Agile Glossary

Mock Objects

What is Mock Objects?

A technique commonly used in the context of crafting automated unit tests. It consists of instantiating a test-specific version of a software component (typically a class), which instead of the normal behaviors provides pre-computed results, and often also checks that it’s invoked as expected by the objects being tested.

For instance, the “mock” version of a database component will a) provide “canned” answers to database queries, instead of connecting to a real live database, and b) verify that the database is being accessed in the manner expected and stipulated in the test.

Also Known As

There are many terms for components that mimic actual code for the purposes of testing: mocks, stubs, fakes, spies, and dummies to name the more common.

These terms are not strict synonyms, various authors make relatively subtle distinctions between these categories, based on whether the components have behavior, record interactions with other components, etc.

The generic term “test double” has been proposed to refer to any such component (an allusion to “stunt double”).

Expected Benefits

Mock objects afford “decoupling” software components for the purposes of testing. For instance, code that is relied upon should not be “coupled” to the implementation details of that database: its correct function relies on the logical organization of the data being queried, rather than on concrete aspects such as storing data on disk or establishing connections over network protocols. Mock objects lead to tests that only exercise the behavior of the software components under test, and do not depend on the behavior of other, unrelated components.

Common Pitfalls

The technique is slightly controversial, having both adepts and detractors; the latter argue that overuse of mock objects leads to a heavier test maintenance burden, and detracts from the tests’ role as documentation, and these drawbacks are not always adequately compensated by the benefits of mock objects.

Origins

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Additional Agile Glossary Terms

Rules of Simplicity is a set of criteria, in priority order, proposed by Kent Beck to judge whether some source code is "simple enough."
Enterprise agility is the capacity to adapt at scale without losing coherence—to decide quickly, redirect resources deliberately, and keep strategy actionable under real-world pressure.
Burndown charts and burnup charts track the amount of output (in terms of hours, story points, or backlog items) a team has completed across an iteration or a project.
In an Agile context, Incremental Development is when each successive version of a product is usable, and each builds upon the previous version by adding user-visible functionality.
When "simple design" choices have far-reaching consequences, two or more developers meet for a quick design session at a whiteboard.

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