Monday, 18 April 2016

The importance of using proper naming in your tests

The Skystore project, which I'm the lead tester for, still has a lot of unreleased features, while the reason for this are beyond the scope of what I intend to talk here, one particular feature brought down an important, albeit obvious lesson: Naming matters.

One feature that has been worked a while ago, but is still unavailable, is called "playnext"; it's a simple feature: when giving out video playback information to the client, the server will include some information about what to suggest the user to watch next, some time before the end of the video, the client will display a little box showing that information with an easily accessible play button.
This feature has several tests along with it as what should be suggested varies in accordance with different conditions which have all to be tested and made sure the server is giving out the correct info and structure.
As an automation evangelist I've automated the shit out of this feature, every normal, erroneous, corner and edge case was covered and everything was saved into GIT, available to everyone and runs everyday on every integration environment - good times.

After client applications implemented their side of this feature and found it lacking, it was decided that a new feature would be implemented server side, it would behave just like playnext, but with a different structure that would better satisfy the needs of the clients giving more complete and extendable information a "playnext 2.0". Since different teams have different priorities and implementation times, it was decided that the two features would run side-by-side for a while, to preserve those who had already implemented the first version.
When deciding which tests would be needed, I've said to my minion responsible for it: "Look at the playnext tests, copy them, adapt to the new structure, see if there's anything missing or need to be removed and you should be done quickly".

Later the feature was developed and tested, approved and delivered upon the client teams. Then they noticed that there were several missing parts and it was mostly unusable.
How did this pass the tests? It was obviously broken! My minion told me "I did what you told me, I've copied all the tests I found, there weren't many though"

I've looked for playnext in the feature files, found only a couple of tests, but I know I wrote a bunch of them, what happened? I looked into one file I knew had a few of the tests and found the problem:

play next... play next play next....

There it was, in the tests I named the feature "play next" instead of "playnext", when searching for the correct name, only a couple tests had it.
This explains why he thought there weren't many tests.

So, when naming and describing your tests and features remember:

  • Describe your tests using the correct feature name.
  • Make sure to use the name consistently (ie: don't change the name mid way).
That's it. After this event the tests were corrected, the missing testes added, the feature was patched and integrated with and everybody is happy, hopping it's well received when available to a wider audience.

Saturday, 15 August 2015

Using Dropbox to sync saved games (and more) across multiple computers

Over three years ago I made a post on Reddit explaining how to do this, since then Steam introduced cloud saving, so all saved games were sync'd without a second thought, I kinda grew used to it. Long passed is the time when I'd backup my saved games on CD's and DVD's with fear of losing all those game hours to a computer failure.
However I got hit with this problem recently when I bought Banished on GOG, while it's great that they sell all the games DRM free, it's a shame they don't have cloud saving yet, so I went back to the old technique and decided to share it on a more permanent place than reddit.
Please note that instructions cover Windows 7, Linux and OSX, now Win 8 or 10, honestly I don't know if shell link extension works there, if there's an alternative and as of now, I don't care.
The original post:


I started using this technique to sync saved games so I can continue my massive Civilization games when my gf is sleeping at her house. It's the same I've used for years to sync my pidgin settings and .vimrc across my linux machines, but yeah using it for gaming:
First of all you need [...] Dropbox (why on earth are you not using this yet anyway?) make and account and stuff. If you're on Ubunto it's available on the software center thinggy.
Windows 7 only: Get Shell Link Extension 
(my pictures examples are with wow addons and settings on windows 7)
Now find what you want to sync and MOVE it to a folder on dropbox:
In this case I'm moving the Addons folder
On windows, drag the folder back to where it was with the right button and select Drop Here -> Symbolic Link, it will pop up an authorization thinggy, but it's ok.
On Mac and Linux pop open a console and use the "ln -s /path/to/drobox/place/where/you/put/your/stuff /original/path/thing" command
And you're done! Yey
Bonus, you can share folders with your friends so you all can use each other's computers to play or whatever, for instance, next I'm making sure me and my gf can play WoW on any of our computers with the same addons and addons preferences.

Not that I condone this kind of thing, but if you got you pc games at the special Bay shop and thus don't have steam, you can use this technique.

Thursday, 26 February 2015

Things Developers say

As a QA person I've been told by developers a myriad of rather amusing things or funny conversations caused by failed tests and the all too often "works on my machine".
I've been meaning to compile them, but I'll just start making posts as they happen/I remember.

All names and locations have been removed for privacy of those involved.


$Dev: On $ticket you mention that the $behaviour happens when it shouldn't. However on the requirements it says $behaviour is expected.
$Me: Oh, I must have missed that, where does it say so on requirements?
$Dev: Well, something things are common knowledge and shouldn't need to be written anywhere.

$QA2: This doesn't work
$Dev: Of course it works, look *press button on his laptop* it works, you're testing it wrong.
$QA2: But that's your machine.
$Dev: So? It works.
$QA2: "Works on my machine"
$Dev: It works!
$Me: Great, $Dev we should tell $Boss to arrange $Ops to have your laptop sent to $location.
$Dev: Why?
$Me: Your machine will be the new prod server obviously, since it only works on your machine.

