Branch Coverage - testing

When writing test cases which are supposed to have 100% branch coverage, is it ok to have one of your cases that covers two branches and another case that only covers one.
note: we are assuming there are only three branches in the code.
edit: 3 branches means three basic if statments that are all seperate to each other within a body of code. e.g.
input (x, y)
if (x<0)
something
if (x==y)
something
if (x > y)
something
output (x)
I have one test case that covers the first branch and one test case that covers the other two branches

A test is a question that we have about the product. The idea of one test per (written) branch might be useful or silly.
I have some questions about the example you give
input (x, y)
if (x<0)
something
if (x==y)
something
if (x > y)
something
output (x)
What happens if x is greater than zero? Are you supposed to fall through? What's supposed to happen if x is less than y? Something? Nothing?
Here's the thing: code (and branch) (and condition) coverage are nice ideas. But what does it mean to "cover" a line or a branch or a condition? Is it to make sure that the program can work--that is, execute a given line/branch/condition without crashing? Or is to to make sure that that program will work?
---Michael B.

Personally, I focus on the behaviour of the code. As such, there are three different possible ways for the code to be executed as such there should be three tests.
Think of it this way - if one of the two branches breaks, you might be unaware because the test still passes (as the other branch still works) but production code fails. Not ideal.
Yes it does take more time, but in some cases it is worth it... 100% for everything? Maybe not to that level of extremes.

100% branch coverage? Does the person asking for something like that have any real world test coverage experience? In my experience, for reasonably complex projects, obtaining 75-80% code coverage and around 60-70% branch coverage is the best one can hope for. These numbers are usually the raw, pre-analys, numbers. They go up (~92-95% code and 80-85% branch) after the snippets impossible to reach are eliminated, like Asserts, default switch cases, 'defense in depth' code paths and such.
As for your question: the less test cases you have the better. Don't forget that tests take time not only to develop, but to run and analyze failures too. After you waited your first time you wait 4 days for the whole test suite to finish, you quickly learn the value of reducing your number of test cases to the minimum that gives confidence in the coverage.

Related

What is the most conclusive way to evaluate an n-way split test where n > 2?

I have plenty of experience designing, running and evaluating two-way split tests (A/B Tests). Those are by far the most common in digital marketing, where I do most of my work.
However, I'm wondering if anything about the methodology needs to change when more variants are introduced into an experiment (creating, say, a 3-way test (A/B/C Test)).
My instinct tells me I should just run n-1 evaluations against the control group.
If I run a 3-way split test, for example, instinct says I should find significance and power twice:
Treatment A vs Control
Treatment B vs Control
So, in that case, I'm finding out which, if any, treatment performed better than the control (1-tailed test, alt: treatment - control > 0, the basic marketing hypothesis).
But, I'm doubting my instinct. It's occurred to me that running a third test contrasting Treatment A with Treatment B could yield confusing results.
For example, what if there's not enough evidence to reject a null that treatment B = treatment A?
That would lead to a goofy conclusion like this:
Treatment A = Control
Treatment B > Control
Treatment B = Treatment A
If treatments A and B are likely only different due to random chance, how could only one of them outperform the control?
And that's making me wonder if there's a more statistically sound way to evaluate split tests with more than one treatment variable. Is there?
Your instincts are correct, and you can feel less goofy by rewording your statements:
We could find no statistically significant difference between Treatment A and Control.
Treatment B is significantly better than Control.
However it remains inconclusive whether Treatment B is better than Treatment A.
This would be enough to declare Treatment B a winner, with the possible followup of retesting A vs B. But depending on your specific situation, you may have a business need to actually make sure Treatment B is better than Treatment A before moving forward and you can make no such decision with your data. You must gather more data and/or restart a new test.
What I've found is a far more common scenario is Treatment A and Treatment B both soundly beat control (as they're often closely related and have related hypotheses), but there is no statistically significant difference between Treatment A or Treatment B. This is an interesting scenario where if you are required to pick a winner, it's okay throwing significance out the window and picking the one that has the strongest effect. The reason why is that the significance level (eg. 95%) is set to avoid false positives and making unnecessary changes. There's an assumption that there are switching costs. In this case, you must pick A or B and throw out control, so in my opinion it's okay picking the best one until you have more data.

