BDD Goals and Properties - bdd

I am unsure about the goals of BDD after reading http://en.wikipedia.org/wiki/Behavior-driven_development.
Which of the following are goals of Behavior-Driven Design (BDD)? Select all that apply.
To verify that the application meets the specification
To validate that the design does what the customer wants
To help the customer understand the use of the application
To ask questions about the behavior of an application before and during development
I selected (1), (2), (3), and (4) on the quiz since all seemed to be goals of BDD, but I got the question wrong. Which of these are not goals of BDD?

Helping the customer understand the use of the application is not one of the goals of BDD.

The goal of BDD is "software that matters". That's been the tag line since Dan North started talking about it back in 2004. It's one of the reasons why it's changed a little bit since its inception, and now includes things like Feature Injection; because every time we find a place where we can use BDD and still write software that doesn't matter, we fix BDD.
All four elements you've listed here are things that people commonly do as part of BDD (and yes, I've seen people use it to help the customer understand what they really want and how to use something a bit differently), with the aim of writing software that matters, though IMO if you're using BDD to verify or validate something, you're probably already too late.

Related

Where to start using BDD on existing system?

We have been using waterfall to develop and enhance the system in our company and recently we are moving into Agile and the management is interested in BDD.
My understanding is that BDD is a tool for business and development team to refine the stories and at the same time these scenarios will become test cases for the feature. This sounds perfect to me but since we already have the features available, how can BDD work in this type of situation?
Should we just write up the stories and scenarios per our knowledge of the feature?
My only concern of the above is the coverage of the scenarios. Or we shouldn't worry and keep adding new scenarios and test it whenever the team came up with new ones?
Prompted by yet another person who mailed me with the same question today, I've written up an answer for this.
Short version, you can use BDD to help you understand what the system actually does, and why, but you'll be clarifying the requirements rather than exploring them.
Additionally, you asked, "Should we just write up the stories and scenarios per our knowledge of the feature?"
I'd speak with any stakeholders you can find, ask them what the system should do, then look to see if it actually does it. Systems designed before adopting a practice of conversations with examples often don't do what the originators intended. You can then differentiate between the behaviour you've actually got, while creating a new backlog from the behaviour you want.
I advise grabbing someone who's good at asking questions and spotting missing scenarios to have these discussions with (usually a tester). Because you already have some knowledge of the system, it's likely you'll be very good at describing what you think it does, while missing gaps.
If you don't have any automated testing yet and you want to start using BDD, I would suggest you to start by writing some Scenarios for some of your manual tests scripts, I find it to be a good way to train the writing of the BDD style, then as Lunivore said, you should work together with the business people and QA to find out better about the behaviour of your system and preferably write the scenarios with them.

Using cucumber for writing the functional requirements document for a Rails app

In the light of BDD, would it be a good idea to use Cucumber features and scenarios to write up the functional requirements document at the start of a new Rails project?
Probably not. This would be a case of BDUF (http://en.wikipedia.org/wiki/Big_Design_Up_Front).
It's unlikely you'll be able to think of all the scenarios up front. You should split the high-level requirements into features to help estimate and prioritise them, but leave the detailed scenario writing to just before you're ready to begin implementing each feature.
If you are not the one making all the decisions and someone thinks you need these,
then it might appear to be a better choice than MS word.
I actually joined a project with a million un-implemented features,
so we had loads of integrations test in theory, just none
of them were actually implemented.
Its months later and we still have some,
its really difficult working in an environent where
everything is failing at once.
Its better to have 1 failing step at a time.
I also think feautures should be written by application developers who
understand user flow realities.
I like the business or client to explain stuff to me in a conversational syle,
a bit at a time, not their entire vision for world domination in 10 000 words,
I will keep that for bed time.

