advised to refactor the initial code a bit before introducing the new feature. Let’s see why.

The initial code.

To get an idea of the kind of problem we are facing, we’ll have a look at the code. There are 8 files: a Beverage interface and 7 classes, one for each type of beverage and one for each allowed combination of beverages and supplements.

Initial code files

A closer look reveals that the initial design uses inheritance and polymorphism to enable the differences in computing the price of each allowed combination of beverage and supplements. This is the inheritance hierarchy:

Class diagram showing the inheritance hierarchy in the initial code

If that diagram is not enough to scare you, have a quick look at the unit tests of the code:

First, we make the change easy[1].

Given the current design, if we decided to add the new feature straight away, we would end up with 14 classes (2 times the initial number of classes). If you think about it, this would happen for each new supplement we decided to add. It would be the same for each new supplement we were required to add: we would be forced to double the number of classes, that means that to add n supplements more would mean multiplying the initial number of classes by 2n.

This exponential growth in the number of classes is a typical symptom of a code smell called Combinatorial Explosion[2]. In this particular case the problem is caused by using inheritance to represent the pricing of beverages plus supplements.

In order to introduce the new cinnamon supplement, we thought sensible to do a bit of preparatory refactoring first in order to remove the Combinatorial Explosion code smell. The recommended refactoring for this code smell is Replace Inheritance with Delegation which leads to a code that uses composition instead of inheritance to avoid the combinatorial explosion. If all the variants[3] (supplements) keep the same interface, we’d be creating an example of the decorator design pattern[4].

The decorator pattern provides an alternative to subclassing for extending behavior. It involves a set of decorator classes that wrap concrete components and keep the same interface that the concrete components. A decorator changes the behavior of a wrapped component by adding new functionality before and/or after delegating to the concrete component.

Applying the decorator pattern design to compute the pricing of beverages plus supplements, the beverages would correspond to the concrete components, tea, coffee and hot chocolate; whereas the supplements, milk and cream would correspond to the decorators.

New design class diagram using the decorator design pattern

We can obtain the behavior for a given combination of supplements and beverage by composing supplements (decorators) with a beverage (base component).

For instance, if we had the following WithMilk decorator for the milk supplement pricing,

we would compose it with a Tea instance to create the behavior that computes the price of a tea with milk:

A nice thing about decorators is that, since they have the same interface as the component they wrap, they are transparent for the client code[6] which never has to know that it’s dealing with a decorator. This allows us to pass them around in place of the wrapped object which makes it possible to compose behaviors using as many decorators as we like. The following example shows how to compose the behavior for computing the price of a coffee with milk and cream[7].

After applying the Replace Inheritance with Delegation refactoring we get to a design that uses composition instead of inheritance to create all the combinations of supplements and beverages. This fixes the Combinatorial Explosion code smell.

You can have a look at the rest of the test after this refactoring in this gist.

Then, we make the easy change.

Once we had the new design based in composition instead of inheritance in place, adding the requested feature is as easy as creating a new decorator that represents the cinnamon supplement pricing:

code after adding the new feature

Remember that using the initial design adding this feature would have involved multiplying by two the number of classes.

What have we gained and lost with this refactoring?

After the refactoring we have a new design that uses the decorator design pattern. This is a flexible alternative design to subclassing for extending behavior that allows us to add behavior dynamically to the objects wrapped by the decorators.

Thanks to this runtime flexibility we managed to fix the Combinatorial Explosion code smell and that made it easier to add the new feature. Now, instead of multiplying the number of cases by two, adding a new supplement only involves adding one new decorator class that represents the new supplement pricing. This new design makes the client code open-closed to the axis of change of adding new supplements.

On the flip side, we have introduced some complexity[8] related to creating the different compositions of decorators and components. At the moment this complexity is being managed by the client code (notice the chains of news in the tests snippets above).

There’s also something else that we have lost in the process. In the initial design only some combinations of beverages and supplements were allowed. This fact was encoded in the initial inheritance hierarchy. Now with our decorators we can dynamically add any possible combination of beverages and supplements.

All in all, we think that the refactoring leaves us in a better spot because we’ll be likely required to add new supplements, and there are usual improvements we can make to the design to isolate the client code from the kind of complexity we have introduced.

Conclusion.

We have shown an example of preparatory refactoring to make easier the addition of a new feature, and learned about the Combinatorial Explosion code smell and how to fix it using the decorator design pattern to get a new design in which we have protected the client code[9] against variations involving new supplements.

