UATs are inherently slow and teams always find that it is not long before their UATs run for more than 10 minutes. Too slow for me. CI is all about frequent repository commits, and in my case the commit rate can be every 15 minutes. So if I was to run all the tests prior to each commit I would be sitting, waiting, bored, for 30-50% of my time. If I just run all the unit tests and a selection of UATs (as I do) then I am somewhat 'leaning on the build box' and if there is a build failure reported some 10 minutes later I'm already half way through my next chunk of work when I find my last commit had a fault. This means that I have to revert my code (loose the last 10 minutes work) so I can rapidly revert the build box, retrieve the borken revison, switch my thinking back to what I was doing, and fix it. In such a rapid CI environment I do not mind leaning on the build box so long as the box is fixed within 10 minutes. But either way time is lost due to slow UATs.
The other, hidden cost, that arizes from slow UATs, is it is not uncommon for team members, usually newer members, to find breaking the build too confronting/embarrising. So they will run all the tests every time before commiting no matter how trivial the code change. On one hand a good attitude, I'm embarrised too, but a bit of self exposure (trust in the team) can allow you to use the build box as a tool to speed up team developement. In our team I notice that no build break during the day is a good sign that the team has gone 'stale', people are having trouble. If the UATs are a complete specification of customer requirements nobody can totally avoid a failure without running the tests (e.g. Customer wants the font to be 11pts). Same as reading the entire specification prior to each commit.
So speed matters. It directly affects team behaviour and time to delivery ($). With tests taking 10 minutes (say) I recon this must equate to more than 25% of the team's time.
If your unit tests are running slower than 2000 per minute then either they are not unit tests or you should be humane and retire that box. UAT are another matter. They requiring discipline, skill, and grunt.
UATs are usually slow because:
- UATs simulate an end user running the application. So they are constantly starting and closing the application and maniplulate the application via the UI (we use NUnitForms as the low level UI test framework). This requires CPU grunt and loading of many assemblies. Hence it is not unusual for test cases to take 1 second each.
- Writing efficient UATs is not easy. It is a learnt skill. There must be balance between truely testing the application from a user level (e.g. click here, click there), fast testing of a specific feature, and the idependence of the test cases. For example, it is faster to test multiple features in one test case. Some 'cheats' can be used (see below).
- The skill is often in the order of feature implementation (stories) as some stories enable faster testing of other stories.
- The team may not appreciate (or care) the impact that slow UATs have on their ability to deliver and not give them the on-going attention they need. Consider this at UAT code health.
- Test cases taking longer than 2 seconds.
- Tests have long setup time (> 1 second).
- Slowing down tests to avoid defects that only appear in 'faster than life' UATs. This is ignoring a code health issue.
- Unnecessaryily complex setup. e.g. Need to drag a control a long distance to test a transition near the far window edge. First implement a feature of the user positioning the control by X Y coordinates and then use this to position the control near the edge for the test.
- Hard coded 'blind' pauses or sleeps in the tests. e.g. 'Sleep(500)'. This is a real killer.
- Developers sitting with glazed eyes watching tests run.
- Developers who like sitting watching tests run. They probably use the time to web browse. But then this is another, bigger, problem. :-)
- Intermittent test failures. The UATs are telling you something. They are giving you an opportunity to fix design problems early. Pure gold.
- Inform your customer of the cost savings that can be achieved from feature implementation order (story order). For example; If the UI has an icon showing a file save in progress then this can be used by the UATs to know when a file save is complete. Hence wasteful 'blind' delays are not required.
- Team alignment/focus. Be aware of the true cost of slow UATs. Half a second accross 240 tests is 2 minutes. If 4 developers loose 2 minutes say 4 times a day then that is a total of 2 x 4 x 4 = 32 developer minutes a day. So if you spend 1 hour saving half a second off each test that will be paid back in just 2 days.
- Cheat, but cheat legally. For example, rather than start the whole application (EXE) in another thread instantiate the main class and call its execute method. With good design you are only bypassing the windows main method handling. You might also preload and resuse some read-only configuration files. Can save a lot of time but be careful. :-)
- Use the fastest computers available.
- Distributed processing. I've never seen this. It seems to me to be the Utopia. I wonder if products like Alchemi can be used to pass each test fixture out to a different (idle) box. If so it would seem to be viable for a project to keep the time to run tests under 1 minute. Hmmm ... another blog.
- Reduce the cost of entry for developers by developing a UAT framework of application specific test jigs rich with methods like 'WaitUntilXYZButtonEnables'. Fix once use many times.
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