bookmark_borderEasyMock and Mockito, a little comparison

Someone mentioned a mocking framework called Mockito some time ago to me. I am familiar with mocking frameworks, as I work with EasyMock quite a lot. I really like EasyMock, but I am curious about Mockito. I thought of trying it out a bit and write down my experiences along with a comparison with EasyMock.

This is by all means not a very in-depth comparison, but I did find out some interesting things.

In order to test out the mocking frameworks I have set up some code in place to test. The code to be tested is an ‘itemRepository’ (It is however, not a full implementation of the Repository Pattern). Typically you use it to get some stuff (Items). In this case the Item is retrieved from a Dao object used by the repository. Just for easiniess the DAO returns the same object as the repository. (The repository pattern makes a distinction between the object the DAO returns and the Domain objects the Repository should return).

Here is the code of the ItemRepository:

public class ItemRepositoryImpl implements ItemRepository {

	private ItemDao itemDao;
	
	@Override
	public Item getItem(String someInput) {
		return itemDao.getById(Long.valueOf(someInput));
	}

	public void setItemDao(ItemDao itemDao) {
		this.itemDao = itemDao;
	}

	public ItemDao getItemDao() {
		return itemDao;
	}

}

My goal is to test the ItemRepository’s getItem method. And all I care about is that the itemDao is correctly called with the correct parameters. Hence this is what a collaboration test is all about.

Lets start with my comfort zone: EasyMock

The test class I write talks to interfaces. I find it a good habit to talk against interfaces and not concrete implementations. Doing that however, forces me to cast to an implementation to set collaborators in the tests. Normally such things happen in the @Before. But since I will also create a test with the Mockito framework I have it done in the test method itself.

The begin of the test:

public class ItemRepositoryTest {

	private ItemRepository itemRepository;
	private ItemDao itemDao;
	
	@Before
	public void setUp() {
		itemRepository = new ItemRepositoryImpl();
	}

In line of the tripple A testing guidelines I have an arrange, act and assert:

	@Test
	public void mustReturnItemFromMockedItemDao_EasyMock_Behaviour() {
		ItemRepositoryImpl impl = getItemRepository();
		itemDao = EasyMock.createMock(ItemDao.class);
		impl.setItemDao(itemDao);
		
		// this is weird: I don't *want* to bother about returning stuff here, just that it is called!
		// mocking and stubbing is combined here
		EasyMock.expect(itemDao.getById(1L)).andReturn(null); 
		EasyMock.replay(itemDao);
		
		// Act
		itemRepository.getItem("1");
		
		// Verify
		EasyMock.verify(itemDao);
	}

As you can see I have pointed out one thing of EasyMock’s behaviours with a comment. Whenever you mock a method that has a return type, EasyMock expects you to fill in that behaviour. If you don’t do that, you’ll end up with an exception like this:

java.lang.IllegalStateException: missing behavior definition for the preceding method call getById(1)

In this case I have ‘solved’ it by returning null. While writing the test, I did not want to be bothered about it, but I have to satisfy EasyMock. Doing so reduces the readability of my code. The intention of the code remains unclear at this point, and that’s something I’d like to avoid as much as I can.

Another well known behaviour of EasyMock is the need to replay your mock after you have set the expectations. Using a ‘recorder’ metaphor it sounds reasonable. But basically you’re writing the behaviour ‘twice’: First you write down the expectations, then you actually run them. Writing the expectations is often found to be a cumbersome job to do, especially with multiple collaborators.

And of course at the end it all needs to be verified. Which is done by EasyMock.verify. We could even check the outcome. Most of the time you’re tempted to do so, you had to write the return value anyway. Better test if the return value being returned is the same as the method returns right? I think not. Reason: your intention of your test becomes unclear if you assert this as well. And as a bonus you introduce your tests to be more fragile. The unit test becomes now a collaborator test and a value-based test in one. Mockito makes this distinction very clear.