How to learn/teach Gherkin for Cucumber

I'd like to enable the business analysts to be able to write all of their specs for features, scenarios and steps that is Cucumber friendly using Gherkin.
I've read some of the basic info on the github site for Cucumber and from doing a quick Google search but wanted to know if there were recommended resources for getting non-technical folks to be able to write comprehensive BDD using Gherkin (I assume that's the preferred language for Cucumber tests to be created in).
Thanks.
What I did with the business analysts in our company was to teach them the structure by giving them the keywords: Given, When, Then, And for Scenarios and In order to, As a and I want to for Features.
Then I gave them a simple example and told them to write down their own features as they thought they should be written. Surprisingly enough the structure was self explanatory and the features they wrote became a great start.
The only big problem was that they had contained to much logic in each scenario step. I solved that by iteratively asking "why?" which in most cases revealed the core functionality they were after and we re-wrote the scenarios accordantly.
By giving them the guidelines and letting them write the features themselves they got their hands dirty and were forced to think about what they wrote. Today they have a much better understanding and the "why?" iterations are not that common anymore.
Ofcourse you need to have the business analysts and the developers to work closely together and the features the analysts write should only act as a start. Remember that the Cucumber features are just a common language between the analysts and the developers. They still need to sit together often to be able to speak with each other :)
http://cukes.info is a great resource for teaching people how to write them. Ben Mabey also made a great presentation on Cucumber at Mountain West Ruby Conference 2009.
Having just worked on an agile project using cucumber for the first time I think that the best way to learn Cucumber and Gherkin is to get your hands dirty.
I may be wrong but I get the impression from your question you are wanting to train your BAs to write Gherkin; then they will write a bunch of features and hand them to developers.
This is definitely not the way to go. It is much better to have BA's devs and users (if possible) working together to write your scenarios and build them as you go. Then you all learn together what works and what doesn't.
We tried having a BA write entire features and hand them over. We (the devs) ended up having to do major rewrites because the implementation ended up different to that originally envisioned by the BA. We also had to change the syntax of the steps and do find and replace through the whole file.
Do one scenario at a time, get it working then move on to the next. An iterative approach reduces wasted effort and makes sure you all understand how you want the app to behave.
In terms of how to write steps it is best to start with the ones that come with Cucumber and copy and adapt them as you work on your project to fit your particular application. There is no right or wrong, it is what works for you. The documentation on the cucumber sites is generally good and will be a valuable resource as you learn more.
We are teaching Gherkin (for SpecFlow) in a similar way, how mrD has described it.
I think it is very important though, that the audience is familiar with the main intention of "Specification by Example", agile requirement analysis and BDD, so we usually start discussing the background first. We also show a sample Gherkin scenario and explain the very basics (like Given/When/Then/But and tables).
Than we take a simple example story (that is quite familiar to everyone), like "add items to shopping cart" (with some orientation, of course) and let them formulate the acceptance criteria in small groups.
After that every team shows / explains their solutions and we discuss the good and bad practices that were present. After the second team, you can see almost all of the most important (good or bad) practices appearing.
I also type in the concluded solution, and show here alternative ways of describing the scenarios (background, scenario outline, etc.). If there is enough time, I also show how to automate & implement the imagined functionality based on that. This also help to understand some important rules to follow, that makes the automation much easier.
Although, I never know upfront what will happen, usually this exercise is the best part of our BDD training.
The RSpec book has a couple of chapters in it that are relevant to Business Analysts:
http://pragprog.com/book/achbd/the-rspec-book
I think the best way to learn is to start writing. Gherkin & Cucumber are easy to learn but difficult to master, so it’s important to get to practical examples as soon as possible.
While it’s important to get started by writing your first scenarios, you also need some resources to establish good habits and understand key practices. I wrote a book that could help. “Writing Great Specifications” is, I hope, a good way to learn Gherkin and Cucumber. It covers patterns and antipatterns as well as key techniques for writing great scenarios. :) If you have any questions, you can always hit me up on Twitter.
If you are interested in buying “Writing Great Specifications,” you can save 39% with the promo code 39nicieja2 :)
Other great resources:
“Specification by Example” by Gojko Adzic if you’re interested in software development processes and high-level engineering practices.
“BDD in Action” by John Smart if you don’t mind reading testing code in Java. It’s a comprehensive end-to-end view on defining and testing software requirements.
“Behaviour-Driven Development” by Liz Keogh if automated testing doesn’t ring a bell, but you want to understand how specifications with examples affect your business analysis processes.
“The Cucumber Book: Behaviour-Driven Development for Testers and Developers” by Matt Wynne and Aslak Hellesøy
“The RSpec Book: Behaviour-Driven Development with RSpec, Cucumber, and Friends” by David Chelimsky, Dave Astels, Zach Dennis, Aslak Hellesøy, Bryan Helmkamp, Dan North
Best way to learn Gherkin is to read the Behat documents first: http://behat.readthedocs.org
Then read official documents from cucumber site: https://cucumber.io/docs/reference
Also, you can read Guru99 article to write your first cucumber script: http://www.guru99.com/your-first-cucumber-script.html