In a future post we will show how to encapsulate the creation of the different compositions of decorators and components using builders and/or factories to hide that complexity from client code, and show how we can limit again the allowed combinations that are part of the menu.

Aknowledgements.

I’d like to thank the WTM study group, and especially Inma Navas for solving this kata with me.

Thanks to my Codesai colleagues and Inma Navas for reading the initial drafts and giving me feedback and to Lisa Fotios for her picture.

Notes.

[1] This and the next header come from Kent Beck’s quote:

“For each desired change, make the change easy (warning: this may be hard), then make the easy change”

[2] You can find this code smell described in Bill Wake’s wonderful Refactoring Workbook.

[3] In this context variant means a variation in behavior. For instance, each derived class in a hierarchy is a variant of the base class.

[4] Have a look at the chapter devoted to the decorator design pattern in the great Head First Design Patterns. It’s the most didactic and fun explanation of the pattern I’ve ever found. This kata is heavily inspired in the example used in that chapter to explain the pattern.

[5] We could have also solved this problem composing functions instead of objects, but we wanted to practice with objects in this solution of the kata. That might be an interesting exercise for another practice session.

[6] In this context client code means code that uses objects implementing the interface that both the components and decorators implement, which in the kata would correspond to the Beverage interface.

[7] Also known as a “cortado leche y leche” in Gran Canaria :)

[8] Complexity is most often the price we pay for flexibility. That’s why we should always assess if the gains are worth the price.

[9] Protected variations is another way to refer to the open-closed principle. I particularly prefer that way to refer to this design principle because I think it is expressed in a way that relates less to object orientation. Have a look at Craig Larman’s great article about it: Protected Variation: The Importance of Being Closed

References.

Monday, July 29, 2019

Playing Fizzbuzz with property-based testing

Introduction.

Lately, I’ve been playing a bit with property-based testing.

I practised doing the FizzBuzz kata in Clojure and used the following constraints for fun[1]:

  1. Add one property at a time before writing the code to make the property hold.
  2. Make the failing test pass before writing a new property.

The kata step by step.

To create the properties, I partitioned the first 100 integers according to how they are transformed by the code. This was very easy using two of the operations on sets that Clojure provides (difference and intersection).

The first property I wrote checks that the multiples of 3 but not 5 are Fizz:

and this is the code that makes that test pass:

Next, I wrote a property to check that the multiples of 5 but not 3 are Buzz (I show only the new property for brevity):

and this is the code that makes the new test pass:

Then, I added a property to check that the multiples of 3 and 5 are FizzBuzz:

which was already passing with the existing production code.

Finally, I added a property to check that the rest of numbers are just casted to a string:

which Id made pass with this version of the code:

The final result.

These are the resulting tests where you can see all the properties together:

You can find all the code in this repository.

Conclusions.

It was a lot of fun doing this kata. It is a toy example that didn’t make me dive a lot into clojure.check’s generators documentation because I could take advantage of Clojure’s set functions to write the properties.

I think the resulting properties are quite readable even if you don’t know Clojure. On the other hand, the resulting implementation is probably not similar to the ones you’re used to see, and it shows Clojure’s conciseness and expressiveness.

Footnotes:

[1] I'm not saying that you should property-based testing with this constraints. They probably make no sense in real cases. The constraints were meant to make it fun.

Sunday, April 7, 2019

The Beverages Prices Refactoring kata: a kata to practice refactoring away from an awful application of inheritance.

I created the Beverages Prices Refactoring kata for the Deliberate Practice Program I’m running at Lifull Connect offices in Barcelona (previously Trovit). Its goal is to practice refactoring away from a bad usage of inheritance.

The code computes the price of the different beverages that are sold in a coffe house. There are some supplements that can be added to those beverages. Each supplement increases the price a bit. Not all combinations of drinks and supplements are possible.

Just having a quick look at the tests of the initial code would give you an idea of the kind of problems it might have:

If that’s not enough have a look at its inheritance hierarchy:

To make things worse, we are asked to add an optional cinnamon supplement that costs 0.05€ to all our existing catalog of beverages. We think we should refactor this code a bit before introducing the new feature.

We hope you have fun practicing refactoring with this kata.

Friday, March 30, 2018

Kata: A small kata to explore and play with property-based testing

1. Introduction.

I've been reading Fred Hebert's wonderful PropEr Testing online book about property-based testing. So to play with it a bit, I did a small exercise. This is its description:

1. 1. The kata.