Optimization of Lisp function calls

If my code is calling a function, and one of the function's arguments will vary based on a certain condition, is it more efficient to have the conditional statement as an argument of the function, or to call the function multiple times in the conditional statement.
Example:
(if condition (+ 4 3) (+ 5 3))
(+ (if condition 4 5) 3)
Obiously this is just an example: in the real scenario the numbers would be replaced by long, complex expressions, full of variables. The if might instead be a long cond statement.
Which would be more efficient in terms of speed, space etc?
Don't
What you care about is not performance (in this case the difference will be trivial) but code readability.
Remember,
"... a computer language is not just a way of getting a computer to
perform operations, but rather ... it is a novel formal medium for
expressing ideas about methodology"
Abelson/Sussman "Structure and
Interpretation of Computer Programs".
You are writing code primarily for others (and you yourself next year!) to read. The fact that the computer can execute it is a welcome fringe benefit.
(I am exaggerating, of course, but much less than you think).
Okay...
Now that you skipped the harangue (if you claim you did not, close your eyes and tell me which specific language I mention above), let me try to answer your question.
If you profiled your program and found that this place is the bottleneck, you should first make sure that you are using the right algorithm.
E.g., using a linearithmic sort (merge/heap) instead of quadratic (bubble/insertion) sort will make much bigger difference than micro-optimizations like you are contemplating.
Then you should disassemble both versions of your code; the shorter version is (ceteris paribus) likely to be marginally faster.
Finally, you can waste a couple of hours of machine time repeatedly running both versions on the same output on an otherwise idle box to discover that there is no statistically significant difference between the two approaches.
I agree with everything in sds's answer (except using a trick question -_-), but I think it might be nice to add an example. The code you've given doesn't have enough context to be transparent. Why 5? Why 4? Why 3? When should each be used? Should there always be only two options? The code you've got now is sort of like:
(defun compute-cost (fixed-cost transaction-type)
(+ fixed-cost
(if (eq transaction-type 'discount) ; hardcoded magic numbers
3 ; and conditions are brittle
4)))
Remember, if you need these magic numbers (3 and 4) here, you might need them elsewhere. If you ever have to change them, you'll have to hope you don't miss any cases. It's not fun. Instead, you might do something like this:
(defun compute-cost (fixed-cost transaction-type)
(+ fixed-cost
(variable-cost transaction-type)))
(defun variable-cost (transaction-type)
(case transaction-type
((employee) 2) ; oh, an extra case we'd forgotten about!
((discount) 3)
(t 4)))
Now there's an extra function call, it's true, but computation of the magic addend is pulled out into its own component, and can be reused by anything that needs it, and can be updated without changing any other code.