Mockito:

	@Test
	public void mustReturnItemFromMockedItemDao_Mockito_Behaviour() {
		// Arrange
		ItemRepositoryImpl impl = getItemRepository();
		itemDao = Mockito.mock(ItemDao.class);
		impl.setItemDao(itemDao);

		// Act
		itemRepository.getItem("1");
		
		// Assert / verify
		Mockito.verify(itemDao).getById(1L);
	}

Plus:
– no need to mock return etc, as we dont care
– seperation of mocking and stubbing (stubbing is done by using the static method when, mocking by using verify).

So how about stubbing in Mockito? Here is how you stub the itemDao:

	@Test
	public void mustReturnItemFromMockedItemDao_Mockito_Stubbing() {
		// Arrange
		ItemRepositoryImpl impl = getItemRepository();
		itemDao = Mockito.mock(ItemDao.class);
		impl.setItemDao(itemDao);

		Mockito.when(itemDao.getById(1L)).thenReturn(null);
		
		// Act
		itemRepository.getItem("1");		
	}

For more information about Mockito, they also have a more extensive comparison between EasyMock and Mockito.

Do you have any experience using Mockito and EasyMock and you would like to share some insights? Please leave a comment.

Someone pointed at RhinoMocks also being available for Java. I’m not so sure about that. However, if you do know about a Java variant, let me know so I can compare it as well.

bookmark_borderHow to fry your co-developers brain; and then make it better

Here is a little example of code I’ve been faced with (not written by me), that struck me. Although the syntax is correct (it is javascript), it took me a little while to actually understand what is going on.

Here is the code:

someObject: function(data) {
	  return data.json ? data.json.stateObject ? data.json.stateObject : {} : {};
},

And here is how I refactored it.

   someObject: function(data) {                  
		  if (data.json) {
				if (data.json.stateObject) {
					return data.json.stateObject;
				}
		  }
		  return {};                             
   }

So I mentioned brianpower in a while ago. Michael Feathers though calls such a thing “forming a mental model“. Which is exactly what I meant. You also hear this in the scene of Usability; the less your mental model matches with the actual object you use (expectations), the less likely you’ll probably understand it, let alone *use it*.

So tell me, which one is easier to understand? And how much impact do you think this has?

bookmark_borderTiny refactorings? Compose Method!

I blogged about tiny refactorings not too long ago. I’ve even added an example showing such a refactoring in my game.

I’m reading Refactoring to Patterns, and figured that the refactorings I’ve mentioned have a name; it’s called the Compose Method. In the book it even has its own chapter (Chapter 7 “Simplification”), where it also refers to other great patterns to help you improve your maintainability of your code.

bookmark_borderCreating (default) test instances of a class, without exposing default constructor.

Did you ever need to just have an instance of a class you cannot instantiate because the default constructor is not available? Do you want to create a test instance just to be used in unit tests? Don’t want to break up the design of your code just for testing? This post might help you:

Sample code:


public MyClass {
final int someField;

private MyClass() {
// may not use this
someField = -1;
}

public MyClass(int someFieldValue) {
someField = someFieldValue;
}

int getSomeField() {
return someField;
}
}

So lets say this class is used in a lot of places. And all we want is have a default test instance. We don’t care about the internals. Lets say we only use it to toss around using an interface which we mock in our tests. Like so:


public void someUnitTestUsingMyClassAndMockingAnInterface() {
MyClass instance = new MyClass(-1); // this works, but its not really descriptive
MyClass someotherMyClass = new MyClass(-1); // like, what is -1? we don't want to be bothered by this
EasyMock.expect(someinterface.doSomethingWithMyClass(instance)).andReturn(someotherMyClass);
...
}

There are two ways to approach this problem:

  • Make private constructor public
  • Use a Factory or a creation method

So, just making the default constructor public sounds easy and is used very often. And, because we want to let our fellow developers know it is just to be used in unit-tests we place a comment in them. This mostly results in something like this:


public MyClass {
final int someField;

public MyClass() {
// Use this only in tests!
someField = -1;
}

}

However, this has a few drawbacks:

  • You cannot see if the default constructor should only be used for tests, unless you look into the code itself and read that comment line
  • You broke with the initial design decision to have only objects instantiated with a given “someField”

So how do we prevent this?