We'll implement a function that can tell if two sequences are equal regardless of the order of their elements. The elements can be of any type.

We'll use property-based testing (PBT). Use the PBT library of your language (bring it already installed).

Follow these constraints:

  1. You can't use or compute frequencies of elements.
  2. Work test first: write a test, then write the code to make that test pass.
  3. If you get stuck, you can use example-based tests to drive the implementation on. However, at the end of the exercise, only property-based tests can remain.

Use mutation testing to check if you tests are good enough (we'll do it manually injecting failures in the implementation code (by commenting or changing parts of it) and checking if the test are able to detect the failure to avoid using more libraries).

2. Driving a solution using both example-based and property-based tests.

I used Clojure and its test.check library (an implementation of QuickCheck) to do the exercise. I also used my favorite Clojure's test framework: Brian Marick's Midje which has a macro, forall, which makes it very easy to integrate property-based tests with Midje.

So I started to drive a solution using an example-based test (thanks to Clojure's dynamic nature, I could use vectors of integers to write the tests. ):

which I made pass using the following implementation:

Then I wrote a property-based test that failed:

This is how the failure looked in Midje (test.check returns more output when a property fails, but Midje extracts and shows only the information it considers more useful):

the most useful piece of information for us in this failure message is the quick-check shrunken failing values. When a property-based testing library finds a counter-example for a property, it applies a shrinking algorithm which tries to reduce it to find a minimal counter-example that produces the same test failure. In this case, the [1 0] vector is the minimal counter-example found by the shrinking algorithm that makes this test fails.

Next I made the property-based test pass by refining the implementation a bit:

I didn't know which property to write next, so I wrote a failing example-based test involving duplicate elements instead:

and refined the implementation to make it pass:

With this, the implementation was done (I chose a function that was easy to implement, so I could focus on thinking about properties).

3. Getting rid of example-based tests.

Then the next step was finding properties that could make the example-based tests redundant. I started by trying to remove the first example-based test. Since I didn't know test.check's generators and combinators library, I started exploring it on the REPL with the help of its API documentation and cheat sheet.

My sessions on the REPL to build generators bit by bit were a process of shallowly reading bits of documentation followed by trial and error. This tinkering sometimes lead to quick successes and most of the times to failures which lead to more deep and careful reading of the documentation, and more trial and error. In the end I managed to build the generators I wanted. The sample function was very useful during all the process to check what each part of the generator would generate.

For the sake of brevity I will show only summarized versions of my REPL sessions where everything seems easy and linear...

3. 1. First attempt: a partial success.

First, I wanted to create a generator that generated two different vectors of integers so that I could replace the example-based tests that were checking two different vectors. I used the list-distinct combinator to create it and the sample function to be able to see what the generator would generate:

I used this generator to write a new property which made it possible to remove the first example-based test but not the second one:

In principle, we might think that the new property should have been enough to also allow removing the last example-based test involving duplicate elements. A quick manual mutation test, after removing that example-based test, showed that it wasn't enough: I commented the line (= (count s1) (count s2)) in the implementation and the property-based tests weren't able to detect the regression.

This was due to the low probability of generating a pair of random vectors that were different because of having duplicate elements, which was what the commented line, (= (count s1) (count s2)), was in the implementation for. If we'd run the tests more times, we'd have finally won the lottery of generating a counter-example that would detect the regression. So we had to improve the generator in order to increase the probabilities, or, even better, make sure it'd be able to detect the regression.

In practice, we'd combine example-based and property-based tests. However, my goal was learning more about property-based testing, so I went on and tried to improve the generators (that's why this exercise has the constraint of using only property-based tests).

3. 2. Second attempt: success!

So, I worked a bit more on the REPL to create a generator that would always generate vectors with duplicate elements. For that I used test.check's let macro, the tuple, such-that and not-empty combinators, and Clojure's core library repeat function to build it.

The following snippet shows a summary of the work I did on the REPL to create the generator using again the sample function at each tiny step to see what inputs the growing generator would generate:

Next I used this new generator to write properties that this time did detect the regression mentioned above. Notice how there are separate properties for sequences with and without duplicates:

After tinkering a bit more with some other generators like return and vector-distinct, I managed to remove a redundant property-based test getting to this final version:

4. Conclusion.

All in all, this exercise was very useful to think about properties and to explore test.check's generators and combinators. Using the REPL made this exploration very interactive and a lot of fun. You can find the code of this exercise on this GitHub repository.