Memory efficiency in If statements

I'm thinking more about how much system memory my programs will use nowadays. I'm currently doing A level Computing at college and I know that in most programs the difference will be negligible but I'm wondering if the following actually makes any difference, in any language.
Say I wanted to output "True" or "False" depending on whether a condition is true. Personally, I prefer to do something like this:
Dim result As String
If condition Then
Result = "True"
Else
Result = "False"
EndIf
Console.WriteLine(result)
However, I'm wondering if the following would consume less memory, etc.:
If condition Then
Console.WriteLine("True")
Else
Console.WriteLine("False")
EndIf
Obviously this is a very much simplified example and in most of my cases there is much more to be outputted, and I realise that in most commercial programs these kind of statements are rare, but hopefully you get the principle.
I'm focusing on VB.NET here because that is the language used for the course, but really I would be interested to know how this differs in different programming languages.
The main issue making if's fast or slow is predictability.
Modern CPU's (anything after 2000) use a mechanism called branch prediction.
Read the above link first, then read on below...
Which is faster?
The if statement constitutes a branch, because the CPU needs to decide whether to follow or skip the if part.
If it guesses the branch correctly the jump will execute in 0 or 1 cycle (1 nanosecond on a 1Ghz computer).
If it does not guess the branch correctly the jump will take 50 cycles (give or take) (1/200th of a microsecord).
Therefore to even feel these differences as a human, you'd need to execute the if statement many millions of times.
The two statements above are likely to execute in exactly the same amount of time, because:
assigning a value to a variable takes negligible time; on average less than a single cpu cycle on a multiscalar CPU*.
calling a function with a constant parameter requires the use of an invisible temporary variable; so in all likelihood code A compiles to almost the exact same object code as code B.
*) All current CPU's are multiscalar.
Which consumes less memory
As stated above, both versions need to put the boolean into a variable.
Version A uses an explicit one, declared by you; version B uses an implicit one declared by the compiler.
However version A is guaranteed to only have one call to the function WriteLine.
Whilst version B may (or may not) have two calls to the function WriteLine.
If the optimizer in the compiler is good, code B will be transformed into code A, if it's not it will remain with the redundant calls.
How bad is the waste
The call takes about 10 bytes for the assignment of the string (Unicode 2 bytes per char).
But so does the other version, so that's the same.
That leaves 5 bytes for a call. Plus maybe a few extra bytes to set up a stackframe.
So lets say due to your totally horrible coding you have now wasted 10 bytes.
Not much to worry about.
From a maintainability point of view
Computer code is written for humans, not machines.
So from that point of view code A is clearly superior.
Imagine not choosing between 2 options -true or false- but 20.
You only call the function once.
If you decide to change the WriteLine for another function you only have to change it in one place, not two or 20.
How to speed this up?
With 2 values it's pretty much impossible, but if you had 20 values you could use a lookup table.
Obviously that optimization is not worth it unless code gets executed many times.
If you need to know the precise amount of memory the instructions are going to take, you can use ildasm on your code, and see for yourself. However, the amount of memory consumed by your code is much less relevant today, when the memory is so cheap and abundant, and compilers are smart enough to see common patterns and reduce the amount of code that they generate.
A much greater concern is readability of your code: if a complex chain of conditions always leads to printing a conditionally set result, your first code block expresses this idea in a cleaner way than the second one does. Everything else being equal, you should prefer whatever form of code that you find the most readable, and let the compiler worry about optimization.
P.S. It goes without saying that Console.WriteLine(condition) would produce the same result, but that is of course not the point of your question.

