Читаем Agile Testing: A Practical Guide for Testers and Agile Teams полностью

We use simple approaches to creating mock-ups so that we aren’t tempted to invest time coding before we’re finished working through the mock-up. Often, we draw a UI or workflow on the whiteboard and then take photos of it to upload to our team wiki so our remote team member can also see it. At other times, a customer or our product owner draws the mock-up on paper or modifies an existing UI page or report to show what should be added and changed. The paper mock-ups are scanned in and posted on the wiki.

A picture’s worth a thousand words, even in agile software development. Mock-ups show the customer’s desires more clearly than a narrative possibly could. They provide a good focal point for discussing desired code behavior.

—Lisa

Figure 9-5 shows an example of a mock-up that Lisa’s team used to mock up a new report—simply by marking up an existing report that’s similar.

Figure 9-5 Sample report mock-up

Mock-ups don’t need to be fancy or pretty, or to take a lot of time to create. They do need to be understandable to both the customer and developer teams.

Flow Diagrams

Simple diagramming tools are helpful, whether the team is co-located or not. It’s often a good idea to capture in a more permanent form a workflow or decision tree worked out during a discussion. Flow diagrams can become the basis of a user scenario that might help you tie two or three user stories together. Let’s look at the shipping order story again that we introduced in Chapter 8 (see Figure 9-6).

Figure 9-6 Story for shipping charges

Figure 9-7 shows a very simple flowchart of a decision process for whether a customer’s order is eligible for free shipping based on a threshold order amount. Because we’ve discussed this story with our customer, we’ve found out that the customer’s order must not only exceed a threshold dollar amount but also must be to one address only, and it must weigh less than a shipping weight threshold. If all of these conditions are satisfied, the customer’s order will ship free; otherwise, the customer will have to select from the “choose shipping options” page.

Figure 9-7 Flow chart for qualifying for free shipping option

Visuals such as flow diagrams and mind maps are good ways to describe an overview of a story’s functionality, especially if they’re drawn by a group of customers, programmers, and testers. In agile development, we create these diagrams as we’re about to start writing tests and code. From these, the team can immediately start digging down to the detailed requirements.

Software-Based Tools

If we’re in a different location than our customers, we need tools to help us converse with them. Distributed teams tell us that desktop sharing is the number one tool that helps them deal with working in separate locations. Windows NetMeeting and VNC are examples of tools that let two team members in different locations pair-test. Video conferencing tools such as WebEx and Skype enable collaboration and demos between remote teams and customers. Online whiteboards such as Scriblink and interactive whiteboard tools such as Mimeo facilitate distributed whiteboard discussions.

More tools that are geared for direct use by product owners and business experts are becoming available, and many teams develop their own. Tools such as Fit (Framework for Integrated Tests) and FitNesse were designed to facilitate collaboration and communication between the customer and development teams. We’re hearing about more teams where the customers actually write the tests in a tool such as those.

Notes from a Distributed Team

Pierre Veragen and Erika Boyer of iLevel by Weyerhaeuser told us that every iteration begins with everyone on the team writing acceptance tests. That’s how they start their iteration planning. Most interesting is the fact that their product owners, who are mechanical engineers, write FitNesse tests themselves. Pierre explains that an advantage of a tool such as FitNesse is the ability to use their own domain language in the FitNesse tests. It doesn’t matter what they end up choosing as a UI. They can test all of their complex calculations in the tests.

With this process, tests can be written before writing the testing code or the system under test. It’s true test-driven development. Behavior changes and bug fixes can follow.

Some teams build their own frameworks that allow customers, business analysts, and testers to document examples that can be directly turned into executable tests. These are often based on open source tools such as xUnit, Fit, Selenium, and Watir. We like this approach, because it saves time and resources. When you’re delivering production-ready code in short iterations, you need a streamlined process.

Перейти на страницу:

Похожие книги

1С: Бухгалтерия 8 с нуля
1С: Бухгалтерия 8 с нуля

Книга содержит полное описание приемов и методов работы с программой 1С:Бухгалтерия 8. Рассматривается автоматизация всех основных участков бухгалтерии: учет наличных и безналичных денежных средств, основных средств и НМА, прихода и расхода товарно-материальных ценностей, зарплаты, производства. Описано, как вводить исходные данные, заполнять справочники и каталоги, работать с первичными документами, проводить их по учету, формировать разнообразные отчеты, выводить данные на печать, настраивать программу и использовать ее сервисные функции. Каждый урок содержит подробное описание рассматриваемой темы с детальным разбором и иллюстрированием всех этапов.Для широкого круга пользователей.

Алексей Анатольевич Гладкий

Программирование, программы, базы данных / Программное обеспечение / Бухучет и аудит / Финансы и бизнес / Книги по IT / Словари и Энциклопедии
C++ Primer Plus
C++ Primer Plus

C++ Primer Plus is a carefully crafted, complete tutorial on one of the most significant and widely used programming languages today. An accessible and easy-to-use self-study guide, this book is appropriate for both serious students of programming as well as developers already proficient in other languages.The sixth edition of C++ Primer Plus has been updated and expanded to cover the latest developments in C++, including a detailed look at the new C++11 standard.Author and educator Stephen Prata has created an introduction to C++ that is instructive, clear, and insightful. Fundamental programming concepts are explained along with details of the C++ language. Many short, practical examples illustrate just one or two concepts at a time, encouraging readers to master new topics by immediately putting them to use.Review questions and programming exercises at the end of each chapter help readers zero in on the most critical information and digest the most difficult concepts.In C++ Primer Plus, you'll find depth, breadth, and a variety of teaching techniques and tools to enhance your learning:• A new detailed chapter on the changes and additional capabilities introduced in the C++11 standard• Complete, integrated discussion of both basic C language and additional C++ features• Clear guidance about when and why to use a feature• Hands-on learning with concise and simple examples that develop your understanding a concept or two at a time• Hundreds of practical sample programs• Review questions and programming exercises at the end of each chapter to test your understanding• Coverage of generic C++ gives you the greatest possible flexibility• Teaches the ISO standard, including discussions of templates, the Standard Template Library, the string class, exceptions, RTTI, and namespaces

Стивен Прата

Программирование, программы, базы данных
Adobe Flash. Создание аркад, головоломок и других игр с помощью ActionScript
Adobe Flash. Создание аркад, головоломок и других игр с помощью ActionScript

Данная книга посвящена программированию игр с помощью ActionScript. Здесь вы найдете подробные указания, необходимые для создания самых разных игр – аркад, головоломок, загадок и даже игровых автоматов. В тексте приведены исходные коды программ и детальные, доступно изложенные инструкции. Базовые принципы программирования ActionScript рассматриваются на примере игр, однако вы без труда сможете применить полученные знания и для разработки неигровых проектов, таких как Web-дизайн и реклама. Рекомендации Гэри Розенцвейга помогут вам не только придумывать занимательные игры и размещать их на Web-сайте, но и оптимизировать скорость их работы, а также защищать свои творения от несанкционированного копирования. Представленный в книге код несложно изменить для использования в других программах.Книга предназначена для широкого круга читателей – создателей анимационных роликов, художников-оформителей, программистов и разработчиков Web-сайтов. Издание может также выступать в качестве практического пособия по изучению ActionScript.

Гэри Розенцвейг

Программирование, программы, базы данных / Программирование / Книги по IT