A couple of days later I proposed to solve this exercise at the last Clojure Developers Barcelona meetup. I received very positive feedback, so I'll probably propose it for a Barcelona Software Craftsmanship meetup event soon.

Saturday, March 10, 2018

Kata: Generating bingo cards with clojure.spec, clojure/test.check, RDD and TDD

Clojure Developers Barcelona has been running for several years now. Since we're not many yet, we usually do mob programming sessions as part of what we call "sagas". For each saga, we choose an exercise or kata and solve it during the first one or two sessions. After that, we start imagining variations on the exercise using different Clojure/ClojureScript libraries or technologies we feel like exploring and develop those variations in following sessions. Once we feel we can't imagine more interesting variations or we get tired of a given problem, we choose a different problem to start a new saga. You should try doing sagas, they are a lot of fun!

Recently we've been working on the Bingo Kata.

The initial implementation

These were the tests we wrote to check the randomly generated bingo cards:

and the code we initially wrote to generate them was something like (we didn't save the original one):

As you can see the tests are not concerned with which specific numeric values are included on each column of the bingo card. They are just checking that they follow the specification of a bingo card. This makes them very suitable for property-based testing.

Introducing clojure.spec

In the following session of the Bingo saga, I suggested creating the bingo cards using clojure.spec.
spec is a Clojure library to describe the structure of data and functions. Specs can be used to validate data, conform (destructure) data, explain invalid data, generate examples that conform to the specs, and automatically use generative testing to test functions.
For a brief introduction to this wonderful library see Arne Brasseur's Introduction to clojure.spec talk.

I'd used clojure.spec at work before. At my current client Green Power Monitor, we've been using it for a while to validate the shape (and in some cases types) of data flowing through some important public functions of some key name spaces. We started using pre and post-conditions for that validation (see Fogus' Clojure’s :pre and :post to know more), and from there, it felt as a natural step to start using clojure.spec to write some of them.

Another common use of clojure.spec specs is to generate random data conforming to the spec to be used for property-based testing.

In the Bingo kata case, I thought that we might use this ability of randomly generating data conforming to the spec in production code. This meant that instead of writing code to randomly generating bingo cards and then testing that the results were as expected, we might describe the bingo cards using clojure.spec and then took advantage of that specification to randomly generate bingo cards using clojure.test.check's generate function.

So with this idea in our heads, we started creating a spec for bingo columns on the REPL bit by bit (for the sake of brevity what you can see here is the final form of the spec):

then we discovered clojure.spec's coll-of function which allowed us to simplify the spec a bit:

Generating bingo cards

Once we thought we had it, we tried to use the column spec to generate columns with clojure.test.check's generate function, but we got the following error:
ExceptionInfo Couldn't satisfy such-that predicate after 100 tries.
Of course we were trying to find a needle in a haystack...

After some trial and error on the REPL and reading the clojure.spec guide, we found the clojure.spec's int-in function and we finally managed to generate the bingo columns:

Then we used the spec code from the REPL to write the bingo cards spec:

in which we wrote the create-column-spec factory function that creates column specs to remove duplication between the specs of different columns.

With this in place the bingo cards could be created in a line of code:

Introducing property-based testing

Property-based tests make statements about the output of your code based on the input, and these statements are verified for many different possible inputs.
Jessica Kerr (Property-based testing: what is it?)
Having the specs it was very easy to change our bingo card test to use property-based testing instead of example-based testing just by using the generator created by clojure.spec:

See in the code that we're reusing the check-column function we wrote for the example-based tests.

This change was so easy because of:
  1. clojure.spec can produce a generator for clojure/test.check from a given spec
  2. .
  3. The initial example tests, as I mentioned before, were already checking the properties of a valid bingo card. This means that they weren't concerned with which specific numeric values were included on each column of the bingo card, but instead, they were just checking that the cards followed the rules for a bingo card to be valid.

Going fast with REPL driven development (RDD)

The next user story of the kata required us to check a bingo card to see if its player has won. We thought this might be easy to implement because we only needed to check that the numbers in the card where contained by the set of called numbers, so instead of doing TDD, we played a bit on the REPL did REPL-driven development (RDD):

Once we had the implementation working, we copied it from the REPL into its corresponding name space

and wrote the quicker but ephemeral REPL tests as "permanent" unit tests:

In this case RDD allowed us to go faster than TDD, because RDD's feedback cycle is much faster. Once the implementation is working on the REPL, you can choose which REPL tests you want to keep as unit tests.