HLSL branch avoidance

I have a shader where I want to move half of the vertices in the vertex shader. I'm trying to decide the best way to do this from a performance standpoint, because we're dealing with well over 100,000 verts, so speed is critical. I've looked at 3 different methods: (pseudo-code, but enough to give you the idea. The <complex formula> I can't give out, but I can say that it involves a sin() function, as well as a function call (just returns a number, but still a function call), as well as a bunch of basic arithmetic on floating point numbers).
if (y < 0.5)
{
x += <complex formula>;
}
This has the advantage that the <complex formula> is only executed half the time, but the downside is that it definitely causes a branch, which may actually be slower than the formula. It is the most readable, but we care more about speed than readability in this context.
x += step(y, 0.5) * <complex formula>;
Using HLSL's step() function (which returns 0 if the first param is greater and 1 if less), you can eliminate the branch, but now the <complex formula> is being called every time, and its results are being multiplied by 0 (thus wasted effort) half of the time.
x += (y < 0.5) ? <complex formula> : 0;
This I don't know about. Does the ?: cause a branch? And if not, are both sides of the equation evaluated or only the one that is relevant?
The final possibility is that the <complex formula> could be offloaded back to the CPU instead of the GPU, but I worry that it will be slower in calculating sin() and other operations, which might result in a net loss. Also, it means one more number has to be passed to the shader, and that could cause overhead as well. Anyone have any insight as to which would be the best course of action?
Addendum:
According to http://msdn.microsoft.com/en-us/library/windows/desktop/bb509665%28v=vs.85%29.aspx
the step() function uses a ?: internally, so it's probably no better than my 3rd solution, and potentially worse since <complex formula> is definitely called every time, whereas it may be only called half the time with a straight ?:. (Nobody's answered that part of the question yet.) Though avoiding both and using:
x += (1.0 - y) * <complex formula>;
may well be better than any of them, since there's no comparison being made anywhere. (And y is always either 0 or 1.) Still executes the <complex formula> needlessly half the time, but might be worth it to avoid branches altogether.
Perhaps look at this answer.
My guess (this is a performance question: measure it!) is that you are best off keeping the if statement.
Reason number one: The shader compiler, in theory (and if invoked correctly), should be clever enough to make the best choice between a branch instruction, and something similar to the step function, when it compiles your if statement. The only way to improve on it is to profile[1]. Note that it's probably hardware-dependent at this level of granularity.
[1] Or if you have specific knowledge about how your data is laid out, read on...
Reason number two is the way shader units work: If even one fragment or vertex in the unit takes a different branch to the others, then the shader unit must take both branches. But if they all take the same branch - the other branch is ignored. So while it is per-unit, rather than per-vertex - it is still possible for the expensive branch to be skipped.
For fragments, the shader units have on-screen locality - meaning you get best performance with groups of nearby pixels all taking the same branch (see the illustration in my linked answer). To be honest, I don't know how vertices are grouped into units - but if your data is grouped appropriately - you should get the desired performance benefit.
Finally: It's worth pointing out that your <complex formula> - if you're saying that you can hoist it out of your HLSL manually - it may well get hoisted into a CPU-based pre-shader anyway (on PC at least, from memory Xbox 360 doesn't support this, no idea about PS3). You can check this by decompiling the shader. If it is something that you only need to calculate once per-draw (rather than per-vertex/fragment) it probably is best for performance to do it on the CPU.
I got tired of my conditionals being ignored so I just made a another kernel and did an override in c execution.
If you need it to be accurate all the time I suggest this fix.

