Zumo George avoids Cartmanzilla at CukeUp!
19/04/2016 in: Articles
On Thursday 14th and Friday 15th April I went to CukeUp! London 2016. The Behaviour-Driven Development community met for two days to share ideas and skills relating to my favourite delivery methodology. The event was fantastic and on a par with last year. Inspired by day one, and with an open slot to deliver a lightning talk lasting just five minutes I set about writing a presentation describing Cartmanzilla versus Zumo George... at 2am... after a few beers and a rather tasty gin. The following morning I re-wrote much of my talk to eliminate 95% of the whiz-bang transitions that had somehow crept into several slides (not sure how that happened). For some reason I had also thought a clearly marked slot for a "5 minute" talk was 10 minutes in duration (proof positive that gin slows the passage of time), and quickly edited it again after confirming with Matt Wynne that 5=5 and not 5=10. Still, overall I managed to get 80% of my message across in just minutes.
Skills Matter, who hosted CukeUp! have kindly put a video of my talk online. You will need to register (painless and quick) with Skills Matter to view it.
A quick recap: Cartmanzilla the monster has invaded robot city and the plucky little robots have to keep away from him. Only Zumo George is programmable, and his general behaviours (keep away from monsters) are determined by feature files that contain behavioural specifications written in the Gherkin syntax of BDD:
Given [a precondition]
When [an event]
Then [an outcome]
Each line of the Gherkin causes a related block of test code to be executed, and when every line of test code passes your software is green, i.e.: the behaviours are working as expected.
I've covered Zumo George and the use of BDD with this robot over a few prior posts, including a specific write-up of Cartmanzilla vs Zumo George at Bristol Digimakers. What is interesting as I read back over previous posts, and I noted this in my talk, is that my first attempts to write scenarios were essentially attempts to describe the functional aspects of George, where-as my later attempts are closer to the behaviours that I originally envisaged: sneaking towards the monster when he's not paying attention and fleeing when the monster gives chase.