Some times I use only RDD like in this case, other times I use a mix of TDD and RDD following this cycle:
  1. Write a failing test (using examples that a bit more complicated than the typical ones you use when doing only TDD).
  2. Explore and triangulate on the REPL until I made the test pass with some ugly but complete solution.
  3. Refactor the code.
Other times I just use TDD.

I think what I use depends a lot on how easy I feel the implementation might be.

Last details

The last user story required us to create a bingo caller that randomly calls out Bingo numbers. To develop this story, we used TDD and an atom to keep the not-yet-called numbers. These were our tests:

and this was the resulting code:

And it was done! See all the commits here if you want to follow the process (many intermediate steps happened on the REPL). You can find all the code on GitHub.

Summary

This experiment was a lot of fun because we got to play with both clojure.spec and clojure/test.check, and we learned a lot. While explaining what we did, I talked a bit about property-based testing and how I use REPL-driven development.

Thanks again to all my colleagues in Clojure Developers Barcelona!

Friday, November 24, 2017

Kata: Fractions in JavaScript ES5 using the Function as Object pattern

One of the katas I use to start practicing TDD with my mentees is the Fractions kata. This kata is great to practice writing a good list of examples and doing small baby steps. I first learn about it while doing the J. B. Rainsberger wonderful TDD course.

We usually do it in Java, but last week Antonio and I did it in JavaScript ES5 using the Function as Object pattern. This is a very interesting pattern to create objects that you can use in any language with first-class functions and closures. In Codesai we use and teach this pattern when working in projects using ES5.

We had a great time doing this kata in several short sessions that are also helping me in my recovery process.

These are the tests we wrote:

and this is the resulting code:

See all the commits here if you want to follow the process. You can find all the code on this GitHub repo.

Sunday, July 2, 2017

Kata: LegacySecurityManager in Java

This week I did the LegacySecurityManager kata in Java.

This is the original version of the code (ported from C# to Java):
As you can see, createUser is a really hard to test static function which has too many responsibilities.

This is the final version of createUser after a "bit" of refactoring:
which is using the CreatingUser class:
The before and after code is not so interesting as how we got there.

I kept the legacy code interface and tried to use as much as possible only automatic refactorings (mainly Replace Method with Method Object and Extract Method) to apply the extract and override dependency-breaking technique, from Michael Feather's Working Effectively with Legacy Code book, which enabled me to write tests for the code.

Then, with the tests in place, it was a matter of identifying and separating responsibilities and introducing some value objects. This separation allowed us to remove the scaffolding produced by the extract and override technique producing much simpler and easier to understand tests.

You can follow the process seeing all the commits (I committed changes after every refactoring step). There you'll be able to see there not only the process but my hesitations, mistakes and changes of mind as I learn more about the code during the process.

You can also find all the code on GitHub.

After reflecting on what I did I realized that I could have done less to get the same results by avoiding some tests that I later found out where redundant and deleted. I also need to improve my knowledge of IntelliJ automatic refactorings to improve my execution (that part you can't see in the commits).

All in all is a great kata to practice your refactoring skills.

Sunday, June 4, 2017

Kata: Luhn Test in Clojure

We recently did the Luhn Test kata at a Barcelona Software Craftsmanship event.

This is a very interesting problem to practice TDD because it isn't so obvious how to test drive a solution through the only function in its public API: valid?.

What we observed during the dojo is that, since the implementation of the Luhn Test is described in so much detail in terms of the s1 and s2 functions (check its description here), it was very tempting for participants to test these two private functions instead of the valid? function.

Another variant of that approach consisted in making those functions public in a different module or class, to avoid feeling "guilty" for testing private functions. Even though in this case, only public functions were tested, these approach produced a solution which has much more elements than needed, i.e. with a poorer design according to the 4 rules of simple design. It also produced tests that are very coupled to implementation details.

In a language with a good REPL, a better and faster approach might have been writing a failing test for the valid? function, and then interactively develop with the REPL s1 and s2 functions. Then combining s1 and s2 would have made the failing test for valid? pass. At the end, we could add some other tests for valid? to gain confidence in the solution.