At this point $Dev helped $QA2 to find the root cause of the problem, things were indeed broken.

$Me: This doesn't work when you use $resource_type.
$Dev: Can't reproduce, did what arguments did you use? Can you retest please in the RC and master branch please?
$Me: I used the arguments of a $resource_type, here's the error stack trace on both branches.
$Dev: I used $other_resource_type and it works, are you putting the arguments correctly? Or are you using dummy/broken data?
$Me: I used $resource_type, if I had used bad data I'd have said so in the first place. Just try $resource_type.
*couple minutes go by*
$Dev: Ok this doesn't work, I'll fix it.

Friday, 30 January 2015

Ruby: Custom Errors for Lazy Bums with const_missing

Catching errors is quite a normal thing when writing code, every programing language has some variation of the throw/catch, in Ruby's case, it's the elegant begin, rescue and ensure blocks.
At some point in every project you stop catching "other" people's errors and start catching your own.
So you start creating you own error classes, there's a couple common approaches I've seen over the years.

  • Create an Errors namespace on each class/module you need and create errors for that there.
  • Create a generic Project::Errors with its own file bag and throw all errors in there.
I usually go for the second approach, so error classes don't distract me, but that's more of a personal preference anyway.
However, I am a lazy bum and I've got tired of specified my error classes, so I made this Gist as an example:


The main idea behind this, is letting you freely type your errors as you need them both where they're being raised and rescued and you don't need to worry about they existing since they'll be created in runtime for you.
This method is probably not very efficient, but I don't care for this case.

Wednesday, 10 December 2014

JUnit test reports not shown on Jenkins for Failed Jobs that never passed

*sigh*

This one costed me a whole morning of work.
I've been reorganizing my Jenkins test jobs so they're more friendly to outside teams, I've decided to be cautious and not just delete all the existing jobs, instead I've created a branch on my test repository, I made a lot of changes, then, I created new jobs on jenkins fetching from that branch, also made a new Dashboard that picks up those jobs. Ideally, the new dashboard should have about the same number of tests as the old one.
To my dismay, the new dashboard registered ~200 tests while the old one had over 1k.
All configurations were exactly the same (in regard to publishing results) from jobs to jobs, but some had the info right there on the dashboard, some didn't, worse, the ones that didn't, had the HTML report just fine.
I noticed that the jobs that didn't have the numbers were failing, while the others were passing/pending.
Digging through the internet yielded nothing particularly useful, I knew the problem laid somewhere between Jenkins and JUnit test reports.
I went through XML + XSD validators on the tests reports generated, but nothing was wrong.
After a coworker joined the struggle, he noticed that if we forced one of the failed builds to pass, all of the sudden  all the info would magically show up - including the ones from previously not shown builds.
I started asking folks I knew used a similar setup as I do and got this fantastic insight (paraphrasing):

If you're using Jenkins ver > 1.581 you're screwed. They've split the JUnit reporting into a plugin, it breaks like that after version 1.2, but Jenkins forces you to update it after version 1.581.
So I had two options, either I went through my 44 jobs and forced them to pass once and then went through them again to revert OR I'd downgrade Jenkins and JUnit plugin.
Once again I'm reminded of a sentence I hate "If it works, don't update it".
In case that version of Jenkins or the plugin aren't downloadable anymore, I've made a mirror on Dropbox.


Wednesday, 8 October 2014

Dynamic Class definition with inheritance in Ruby

If for some reason you need to have a class Dynamically defined in Ruby the following code will do you fine:

2.0.0-p247 :001 > dynamic_name = "ClassName"
 => "ClassName" 
2.0.0-p247 :002 > Object.const_set(dynamic_name, Class.new { def method1() 42 end })
 => ClassName 
2.0.0-p247 :003 > ClassName.new.method1
 => 42

However it might be useful to know that Class.new accepts another class as parameter for making it the class' parent, so if you want to make a dynamic class with inheritence you can do this:

2.0.0-p247 :001 >  dynamic_name = "ClassName"
 => "ClassName" 
2.0.0-p247 :002 > class A; def method1() 42 end; end
 => nil 
2.0.0-p247 :003 >Object.const_set(dynamic_name, Class.new(A)  )
 => ClassName 
2.0.0-p247 :004 > ClassName.new.method1 #=> 42
 => 42


This is slightly akin to dark magic, try not to use it much or at all... Now excuse me I need to summon some imps.

Monday, 9 June 2014

Measuring Response Time With HTTParty

If, while using HTTParty you ever wanted to know the duration of a request you probably resorted to saving the timestamp before the request and comparing it with after the request. I've got tired of this arcane way* and made a gem that adds a #duration to the response object.
Introducing: HTTParty-Timed, it's easy to use, just replace your require 'httparty' with require 'httparty/timed' and tadaaaah you're done! Now your response object has a method which returns the duration in milliseconds.



*Actually I just hid the arcane way deep inside NET::HTTP with a bit of monkey patching, so beware if you're not using "stock" NET::HTTP or HTTParty.
The good news however, is that this does not count with DNS resolve time, which in Ruby's implementation of NET::HTTP is always done (ignores OS's dns cache) on each request, which would add overhead time to your measurements

Github link