YAGNI and junior developers

When writing code for a new system I don't want to introduce unnecessary complexity in the design that I might never have any need for. So I'm following YAGNI here, and rather refactoring as I see the need for more flexibility or as responsibilities becomes more clear. This allows me to move faster.
But there is a problem here with junior devs, in that they will not recognize when to refactor or where build out the design. They just stuff more code into the existing design.
So, what are the best ways to tackle this? Should I more often build a more future-proof design so when adding to it they have a good example to follow, even if we might never have to add anything? Or should I just go ahead with more code reviews, education, etc? Or both?
Have any of you had any experience with this type of problem? How did you solve it?
I would recommend code reviews or pair programming. It gives you the chance to educate your fellow developers and increase the overall quality.
Perhaps you begin by recognizing explicitly that part of your job is to help develop the junior devs. If you're not the boss, management should sign off on this. Management needs to recognize that your choices are to develop them now or clean up after them later, and you need management's backing for the time this will take.
Code reviews and pair programming are fine ideas. They are especially good because they are not "just for junior people"–I do both with one of my close colleagues; together we are nearly 100 years old and have more than 70 years of programming experience :-)
But there's a larger problem here: the programming methodology that enables you to be most effective (YAGNI + refactor) is not effective for your junior partners. My experience is that it takes people years to learn the benefits of YAGNI, so if you expect them just to learn your way of doing things, you are setting yourself up for disappointment.
I would encourage you to identify some methodology that you think is going to be useful with your junior partners. The particular methodology probably doesn't matter (heresy!); I've had success with composite/structured design, object-based design, algebraic specification (!), and extreme programming. But
Do pick something that has a name and some literature devoted to it, that your juniors can take pride in learning, and that is a skill they can carry to future projects.
In order to show that it is tasty, you may need to eat the dog food yourself. Pick something you can live with and be productive in.
Observe your juniors carefully and teach them a decision procedure they can use to identify when they should ask you for guidance.
Good luck!
There is a reason they are junior and you are senior.
The ability to realise when a change in design is needed is one of them.
I would carry on as you are but encourage them to come to you when things are getting difficult. You can then work with them to alter the design if needed, this will be easier for you than refactoring it and will help you pass on knowledge to your junior developers.
A very good way to show how far to build out a design is to be specify about what the design will do when built out, then write tests to cover the new functionality. When the tests pass, development is done.
You might realize along the way that you forgot to test for something. That's fine, and is useful feedback to help you specify better next time. Write the missing test(s), and only enough code to make them pass.
Then refactor. Knowing what to look for when refactoring takes a bit of practice. Start with
Is there duplication in the code we've just written that we can eliminate?
Is there duplication between what we've just written and pre-existing code?
Does the code we've just written concern itself with too many things? (I.e., should we break out collaborators?)
Repeat this a few dozen times, and it'll get easier.
Another way of looking at YAGNI is that any changes to code need to be justified.
Might it be helpful to require any commit needs an associated unit test (or BDD user story, choose your poison)? It helps to communicate your intent (you want people to think about why they are adding this feature) and you get regression tests for free.
Also gets the noobs to start thinking about modularity (usually needed to make your code testable) and will help a lot if you do need to refactor later on.
I'm all for code reviews and teaching, but I think futureproof design is also important. Maybe you could think of it in terms of you designing an API and the junior developers using the API. In this way you are the one who does the hard work that they would screw up (identifying duplicated code and eliminating it) while they do all the grunt work that isn't a productive use of your time.
Of course this has to be balanced with a need to develop your junior developers skills. Neither side of the equation can be neglected.
It may help to map out what work they will do and then verify it to help build their sense of judgement which is really what you are asking, to my mind. Pairing is one option but if you can't spare that much time then having a sort of "check point" to see how they are doing and preventing them from going down the wrong path.

Does Pair programming mean you don't need design documentation? [closed]