This mostly REPL-driven approach is fast and produces tests that don't know anything about the implementation details of valid?. However, we need to realize that, it follows the same technique of "testing" (although only interactively) private functions. The huge improvement is that we don't keep these tests and we don't create more elements than needed. However, the weakness of this approach is that it leaves us with less protection against possible regressions. That's why we need to complement it with some tests after the code is written to gain confidence in the solution.

If we use TDD writing tests only for the valid? function, we can avoid creating superfluous elements and create a good protection against regressions at the same time. We only need to choose our test examples wisely.

These are the tests I used to test drive a solution (using Midje):

Notice that I actually needed 7 tests to drive the solution. The last four tests were added to gain confidence in it.

This is the resulting code:

See all the commits here if you want to follow the process. You can find all the code on GitHub.

We can improve this regression test suit by changing some of the tests to make them fail for different reasons:

I think this kata is very interesting for practicing TDD, in particular, to learn how to choose good examples for your tests.

Saturday, December 24, 2016

An example of introducing symmetry to enable duplication removal

Symmetry is a subtle concept that may seem only related to code aesthetics. However, as Kent Beck states in Implementation Patterns,
"...finding and expressing symmetry is a preliminary step to removing duplication. If a similar thought exists in several places in the code, making them symmetrical to each other is a first good step towards unifying them"
In this post we'll look at an example of expressing symmetry as a way to make duplication more visible. This is the initial code of a version of a subset of the Mars Rover kata that Álvaro García and I used in a refactoring workshop some time ago:

This code is using conditionals to express two consecutive decisions:
  1. Which command to execute depending on a command code.
  2. How to execute the command depending on the direction the rover faces.
These decisions are repeated for different responsibilities, displacing the rover and rotating the rover, so the code presents a Case Statements smell. Since those decisions are completely independent, we could mechanically refactor the code to start using polymorphism instead of conditionals. This way we'll end having two consecutive single dispatches, one for each decision.

If we start applying Replace Type Code with State/Strategy refactoring to the code as it is now, there is a subtle problem, though.

Looking carefully more carefully, we can observe that in the case of the rover's displacement, the sequence of two decisions is clearly there:
However, that sequence is not there in the case of the rover's rotations. In this case there's a third decision (conditional) based on the command type which as, we'll see, is not necessary:
This difference between the two sequences of decisions reveals a lack of symmetry in the code. It's important to remove it before starting to refactor the code to substitute the conditionals with polymorphism.

I've seen many cases in which developers naively start extracting methods and substituting the conditionals with polymorphism starting from asymmetrical code like this one. This often leads them to create entangled and leaking abstractions.

Particularly, in this case, blindly applying Replace Type Code with State/Strategy refactoring to the left and right rotations can very likely lead to a solution containing code like the following:

Notice how the Direction class contains a decision based on the encoding of the command. To be able to take that decision, Direction needs to know about the encoding, which is why it's been made public in the Command class.

This is bad... Some knowledge about the commands encoding has leaked from the Command class into the Direction class. Direction shouldn't be taking that decision in the first place. Neither should it know how commands are encoded. Moreover, this is a decision that was already taken and doesn't need to be taken again.

How can we avoid this trap?

We should go back to the initial code and instead of mechanically applying refactoring, we should start by removing the asymmetry from the initial code.

You can see one way of doing it in this video:



After this refactoring all cases are symmetrical (they present the same sequence of decisions)
We've not only removed the asymmetry but we've also made more explicit the case statements (Case Statements smell) on the command encoding and the duplicated switches on the direction the rover is facing:

Now it's clear that the third decision (third nested conditional) in the original rover's rotations code was unnecessary.

If we start the Replace Type Code with State/Strategy refactoring now, it's more likely that we'll end with a code in which Direction knows nothing about how the commands are encoded:

and the encoding of each command is known in only one place:

As we said at the beginning, symmetry is a very useful concept that can help you guide refactoring. Detecting asymmetries and thinking why they happen, can help you to detect hidden duplication and, as in this case, sometimes entangled dimensions of complexity [1].

Then, by removing those asymmetries, you can make the duplication more visible and disentangle the entangled dimensions of complexity. The only thing you need is to be patient and don't start "obvious" refactorings before thinking a bit about symmetry.