Rough estimate of test cases

I'm curious how many test cases others have for a site similar to mine. It's your basic CRUD with business workflow website. 3 user roles, a couple input pages, a couple search pages, a business rule engine, etc. Maybe 50k lines of .NET code (workflow and persistence altogether). DB with about 10 main tables plus about 100 supporting tables (lookups, logs, etc.). The main UI for entering data is quite big, around 100 data fields, multiple grids, about 5 action/submit type buttons.
I know this is vague and I'm only hoping for order of magnitude figures. I'm also thinking of basic test cases, not code coverage type cases. But like if I told you we had 25 test cases I'm sure you'd say way WAY not enough. So I'm just looking for ballpark figures.
TIA
I would have as many test cases as it takes to ensure a high level of confidence in the system.
The number of tables, rules, lines of code, etc is actually immaterial.
You should have the appropriate unit tests to ensure your domain objects and business rules are firing correctly. You should have tests to ensure your queries execute appropriately (this is a harder one).
You might even want to have test cases for paths through the software. In other words, click here, get this page, click there, edit a field, save the page, go back... This type is the most difficult as the tests are usually recorded and have to be rerecorded when the pages change (ie: a field is added or removed).
Generally speaking it's more about coverage than number of tests. You want your tests to cover as much of the applications funcionality as is feasible. Note that I didn't say possible. You can cover an entire application (100%) with test cases, but for every little change, bug fix, etc you'll have to recode those tests. This is more desired for a mature app. For newer apps you don't want to hamstring your developers and QA team that way as they'll spend inordinate amounts of time fixing/changing unit tests...
For any system, you could easily spend as much time developing your automated tests as you do the system itself. In some cases, even more.
As for our group, we tend to have lots of unit tests. However, for testing paths through the system we only record those once a particular area has moved into a "maintenance" type of mode. Meaning we expect little change for quite a while in that area and the path test is simply to ensure no one jacked it up.
UPDATE: the comments here led me to the following:
Going a little further: Let's examine 1 small piece of code:
Int32 AddNumbers(Int32 a, Int32 b) {
return a+b;
}
On the face of it you could get away with a single test:
Int32 result = AddNumbers(1,2);
Assert.Equals(result, 3);
However, that probably isn't enough. What happens if you do this:
Int32 result = AddNumbers(Int32.MaxValue, 1);
Assert.Equals(result, (Int32.MaxValue+1));
Now we have a failure. Here's another one:
Int32 result = AddNumbers(Int32.MinValue, -1);
Assert.Equals(result, (Int32.MinValue-1));
So, we have an extremely simple method that requires at least 3 tests. The initial to see if it can give any result, then 2 for bounds checking. That's 3 tests for essentially 2 lines of code (method definition and the one line computation).
As your code becomes more complex, things get really dicey:
Decimal DivideThis(Decimal a, Decimal b) {
result = Decimal.Divide(a,b);
}
This slight change introduces yet another exception condition beyond bounds: DivideByZero. So now we are up to 4 tests required for 2 lines of code.
Now, let's simplify it a bit:
String AppendData(String data, String toAppend) {
return String.Format("{0}{1}", data, toAppend);
}
Our test case here is:
String result = AppendData("Hello", "World");
Assert.Equals(result, "HelloWorld");
That's just one test case for the code block, with no others really needed.
What does this tell us: For starters 2 lines of code might cause us to need between 1 and 4 test cases. You mentioned 50k lines... Using that logic, you will need between 50,000 and 200,000 test cases...
Of course, life is rarely so simple. In those 50k lines of code you have, there are going to be large blocks of code that have very limited inputs. For example a mortgage interest calculator might take 3 parameters, and return 1 value (the APR). The code itself might run 100 lines or so (been awhile, just work with me). The number of test cases for this is going to be determined by edge cases along the lines of making sure you properly handle rounding.
So, let's say it's 5 cases: which brings us to 20 lines of code = 1 case. Calculating that out your 50k lines might result in 2,500 test cases. Obviously much smaller than what we expected above.
Finally, I'm going to throw another wrinkle into the mix. Some test systems can handle inputs and your assertions coming from a data file. Considering our first one we could have a data file that has a line for each parameter combination we want to test. In this scenario, we only need 1 test case to cover 3 (or more..) possible conditions.
The test case might look like (pseudo code):
read input file.
parse expected result, parameter 1, parameter 2
run method
assert method result = parsed result
repeat for each line of the file
With that capability, we are down to 1 test case per scenario. I would say 1 per method, but the reality is that most methods are rarely standalone and it's entirely possible that numerous methods are implicitly tested through explicit testing of others; therefore not requiring their own individual tests.
This leads me to this: It is impossible to determine the right number of test cases without a full understanding of your code base. 5 cases that are at the UI level might be enough for complete coverage depending on the complexity of the tests; or it might take thousands. Therefore it's much better to base it on code coverage. What percentage of the code, and branching logic, are you testing?
If you ask a car salesman for a rough price of a car and he would give me that price, I wouldn't buy my car there, because he forgot to ask me some important questions. What kind of car do you want? Which extras do you want on the car? etc.
Same for number of test cases .... If a hiring manager would ask me that question I would probably give him the following answer.
#test cases = between #Requirements*2 and #Requirements*infinite (some requirements can lead to bollions of possibilities)
I also would say that based on my experience the number would realistically be #Requirements*5 (is the number I use at the initial phase, for projects with new, changed and omitted functionality)
where the following error margin has to be taken depending on the phase I am making this estimate:
Initiation phase : error margins = 400%
...
Testing phase : error margin = 10%
By the time you start the testing phase, detailed requirements/specs are available, volatillity of requirements is stabilized, creep of requirements is almost zero, etc.
At that time I also will be able to give better estimates ...