We use a factory, or a creation method. Lets start with the first, the factory: If there is a factory, just use it to get a test instance. If the factory lacks a ‘createTestInstance()’ method, then add it. Like so:

public MyClassFactoryImpl implements MyClassFactory {

public MyClass createTestInstance() {
return new MyClass(-1);
}

}

We could discuss about wether you want the method to be factory method to be static here, and so forth, but the idea is clear.

However, when there is no factory present it is unlikely you want to create a factory just for your unit tests. In that case I suggest you use the creation method, also refered to as the factory method pattern. Simply add a public static method that returns a new instance. The final result would be:

public MyClass {
final int someField;

public static MyClass createTestInstance() {
return new MyClass();
}

private MyClass() {
// may not use this
someField = -1;
}

public MyClass(int someFieldValue) {
someField = someFieldValue;
}

int getSomeField() {
return someField;
}
}

The benefits are clear:

  • The default constructor remains private, so the design is left untouched
  • It is clear what the createTestInstance method does. No comments needed.

And in your unit test (using EasyMock as well) it looks like this:


public void someUnitTestUsingMyClassAndMockingAnInterface() {
MyClass instance = MyClass.createTestInstance();
MyCLass someotherMyClass = MyClass.createTestInstance();
EasyMock.expect(someinterface.doSomethingWithMyClass(instance)).andReturn(someotherMyClass);
...
}

Note: When you wind up with multiple create methods you should consider using the Factory pattern instead. Yes, creating a factory is the best thing once creation logic starts to dominate your class. (ie, think of the Single Responsibility Principle).
Note 2: If you’re a design purist, you might even debate that the public constructor of MyClass should be a creation method. It improves consistency as all instances are created by creation methods. It also has the benefit of describing what kind of instance you get (ie, what the field means). Such improvements are valid and should be made. I consider these improvements small refactorings. They should never be undervalued.

bookmark_borderAn example of refactoring

As I have promised in my previous post, I would post an example of small refactorings in order to greatly improve the readability and understandability of code.

I own a little project called Dune II – The Maker, and I started writing it a little over 10 years ago. In those years I have learned a lot. I did not have much time in those days to apply my new knowledge to the project. You could say the software was rotting. In order to make it better I need to refactor a lot and I encounter the best examples to improve code without pointing fingers :). In any case I have experienced you have to make mistakes in order to get better. I hope you will learn from the mistakes I made.

So here is a little example I have just checked in the dune2themaker repository, I’ll give you the before (revision 411) and after (revision 412). Of course, I have taken smaller steps to get to the end result. First the original piece of code:

Revision 411 (before)

void cGame::think_winlose() {
	bool bSucces = false;
	bool bFailed = true;

	// determine if player is still alive
	for (int i = 0; i < MAX_STRUCTURES; i++)
		if (structure[i])
			if (structure[i]->getOwner() == 0) {
				bFailed = false; // no, we are not failing just yet
				break;
			}

	// determine if any unit is found
	if (bFailed) {
		// check if any unit is ours, if not, we have a problem (airborn does not count)
		for (int i = 0; i < MAX_UNITS; i++)
			if (unit[i].isValid())
				if (unit[i].iPlayer == 0) {
					bFailed = false;
					break;
				}
	}

	// win by money quota
	if (iWinQuota > 0) {
		if (player[0].credits >= iWinQuota) {
			// won!
			bSucces = true;
		}
	} else {
		// determine if any player (except sandworm) is dead
		bool bAllDead = true;
		for (int i = 0; i < MAX_STRUCTURES; i++)
			if (structure[i])
				if (structure[i]->getOwner() > 0 && structure[i]->getOwner()
						!= AI_WORM) {
					bAllDead = false;
					break;
				}

		if (bAllDead) {
			// check units now
			for (int i = 0; i < MAX_UNITS; i++)
				if (unit[i].isValid())
					if (unit[i].iPlayer > 0 && unit[i].iPlayer != AI_WORM)
						if (units[unit[i].iType].airborn == false) {
							bAllDead = false;
							break;
						}

		}

		if (bAllDead)
			bSucces = true;

	}

	// On succes...
	if (bSucces) {
		// <snip>

	}

	if (bFailed) {
		// <snip>

	}
}

The intention of the think_winlose() function is to determine if the player has won or lost, and if so it transitions the game state. These transitions have been snipped.