[1] Dimension of Complexity is a term used by Mateu Adsuara in a talk at SocraCan16 to name an orthogonal functionality. In that talk he used dimensions of complexity to group the examples in his test list and help him choose the next test when doing TDD. He talked about it in this three posts: Complexity dimensions - FizzBuzz part I, Complexity dimensions - FizzBuzz part II and Complexity dimensions - FizzBuzz part III. Other names for the same concept that I've heard are axes of change, directions of change or vectors of change.

Friday, September 30, 2016

Kata: Variation on Cellular Automata, animating automaton evolution using re-frame

In the last Clojure Developers Barcelona meetup, we started to use re-frame to animate in the browser the code to evolve cellular automata that we wrote some weeks ago.

We managed to make a rough version but we didn't have time to test it and make it nice.

When I got home I redid the exercise from scratch using a mix of TDD and REPL Driven Development.

First, I coded a couple of evolution rules. These are their tests:

and this is their code:

Next, I coded the cellular automata evolution, these are its tests:

and the resulting code:

Once I had the evolution working, I started to work on the view, using Figwheel and a hard-coded list of cellular automaton states on the db. This way I focused only on rendering the list of cellular automaton states.

With that working, I played on the REPL to create a subscriber that reacted to changes on the cellular automaton states making the view render.

This is the resulting code of the view:

the code of the subscriber:

and the default db:

Then, I used TDD to write the event handlers.

The use of effects keeps re-frame handlers pure. They allow us to avoid making side effects. We just have to describe as data the computation that will be made instead of doing it. re-frame takes care of that part.

These are the handlers tests:

these are the handlers:

Notice, how in order to dispatch to another handler (a side effect) we just have to add a key-value pair to the map of effects returned by the handler. In this case, I used the :dispatch and :dispatch-later effects which are part of re-frame's built-in effects. You can also create and register your own effects (I will talk about it in some future post).

To see the whole picture this is the code that registers the handlers:

I think that effects and coeffects (I'll talk about them in a future post) are just great!

They make testing handlers logic very easy (since handlers keep being pure functions) and avoid having to use test doubles.

Finally, everything is put together in the core namespace:

You can see the cellular automaton evolving in this video (I used garden library to add some CSS to make it look nicer):

You can find the code on this GitHub repository.

In this post I've tried to, somehow, describe the process I followed to write this code, but the previous gists just reflect the final version of the code. If you want to follow how the code evolved, have a look to all the commits on Github.

I really love using ClojureScript and re-frame with Figwheel.

Wednesday, September 28, 2016

Kata: Variation on Lights Out, a bit of FRP using reagi library

To finish with the series of exercises we've been doing lately around the Lights Out kata, I decided to use reagi library to raise the level of abstraction of the communications between the Lights and the LightsGateway components.

reagi is an FRP library for Clojure and ClojureScript which is built on top of core.async. I discovered it while reading Leonardo Borges' wonderful Clojure Reactive Programming book.

I started from the code of the version using the component library I posted recently about and introduced reagi. Let's see the code.

Let's start with the lights-gateway name space:

The main change here is that the ApiLightsGateway component keeps a lights-stream which it's initialized in its start function and disposed of in its stop function using reagi.

I also use, reagi's deliver function to feed the lights-stream with the response that is taken from the channel that cljs-http returns when we make a post request to the server.

Next,the lights name space:

Notice how the dependency on core.async disappears and the code to update the lights atom is now a subscription to the lights-stream (look inside the listen-to-lights-updates! function). This new code is much easier to read and is at a higher level of abstraction than the one using core.async in previous versions of the exercise.

Now the lights-view name space:

Here I also used reagi to create a stream of clicked-light-positions. Again the use of FRP makes the handling of clicks much simpler (in previous versions a callback was being used to do the same).

Another change to notice is that we made the view a component (LightsView component) in order to properly create and dispose of the clicked-light-positions stream.

Finally, this is the core name space where all the components are composed together:

This was a nice practice to learn more about doing FRP with reagi. I really like the separation of concerns and clarity that FRP brings with it.

You can find my code in these two GitHub repositories: the server and the client (see the master branch).

You can check the changes I made to use reagi here (see the commits made from the commit d51d2d4 (using a stream to update the lights) on).

Ok, that's all, next I'll start posting a bit about re-frame.

Tuesday, September 20, 2016

Kata: Variation on Lights Out, introducing component library

Recently at a Clojure Barcelona Developers event, we had a refactoring session in which we introduced Stuart Sierra's component library in a code that was already done: our previous solution to the Lights out kata.

