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268 lines
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<ol class="chapter"><li class="chapter-item expanded "><a href="../index.html"><strong aria-hidden="true">1.</strong> Overview</a></li><li class="chapter-item expanded "><a href="../howto/index.html"><strong aria-hidden="true">2.</strong> Instructions</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../howto/map_parking.html"><strong aria-hidden="true">2.1.</strong> How to map on-street parking</a></li><li class="chapter-item expanded "><a href="../howto/new_city.html"><strong aria-hidden="true">2.2.</strong> Importing a new city</a></li></ol></li><li class="chapter-item expanded "><a href="../how_it_works.html"><strong aria-hidden="true">3.</strong> How it works</a></li><li class="chapter-item expanded "><a href="../case_studies/index.html"><strong aria-hidden="true">4.</strong> Case studies</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../case_studies/lake_wash.html"><strong aria-hidden="true">4.1.</strong> Lake Washington Blvd Stay Healthy Street</a></li><li class="chapter-item expanded "><a href="../case_studies/west_seattle.html"><strong aria-hidden="true">4.2.</strong> West Seattle mitigations</a></li><li class="spacer"></li></ol></li><li class="chapter-item expanded "><a href="../dev/index.html"><strong aria-hidden="true">5.</strong> Developer guide</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../dev/misc_tricks.html"><strong aria-hidden="true">5.1.</strong> Misc developer tricks</a></li><li class="chapter-item expanded "><a href="../dev/api.html"><strong aria-hidden="true">5.2.</strong> API</a></li><li class="chapter-item expanded "><a href="../dev/testing.html" class="active"><strong aria-hidden="true">5.3.</strong> Testing</a></li></ol></li><li class="chapter-item expanded "><a href="../map/index.html"><strong aria-hidden="true">6.</strong> Map model</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../map/importing/index.html"><strong aria-hidden="true">6.1.</strong> Importing</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../map/importing/convert_osm.html"><strong aria-hidden="true">6.1.1.</strong> convert_osm</a></li><li class="chapter-item expanded "><a href="../map/importing/geometry.html"><strong aria-hidden="true">6.1.2.</strong> Road/intersection geometry</a></li><li class="chapter-item expanded "><a href="../map/importing/rest.html"><strong aria-hidden="true">6.1.3.</strong> The rest</a></li></ol></li><li class="chapter-item expanded "><a href="../map/edits.html"><strong aria-hidden="true">6.2.</strong> Live edits</a></li><li class="chapter-item expanded "><a href="../map/misc.html"><strong aria-hidden="true">6.3.</strong> Misc</a></li></ol></li><li class="chapter-item expanded "><a href="../trafficsim/index.html"><strong aria-hidden="true">7.</strong> Traffic simulation</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../trafficsim/discrete_event.html"><strong aria-hidden="true">7.1.</strong> Discrete event simulation</a></li><li class="chapter-item expanded "><a href="../trafficsim/travel_demand.html"><strong aria-hidden="true">7.2.</strong> Travel demand</a></li><li class="chapter-item expanded "><a href="../trafficsim/gridlock.html"><strong aria-hidden="true">7.3.</strong> Gridlock</a></li><li class="chapter-item expanded "><a href="../trafficsim/trips.html"><strong aria-hidden="true">7.4.</strong> Multi-modal trips</a></li><li class="chapter-item expanded "><a href="../trafficsim/live_edits.html"><strong aria-hidden="true">7.5.</strong> Live edits</a></li><li class="spacer"></li></ol></li><li class="chapter-item expanded "><a href="../project/index.html"><strong aria-hidden="true">8.</strong> Project</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../project/roadmap.html"><strong aria-hidden="true">8.1.</strong> Roadmap</a></li><li class="chapter-item expanded "><a href="../project/motivations.html"><strong aria-hidden="true">8.2.</strong> Motivations</a></li><li class="chapter-item expanded "><a href="../project/history/index.html"><strong aria-hidden="true">8.3.</strong> History</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../project/history/backstory.html"><strong aria-hidden="true">8.3.1.</strong> Backstory</a></li><li class="chapter-item expanded "><a href="../project/history/year1.html"><strong aria-hidden="true">8.3.2.</strong> Year 1</a></li><li class="chapter-item expanded "><a href="../project/history/year2.html"><strong aria-hidden="true">8.3.3.</strong> Year 2</a></li><li class="chapter-item expanded "><a href="../project/history/year3.html"><strong aria-hidden="true">8.3.4.</strong> Year 3</a></li></ol></li><li class="chapter-item expanded "><a href="../project/CHANGELOG.html"><strong aria-hidden="true">8.4.</strong> Full CHANGELOG</a></li><li class="chapter-item expanded "><a href="../project/references.html"><strong aria-hidden="true">8.5.</strong> References</a></li></ol></li></ol>
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<h1 class="menu-title">A/B Street</h1>
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<main>
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<h1><a class="header" href="#testing-strategy" id="testing-strategy">Testing strategy</a></h1>
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<h2><a class="header" href="#unit-tests" id="unit-tests">Unit tests</a></h2>
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<p>As you've probably noticed, there aren't many. Lots of the interesting behavior