So when does a player win or lose? It depends if there is a ‘win quota’, or not. The win quota is a number, whenever it is above zero it means the player has to collect at least that many of credits (spice) in order to win. If the win quota is not set, the default win rule : destroy everything of the enemy, will be used. (do you notice I need this much text for just a simple rule? Which I could have prevented If I had code that said this in the first place? At the bottom of this post you can see what I mean :))

Lets take a look at the code and point out what could be done better:

  • There are two booleans bSuccess and bFailed. Which is confusing and ambigious. What is succesfull? What did fail? Why aren’t they one boolean?
  • There are comments all over the place, meaning we could refactor these pieces to code so comments are not needed. (Comments are seen as clutter and should be removed)
  • The code formatting could be done better. If statements should start with { and end with }, even with one line.

And there are more things you will probably find yourself. What I’ll do is point out a few things that could be improved. If you just want to see the final result, just take a look below.

Lets start with the booleans bSuccess and bFailed. Why are there two booleans and whey are they called so vaguely? A little bit of searching in the code and we find out that bSuccess actually means “Mission is accomplished” (player has won), and bFailed means the player has no units and structures (which implicates the player has lost the game). They are not the same boolean, because a player could be alive and not have yet won the game of course. Now we know they are not actually the same boolean, but their naming was vague. A simple “rename variable” made things easier to understand!

void cGame::think_winlose() {
	bool bMissionAccomplished = false;
	bool isPlayerAlive= true;

(when posting this I realize the two booleans are named differently, consistency is also important to improve readability, so either both should start with “is” or both with a “b”, I prefer the first though)

Right after the booleans a few for loops are used just to find out if there is anything alive for the player. A little bit below we see such for loops again, but for the AI. This is duplicate code and should be removed. Extracting them into a method and make them return a boolean value is easy to do:

bool cGame::playerHasAnyStructures(int iPlayerId) {
    for (int i = 0; i < MAX_STRUCTURES; i++) {
		if (structure[i]) {
			if (structure[i]->getOwner() == iPlayerId) {
				return true;
			}
		}
	}
    return false;
}

(Again, while posting this I realize this could be even improved a bit more, the iPlayerId should be called ownerId (or the getOwner should be a getPlayerId), so it is obvious we match two of the same kind. Now it could confuse us: is an owner the same as the playerId? Since I know it is, why isn’t it called that way?… :))

Since we extract these for loops we can now set the isPlayerAlive boolean immidiately instead of setting a variable within the loop as it was done in the original example above. Reducing 24 lines into one!:

bool isPlayerAlive = playerHasAnyStructures(HUMAN) || playerHasAnyGroundUnits(HUMAN);

The final result of revision 412 is shown below. It will clearly show the major improvement regarding readability and understandability. Any other developer who comes to this code can see what it does and it is almost a no-brainer.

Result revision 412

void cGame::think_winlose() {
	bool bMissionAccomplished = false;
	bool isPlayerAlive = playerHasAnyStructures(HUMAN) || playerHasAnyGroundUnits(HUMAN);

    if (isWinQuotaSet()) {
		bMissionAccomplished = playerHasMetQuota(HUMAN);
	} else {
		bool isAnyAIPlayerAlive = false;
		for (int i = (HUMAN + 1); i < AI_WORM; i++ ) {
			if (playerHasAnyStructures(i) || playerHasAnyGroundUnits(i)) {
				isAnyAIPlayerAlive = true;
				break;
			}
		}

		bMissionAccomplished = !isAnyAIPlayerAlive;
	}

    if (bMissionAccomplished) {
		// <snip>
		
	} else if (!isPlayerAlive) {
		// <snip>

	}
}