First, we put the code in charge of talking to the back end and updating the lights atom in a separated component, ApiLightsGateway:

Then, we did the same for the lights code which was put in the Lights component:

This component provided a place to create and close the channel we used to communicate lights data between the Lights and the ApiLightsGateway components.

Next, we used the Lights component from the view code:

And, finally, we put everything together in the lights core name space:

This was a nice practice to learn more about component and what it might take to introduce it in an existing code base.

You can find the code we produced in these two GitHub repositories: the server and the client (see the componentization branch).

You can check the changes we made to componentize the code here (see the commits made on Aug 30, 2016).

As usual it was a great pleasure to do mob programming and learn with the members of Clojure Developers Barcelona.

Wednesday, September 14, 2016

Kata: Scrabble sets in Clojure

I recently did the Scrabble sets kata in Clojure.

I used a mix of a bit of TDD, a lot of REPL-driven development (RDD) following this cycle:
  1. Write a failing test (using examples that a bit more complicated than the typical ones you use when doing only TDD).
  2. Explore and triangulate on the REPL until I made the test pass with some ugly but complete solution.
  3. Refactor the code to make it more readable.
I'm founding that this way of working in Clojure is very productive for me.

These are the tests I wrote using Midje:

and this the resulting code:

See all the commits here if you want to follow the process.

You can find all the code on GitHub.

Monday, September 12, 2016

Kata: Parrot Refactoring in Clojure

I did Emily Bache's Parrot Refactoring Kata again (I did this kata in Java some time ago) but this time in Clojure. This is a very simple kata that is meant to practice the Replace Conditional with Polymorphism refactoring.

This is the initial code of the kata that have to be refactored:

Since Clojure provides several ways of achieving polymorphism, I did two versions of the kata:

- One using protocols:

This refactoring was a bit more involved than the one I did for the next version, but I managed to get rid of the exception and the resulting tests were more readable.

If you feel like following the refactoring process, check the baby steps in the commits. You can find the code in this GitHub repository.

- And another one using multimethods:

This version is much shorter and the refactoring is less involved than the previous one, but the resulting tests read much worse and the map representing the parrot has many "optional" entries.

Again, check the commits of the refactoring baby steps here, if you feel like following the refactoring process. You can find the code of this second version in this GitHub repository. I'd like to thank Emily Bache for sharing this kata.

Thursday, September 8, 2016

Mob Kata: Cellular Automata in Clojure

At this week's Clojure Developers Barcelona meetup, we did the Cellular Automata kata in Clojure.

We did mob programming and used a mix of TDD and RDD.

This is the code we wrote:

First, the tests using Midje for the rules 30 and 90:

and the tests for the evolution and rendering of automata:

This is the corresponding code for the rules:

and for the automaton evolution and rendering:

Printing on the REPL the result of rendering the Rule 90 automaton evolution during 15 steps, we obtain a nice Sierpinski triangle :

You can find the code in this GitHub repository.

As usual, it was a pleasure to meet and program with Clojure Developers Barcelona members.

Friday, September 2, 2016

Kata: Varint in Clojure using Midje and test.check

In last week's Barcelona Software Craftsmanship Dojo we did the Varint kata created by Eric Le Merdy.

Since I was facilitating it, I couldn't code during the event.

Once I got home, I did it using Clojure.

These are the tests using Midje and Clojure test.check libraries:

and this is the resulting code:

I used a mix of a bit of TDD, a lot of REPL-driven development (RDD) and some property-based testing.

Basically, the cycle I followed was like this:
  1. Write a failing test (using more complicated examples than the typical ones you use when doing only TDD).
  2. Explore and triangulate on the REPL until I made the test pass with some ugly complete solution.
  3. Refactor the code to make it more readable.
I've noticed that when I mix TDD and RDD, I end up doing bigger steps and keeping less tests than when doing only TDD. I think this is because most of the baby steps and "triangulation tests" are done on the REPL which gives you a much faster feedback cycle.

This way I wrote both encode and decode functions.

Once I had then working with a few examples, I added property-based tests using Clojure test.check library (a QuickCheck like library for Clojure) to automatically explore more examples by checking that the property of "decoding and encoded number returns the number" held for 1000 randomly generated examples.

I think that these three techniques are complementary and its combination makes me more productive.

To document the development process I commit after each TDD green step and after each refactoring. I also committed the REPL history.

See all the commits here if you want to follow the process.

You can find all the code on GitHub.