When creating software, customers don't usually know exactly what they want at the beginning. Agile has checkpoints that allow for quick feedback; while the product is under development, customers can see features as soon as they are completed, giving them an opportunity to accept it or to suggest changes.
Approvals give developers the same opportunity. As a developer, you may not know exactly what you want. The more insight you can get from a result, the more you understand where you want the design to go. That tends to lead us to a more natural flow of coding. You start off with a design in your head, code up an example usage, and implement it. When the result is what you expect, you approve it. With your approved result, you also have a regression test that ensures your expectations don't get violated.
Here's an example test from a bowling game without approvals:
public void TestFourThrows()This is nice; we can see some of the usages for the game object. Now lets take a look at the approval version:
{
game.Add(5);
game.Add(4);
game.Add(7);
game.Add(2);
Assert.AreEqual(18, game.Score);
Assert.AreEqual(9, game.ScoreForFrame(1));
Assert.AreEqual(18, game.ScoreForFrame(2));
Assert.AreEqual(3, game.CurrentFrame);
}
public void TestFourThrows()The approval line doesn’t show us any usages of game like the first example. Glancing at the code we don’t even know what we expect either. When we look at the content of the approval we see:
{
game.Add(5);
game.Add(4);
game.Add(7);
game.Add(2);
Approvals.Approve(game);
}
Frame 1: 9
Frame 2: 18
Current Frame: 3
Total Score: 18
or
| 1 | 2 | 3* | Total |
| 9 | 18 | | 18 |
This output is much more expressive and gives us an understanding of the state of the game object. It allows us to change our internal design without having to change our test code. As we move forward we may find the need to add more information to the output. We make the change, fail the approval, then look it over; if we like the new result we approve it.
Those of us who push a design by writing tests first may have issues with this approach. Instead of creating assertions against primitive types for our expectation just trust the one in your head. While we code our expectations might change. Again, Approvals make it easier for us to change our code without changing the test code. As a discipline we still need to work in small units and design as we go. Our code can also skip those rare artifacts we sometimes need to create for testing. Because we've spent the time up front working out a visual for our code we can easily verify it.
When it comes to pairing, this allows both developers to come up with a common representation of the result they expect. When something fails, instead of double checking if our assertions were correct, we can look at the approval and discuss the expectation as a whole. We spend more time talking about the design instead of how to test it.
There are many ways to test code and they provide different solutions. Some methods push a design, some confirm them, some are used for regression testing. When you write tests, you need to decide if describing the interface is more important or the outcome. Approvals is another tool to help you write better code and get you closer to exactly what you want.
Frame 2: 18
Current Frame: 3
Total Score: 18
or
| 1 | 2 | 3* | Total |
| 9 | 18 | | 18 |
This output is much more expressive and gives us an understanding of the state of the game object. It allows us to change our internal design without having to change our test code. As we move forward we may find the need to add more information to the output. We make the change, fail the approval, then look it over; if we like the new result we approve it.
Those of us who push a design by writing tests first may have issues with this approach. Instead of creating assertions against primitive types for our expectation just trust the one in your head. While we code our expectations might change. Again, Approvals make it easier for us to change our code without changing the test code. As a discipline we still need to work in small units and design as we go. Our code can also skip those rare artifacts we sometimes need to create for testing. Because we've spent the time up front working out a visual for our code we can easily verify it.
When it comes to pairing, this allows both developers to come up with a common representation of the result they expect. When something fails, instead of double checking if our assertions were correct, we can look at the approval and discuss the expectation as a whole. We spend more time talking about the design instead of how to test it.
There are many ways to test code and they provide different solutions. Some methods push a design, some confirm them, some are used for regression testing. When you write tests, you need to decide if describing the interface is more important or the outcome. Approvals is another tool to help you write better code and get you closer to exactly what you want.
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