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in A/B Street - UI interactions, details of the simulation, map importing --
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would take lots of infrastructure to specify a setup and expected outcomes. If
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you have ideas for new tests, contributions always welcome! In the meantime, one
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useful test covers how
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<a href="https://github.com/dabreegster/abstreet/blob/master/map_model/src/make/initial/lane_specs.rs">OSM tags translate into individual lanes</a>.</p>
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<h2><a class="header" href="#screenshot-diffs" id="screenshot-diffs">Screenshot diffs</a></h2>
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<p>Downloading fresh OSM data or modifying any part of the map importing pipeline
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could easily break things. Expressing invariants about the map output is hard,
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because importing is far from perfect, and OSM data is often quite buggy. So the
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approach to preventing regressions here is to look for visual changes to the
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final rendered map.</p>
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<ol>
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<li>When a new map is opted into this type of test, somebody manually squints
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carefully at it and sanity checks that it works to some degree.</li>
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<li>They use the screen capture tool in debug mode to tile the map into 1920x960
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chunks and screengrab everything.</li>
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<li>Later, somebody regenerates the map with some possible changes.</li>
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<li>They grab screenshots again, then use <code>compare_screenshots.sh</code> to quickly
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look at the visual diff. Changes to intersection geometry, number of lanes,
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rendering, etc are all easy to spot.</li>
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<li>If this manual inspection of the diff is good, they commit the new
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screenshots as the new goldenfiles.</li>
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</ol>
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<h2><a class="header" href="#dataregensh" id="dataregensh">data/regen.sh</a></h2>
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<p>This tool regenerates all maps and scenarios from scratch.
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<code>cargo run --bin updater -- --dry</code> then reveals what files have changed.</p>
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<p>Additionally, this script does a few more tests:</p>
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<ul>
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<li><code>--prebake</code> runs the full weekday scenario on two maps that've previously been
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coerced into being gridlock-free</li>
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<li><code>--smoketest</code> simulates one hour on all maps, flushing out bugs with bus
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spawning, agents hitting odd parts of the map, etc</li>
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<li><code>--check_proposals</code> makes sure the edits shipped with the game still load
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properly</li>
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</ul>
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<h2><a class="header" href="#old-tests" id="old-tests">Old tests</a></h2>
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<p>Once upon a time, I made a little test harness that would run the simulation
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headlessly (without graphics), set up certain situations forcing a car to park
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in a certain spot, and asserted that different <code>sim/src/events.rs</code> were produced
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in the right order. The <code>map_editor</code> tool was used to manually draw really
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simple maps for these situations. I deleted everything, because the effort to
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specify the input and expected output were too tedious to maintain, and this
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never really helped catch bugs. There was a way to label roads and buildings in
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the synthetic maps, so the test code could assert person 2 made it to the
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"house" building, but even with all of this, it was pretty hard.</p>
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<p>This approach is maybe worth reviving, though.</p>
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