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In pair programming, the experience of every member of the team can be spread to new member. This experience is always in sync with the code, because the "senior" of the pair knows how the code works and what the design is.
So what is the utility of design documentation in this case ?
UPDATE
I don't imply no design, I imply no documentation.
With a team which practice pair programming I think that everybody is disposable, because everybody knows the code. If the senior developer leaves, I think that there is always at least one person who knows the code, because the experience was shared before.
What if your team is larger than 2 persons?
Just because two people know a part of a system does not mean it shouldn't be documented.
And I would be glad to know that I don't have to remember every tiny detail of a system just because it it's stored nowhere else than in my head.
For a small system this might work, but as the system gets larger, your limiting yourself and your colleagues. I'd rather use the memory capacity for a new system than to remember everything of the old system.
Have you ever played "telephone?" I don't think you should play it with your codebase.
What if the senior programmer leaves the company/project?
The set of deliverables should be decided independently of whether you use pair programming or not.
Six months or two years later, all the people involved could be in a different project (or a different company). Do you want to be able to come back and use the design documentation? Then, produce it. If you don't want to come back, or the design is simple enough that with the specs and the code you can understand it without the aid of an explicit design document, then you may skip it.
But don't rely on the two people explaining the design to you one year later.
Maintenance. You can't expect the team to remain static, for there to be no new members or loss of old members. Design documentation ensures that those who are new to the project, that have to maintain it years down the line, have information on decisions that were taken, why the approach was chosen, and how it was to be implemented. It's very important for the long term success of a project to have this documentation, which can be provided via a combination of traditional documents, source comments, unit tests, and various other methods.
I don't see that pair programming makes design documentation obsolete. I immediately have to think about the Truck factor. Sure, the senior may know what the design is. But what happens when he is ill? What happens when he gets hit by a truck? What if he is fired?
Pair programming does spread knowledge, but it never hurts to document that knowledge.
Who knows about the first-written code? The answer is nobody knows, because it hasn't been written. The reason it hasn't been written is because nobody knows what to do, hence the need for a design document.
Pair programming is just two people sharing one computer. By itself, it says nothing about what kind of design methodology the pair(s) uses.
Pair programming, when taking as part of "Extreme Programming", means following the Extreme Programming guidelines for design. This typically involves gathering and coding to "user stories". These stories would then stand in place of other design documentation.
The experience of people may be in sync with the code, as you say. But the design decisions are not all captured in the code - only the choices made are there.
In my experience, to really understand why code is designed the way it is, you need to know about the design choices that were not selected, the approaches that had tried and failed etc. You can hope that the "chinese whispers" chain transmits that correctly, given that there's no record of this in the code to refresh memories or correct errors...
... or you can write some documentation on the design and how it was arrived at. That way, you avoid being taken down a dark alley by the maintenance programmers in future.
Depends what you mean by "design documentation".
If you have functional tests - especially behaviour-driven development (BDD) tests, or Fitnesse or FIT tests then they're certainly a form of "active documentation"... and they certainly have value as well as being regression tests.
If you write user stories and break them down into tasks and write those tasks on cards for pairs to do then you're doing a form of documentation...
Those are the two main forms of documentation I've used in XP teams that pair on all production code.
The only other document that I find quite handy is a half-page or so set of bullet points showing people how to set up the build environment for a development machine. You're supposed to maintain the list as you go along using it.
The code base may be so large you can't humanly remember every detail of what you were intending to implement. A reference is useful in this case.
Also, you need a design if you are interacting with other components etc.
Well if you want a spreadsheet program instead of a word processor a design doc use useful :-)
XP, pair programing, agile, etc... do not mean you do not have a plan, it is just a far less detailed plan (at the micro level) of what is going on. The use cases that the user picks are more of the design, and it is more of a living document than with other styles of design/programming.
Do not fall into the trap that because youa re doing something "cool" that you no longer need good practices - indeed this style of programming requires more discipline rather than less to be successful.
Pair programming is an opportunity for the team to avoid having to spend a large proportion of the project time on documenting everything. But the need for documentation depends on how good you are at remembering the important stuff and how good your code is. You may still want lots of documentation if the code is difficult to work with.
You could try some experiments:-
Document a couple of small parts of
the design and note how often you
have to refer to it.
Document stuff that is always a pain
to work with.
No Nor does lack of pair programming mean you need documentation. Documentation is needed! What it looks like may surprise you!
An agile team will decide when and what documentation is needed. A good rule of thumb, if no one is going to read it, don't write it. Don't get caught up in the waterfall artifact thinking by provide artifacts because the Project Manager says so.
Most think of documentation as something you do with Word. If an agile team is working properly, the code itself, with TDD (test driven development) will have a set of automated test that document and enforce the requirements. Image, documentation that is in sync with the code ... and it stays that way.
Having said that, pairing does help domain, application, practice and skill knowledge propagate through the team very quickly. Pairing also helps ensure that the team follow the engineering practices including TDD and other automated test. The results are that the application remains healthy and future change is easy to bring about.
So, bottom line, pair programming produces better documentation. It does not eliminate documentation (although you might not be able to find a Word document).
I am a pro-advocate and a fan of documentation. Pair programming does not require "one senior developer". In my experience with pair programming, developers of all levels are paired together, for the purpose of rapid development. There are many times I worked with junior developers and would trade off on the keyboard. There are many times I worked with senior architects and would trade off on the keyboard. Documentation is still necessary, especially with your core components and database.
Pair Programming only enables your coding and logical aspect.
But documentation is good practice. Always do documentation...

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