Description
Unit Testing
1 Overview
This lab provides an introduction to unit testing in Java using the popular JUnit
library. We will be creating two unit testing classes to test classes designed
earlier in the semester. We will be applying unit tests to our previous Sudoku
class and a provided LightsOut class. We will use unit testing to ensure the
perfect operation of our Sudoku class and find the existing bugs in the provided
LightsOut class
2 Learning Outcomes
By the end of this project students should be able to:
• Write unit tests to validate components;
• Utilize java packages;
• work effectively with a partner using pair-programming;
• write an effective report that describes the students’ problem solving process.
3 Pre-Lab Instructions
Do this part before you come to lab:
This project will require you to use java packages and the JUnit unit testing
framework
• Read Big Java chapters 8.5 and the Vogella JUnit tutorial through section
6. (https://www.vogella.com/tutorials/JUnit/article.html)
• In order to unit test your code it will have be in a package. Explain how
to create packages and populate those packages with .java files.
• JUnit is not part of the Java class library. Download the JUnit and Hamcrest
jar files from the JUnit website and explain how to successfully compile
programs using the JUnit library.
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4 Lab Instructions 2
4 Lab Instructions
Do this part in lab:
Step 1
First obtain the code from your previous Sudoku project. You can use the
Sudoku code from any group member in your pair or team. You should be able
to retrieve code submitted through BBLearn. Create a project folder and create
two packages, one for Sudoku and one for LightsOut. The lights out package
must be called simply ’lightsout’. Compile these packages and ensure that you
are able to get the code working as well as it was during the previous project.
It is alright if there are unmet requirements, as this unit testing project will
prompt you to correct mistakes as we develop tests.
Step 2
Follow the Vogella tutorial to start building a unit test suite for Sudoku. As you
implement tests, run those tests. If they don’t pass, correct your code until they
do. If they do pass, make a modification to your original code so you can see
the failure, and then correct the code to see the success. For each unit test run
in this way, save a screen shot of its failure state and one screen shot where no
tests fail at the end. For the LightsOut class you are unable to change the code,
but should implement all the tests provided. There are two bugs built into the
class file, and your final screen shot should demonstrate that these bugs have
been found by your unit test.
Sudoku
For Sudoku you will create at least one unit test for every function, and multiple
tests for functions that have multiple requirements. In addition to the original
requirements of the project, we will now include a requirement that a Sudoku
puzzle should never be allowed to contain an invalid character. You must create
a test for each of the following requirements.
• (new) Instantiating Sudoku puzzles with invalid characters or layouts
should throw an IllegalArgumentException
• getSquare should return the correct character for a given location
• setSquare should set correctly for a given location
• (new) setSquare should throw an IllegalArgumentException if it is passed
an invalid character
• isValid should return false if there are any repeated numbers in a row
• isValid should return false if there are any repeated numbers in a column
5 Lab Report 3
• isValid should return false if there are any repeated numbers in any of the
nine 3×3 subsquares
• isValid should return true if no earlier rules are violated
• isSolved should reutrn false if there are any blank spaces
• isSolved should return true if no earlier solve or validity rules are violated
LightsOut
For testing the provided LightsOut class you must verify the following requirements:
• LightsOut can be instantiated at a size of one or greater. All lights should
start unlit.
• getSize should return the same size provided to the constructor.
• press should toggle the lights at the location pressed and at the four adjacent
squares.
• press should throw an index out of bounds exception should it be used
outside the range 0 to getSize()-1 for both rows and columns.
• press should not throw an exception just because one of the adjacent
squares is out of bounds.
• forceLit should change the lit state of the location properly.
5 Lab Report
Each pair of students will write a single lab report together and each
student will turn in that same lab report on BBLearn. Submissions
from each student on a pair should be identical.
Your lab report should begin with a preamble that contains:
• The lab assignment number and name
• Your name(s)
• The date
• The lab section
It should then be followed by four numbered sections:
5 Lab Report 4
1. Problem Statement
In this section you should describe the problem in your own words. The problem
statement should answer questions like:
• What are the important features of the problem?
• What are the problem requirements?
This section should also include a reasonably complete list of requirements in
the assignment. Following your description of the problem, include a bulleted
list of specific features to implement. If there are any specific funtions, classes or
numeric requirements given to you, they should be represented in this bulleted
list.
2. Planning
In the second section you should describe what planning you did in order to solve
the problem. You should include planning artifacts like sketches, diagrams, or
pseudocode you may have used. You should also describe your planning process.
List the specific data structures or techniques you plan on using, and why.
3. Implementation and Testing
In the third section you should describe how you implemented your plan. As
directed by the lab instructor you should (as appropriate) include:
• a copy of your source code (Submitted in BBLearn as .java files)
• a screen shot of your running application / solution
• results from testing
4. Reflection
In the last section you should reflect on the project. Consider different things
you could have done to make your solution better. This might include code
organization improvements, design improvements, etc.
You should also ask yourself what were the key insights or features of your
solution? Were there alternative approaches or techniques you could have employed?
How would these alternatives have impacted a different solution?
5. Partner Rating
Every assignment you are required to rate your partner with a score -1, 0 or +1.
This should be submitted in the comment section of the BBLearn submission,
and not in the report document. If you don’t want to give your partner a
negative rating making sure not to use a dash before listing the number! You do
not have to tell your partner the rating you assign them. A rating of 1 indicates
5 Lab Report 5
that your partner was particularly helpful or contributed exceptional effort. A
rating of 0 indcates that your partner met the class expectations of them. Rating
your partner at -1 means that they refused contribute to the project, failed to
put in a resonable effort or actively blocked you from participating. If a student
recieves three ratings of -1 they must attend a mandatory meeting with the
instructor to dicuss the situation, and recieving additional -1 ratings beyond
that, the student risks losing a letter grade, or even failing the course.