There is a reason conference talks are always about plain algorithms and data structures.
There is a reason conference talks are always about plain algorithms and data structures.
The only thing that the business seems to care about is top-down UI testing. This is also convenient because you can leave it until the very end after the customer has already seen several prototypes.
I do think TDD makes sense in isolated scopes (prove this specific custom parser works at the edges), but as the general policy for the entire product it's definitely not a viable practice. Much of the time if comes off as an ego trip to see just how cleverly we can mock something so that we can say we technically tested it.
Or to put it differently: a test is an assertion that no matter what, for all time this should never change again. Even if customer requirements change in the future they won't change in such a way as to break this test (this isn't always true, but you should believe it is true).
A test is most valuable when it alerts you to a real problem when it fails. If the test fails but there isn't a real problem (either because customer requirements have changed, or it is flaky) it was needless cost to investigate it. If the test passes that gives some hope of correctness, but you can never be sure it is really correct vs a bug in the test (even if you use TDD and so the test failed when you wrote it that doesn't mean a refactoring since didn't make this an always pass test).
Part of the problem is if I tell you to write sort() or your new toy language's list type you have an intuitive idea of what it should look like and probably will get them right the first time (other than bugs you want the tests so you catch). These should have tiny micro tests. These things also are really easy to use as examples of how to do TDD - which they are, but they are not representative: this type of code is generally in your standard library already and you are not writing it.
Instead you are writing code that isn't well defined with lots of industry experience. It is not clear what the exact interface should be (or more likely it is clear customer requirements will change but you don't know how yet). You have no idea what the best implementation is. You don't know if this will be used in this one place, or if it will become a useful key part that many future projects depend on. You have to make guesses.
set up a rendering profile and preconditions that generates a minimal snippet of images/video using a predefined GPU profile.
then test for either a pixel perfect reproduction of the correct behaviour or for the properties you're looking for (if it doesnt reproduce deterministically).
this is one way. i also subscribe to the view that if the type system is modified to become stricter in such a way that it can fail reliably in the presence of this type of bug that this is also good enough.
some people might argue that these arent "strictly" TDD by some definition but they set out a path to follow red green refactor and confer identical benefits so my view is who gives a duck?
I don't have enough domain expertise to know which variant of these approaches is best but I'm enough of a TDD expert to know that what you're implying isnt possible is actually something you would would probably derive a lot of value from if you did it.
That's just an extended red where you get feedback from elsewhere.
You would have the same problem if you wrote tests like that after the code.
TDD has no opinion about the level at which you wrote your test, it just assumes it's the correct one.
This is the number one biggest misconception about TDD which I keep seeing repeated on hacker news.
it follows the definition of TDD and it works really well (with some caveats) but again some people get hung up on what their impression of TDD is (e.g. unit tests checking to see if a car object has a steering wheel or whatever...) rather than what it actually is and what about it is that actually works.
Or, probably more likely a group of snapshots.
Some TDD-obsessed companies will write tests in a way that requires you to spend a half hour understanding the web of mocks in order to update the tests to account for even a minor datastructure change. Coincidentally, your code change would cause those same tests to fail if they weren't mocked out, but they all pass until you make your changes to the mocks. This shreds the "if the tests pass, the change is probably correct" confidence that's most of the reason for having automated tests.
I am not a fan of this style of test writing.
Isn't red-green-refactor pretty ingrained in TDD?
Only write code to make a failing test pass; then refactor while making sure the tests still pass?
Then write a test that fails, repeat?
I had a quick look at godot tests, and seems to me they cover some parts of the shaders?
Anyway, I was more wondering who/how people are dogmatic about TDD, and manage to leave out one out of three core concepts from red/green/refactor ?
It also takes zero consideration for the interactive nature of games/graphics development.
There is often a tension between delivering fast and high quality/bug free and what is necessary for medical software or financial calculations might not be necessary for games.
The question of whether to write tests at all is not really about TDD though.
I don't generally test css code to check that a background is now indeed set to "a more mauvey shade of pinky-russet" after a change - but I might want to.
I might at least want to run a test with browser automation to check that any text is readable on the background.
I could at least find an example of looking at the rendered page for text (as opposed to in the DOM); Google AI had some ideas of how to check the contrast in a screenshot - but no idea if that would actually work as written.
https://medium.com/@dzianisv/vibe-engineering-testing-browse...
Substitute static typing for TDD in your comment, and it will remain equally valid statement.
Here I am talking about the basic static typing, and maybe some generics use occasionally, but obviously people also go overboard sometimes with type features and that hinders understanding for newcomers to the codebase.
I mean there are people who go nuts with very complicated types/type systems so there is that, and then you have very complicated programs, maybe that is what you mean?
Using static typing all the time is just using the tools. Using TDD for everything feels a bit suboptimal to me and so needs some obsession to do that. It only becomes a church then if they keep pestering everyone else to do it.
Perhaps unsurprisingly it found that vibe coded tests suck. As a card carrying member of the "church of TDD" (I do think it is practical), this is an empirical result I certainly would agree with.