abstreet/dev/testing.html
2020-10-01 22:54:21 +00:00

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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><li class="chapter-item expanded "><a href="../map/platform.html"><strong aria-hidden="true">6.4.</strong> Exporting</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="chapter-item expanded "><a href="../trafficsim/parking.html"><strong aria-hidden="true">7.6.</strong> Parking</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 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<h1 class="menu-title">A/B Street</h1>
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<h1><a class="header" href="#testing-strategy" id="testing-strategy">Testing strategy</a></h1>
<h2><a class="header" href="#unit-tests" id="unit-tests">Unit tests</a></h2>
<p>As you've probably noticed, there aren't many. Lots of the interesting behavior
in A/B Street - UI interactions, details of the simulation, map importing --
would take lots of infrastructure to specify a setup and expected outcomes. If
you have ideas for new tests, contributions always welcome! In the meantime, one
useful test covers how
<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>
<h2><a class="header" href="#screenshot-diffs" id="screenshot-diffs">Screenshot diffs</a></h2>
<p>Downloading fresh OSM data or modifying any part of the map importing pipeline
could easily break things. Expressing invariants about the map output is hard,
because importing is far from perfect, and OSM data is often quite buggy. So the
approach to preventing regressions here is to look for visual changes to the
final rendered map.</p>
<ol>
<li>When a new map is opted into this type of test, somebody manually squints
carefully at it and sanity checks that it works to some degree.</li>
<li>They use the screen capture tool in debug mode to tile the map into 1920x960
chunks and screengrab everything.</li>
<li>Later, somebody regenerates the map with some possible changes.</li>
<li>They grab screenshots again, then use <code>compare_screenshots.sh</code> to quickly
look at the visual diff. Changes to intersection geometry, number of lanes,
rendering, etc are all easy to spot.</li>
<li>If this manual inspection of the diff is good, they commit the new
screenshots as the new goldenfiles.</li>
</ol>
<h2><a class="header" href="#dataregensh" id="dataregensh">data/regen.sh</a></h2>
<p>This tool regenerates all maps and scenarios from scratch.
<code>cargo run --bin updater -- --dry</code> then reveals what files have changed.</p>
<p>Additionally, this script does a few more tests:</p>
<ul>
<li><code>--prebake</code> runs the full weekday scenario on two maps that've previously been
coerced into being gridlock-free</li>
<li><code>--smoketest</code> simulates one hour on all maps, flushing out bugs with bus
spawning, agents hitting odd parts of the map, etc</li>
<li><code>--check_proposals</code> makes sure the edits shipped with the game still load
properly</li>
</ul>
<h2><a class="header" href="#map_tests" id="map_tests">map_tests</a></h2>
<p>The <code>map_tests</code> crate runs the full importer against really simple <code>.osm</code>
files. To iterate rapidly on interpreting turn restrictions, for example, it
produces goldenfiles describing all turns in the tiny map.</p>
<h2><a class="header" href="#old-tests" id="old-tests">Old tests</a></h2>
<p>Once upon a time, I made a little test harness that would run the simulation
headlessly (without graphics), set up certain situations forcing a car to park
in a certain spot, and asserted that different <code>sim/src/events.rs</code> were produced
in the right order. The <code>map_editor</code> tool was used to manually draw really
simple maps for these situations. I deleted everything, because the effort to
specify the input and expected output were too tedious to maintain, and this
never really helped catch bugs. There was a way to label roads and buildings in
the synthetic maps, so the test code could assert person 2 made it to the
&quot;house&quot; building, but even with all of this, it was pretty hard.</p>
<p>This approach is maybe worth reviving, though.</p>
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