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What are the best technologies to use for behavior-driven development on the iPhone? And what are some open source example projects that demonstrate sound use of these technologies? Here are some options I've found:
Unit Testing
Test::Unit Style
OCUnit/SenTestingKit as explained in iOS Development Guide: Unit Testing Applications & other OCUnit references.
Examples: iPhoneUnitTests, Three20
CATCH
GHUnit
Google Toolbox for Mac: iPhone Unit Testing
RSpec Style
Kiwi (which also comes with mocking & expectations)
Cedar
Jasmine with UI Automation as shown in dexterous' iOS-Acceptance-Testing specs
Acceptance Testing
Selenium Style
UI Automation (works on device)
UI Automation Instruments Guide
UI Automation reference documentation
Tuneup js - cool library for using with UIAutomation.
Capturing User Interface Actions into Automation Scripts
It's possible to use Cucumber (written in JavaScript) to drive UI Automation. This would be a great open-source project. Then, we could write Gherkin to run UI Automation testing. For now, I'll just write Gherkin as comments.
UPDATE: Zucchini Framework seems to blend Cucumber & UI Automation! :)
Old Blog Posts:
Alex Vollmer's UI Automation tutorial
O'Reilly Answers UI Automation tutorial
Adi Saxena's UI Automation tutorial
UISpec with UISpecRunner
UISpec is open source on Google Code.
UISpec has comprehensive documentation.
FoneMonkey
Cucumber Style
Frank and iCuke (based on the Cucumber meets iPhone talk)
The Frank Google Group has much more activity than the iCuke Google Group.
Frank runs on both device and simulator, while iCuke only runs in simulator.
Frank seems to have a more comprehensive set of step definitions than iCuke's step definitions. And, Frank also has a step definition compendium on their wiki.
I proposed that we merge iCuke & Frank (similar to how Merb & Rails merged) since they have the same common goal: Cucumber for iOS.
KIF (Keep It Functional) by Square
Zucchini Framework uses Cucumber syntax for writing tests and uses CoffeeScript for step definitions.
Additions
OCMock for mocking
OCHamcrest and/or Expecta for expectations
Conclusion
Well, obviously, there's no right answer to this question, but here's what I'm choosing to go with currently:
For unit testing, I used to use OCUnit/SenTestingKit in XCode 4. It's simple & solid. But, I prefer the language of BDD over TDD (Why is RSpec better than Test::Unit?) because our words create our world. So now, I use Kiwi with ARC & Kiwi code completion/autocompletion. I prefer Kiwi over Cedar because it's built on top of OCUnit and comes with RSpec-style matchers & mocks/stubs. UPDATE: I'm now looking into OCMock because, currently, Kiwi doesn't support stubbing toll-free bridged objects.
For acceptance testing, I use UI Automation because it's awesome. It lets you record each test case, making writing tests automatic. Also, Apple develops it, and so it has a promising future. It also works on the device and from Instruments, which allows for other cool features, like showing memory leaks. Unfortunately, with UI Automation, I don't know how to run Objective-C code, but with Frank & iCuke you can. So, I'll just test the lower-level Objective-C stuff with unit tests, or create UIButtons only for the TEST build configuration, which when clicked, will run Objective-C code.
Which solutions do you use?
Related Questions
Is there a BDD solution that presently works well with iOS4 and Xcode4?
SenTestingKit (integrated with XCode) versus GHUnit on XCode 4 for Unit Testing?
Testing asynchronous code on iOS with OCunit
SenTestingKit in Xcode 4: Asynchronous testing?
How does unit testing on the iPhone work?
tl;dr
At Pivotal we wrote Cedar because we use and love Rspec on our Ruby projects. Cedar isn't meant to replace or compete with OCUnit; it's meant to bring the possibility of BDD-style testing to Objective C, just as Rspec pioneered BDD-style testing in Ruby, but hasn't eliminated Test::Unit. Choosing one or the other is largely a matter of style preferences.
In some cases we designed Cedar to overcome some shortcomings in the way OCUnit works for us. Specifically, we wanted to be able to use the debugger in tests, to run tests from the command line and in CI builds, and get useful text output of test results. These things may be more or less useful to you.
Long answer
Deciding between two testing frameworks like Cedar and OCUnit (for example) comes down to two things: preferred style, and ease of use. I'll start with the style, because that's simply a matter of opinion and preference; ease of use tends to be a set of tradeoffs.
Style considerations transcend what technology or language you use. xUnit-style unit testing has been around for far longer than BDD-style testing, but the latter has rapidly gained in popularity, largely due to Rspec.
The primary advantage of xUnit-style testing is its simplicity, and wide adoption (amongst developers who write unit tests); nearly any language you could consider writing code in has an xUnit-style framework available.
BDD-style frameworks tend to have two main differences when compared to xUnit-style: how you structure the test (or specs), and the syntax for writing your assertions. For me, the structural difference is the main differentiator. xUnit tests are one-dimensional, with one setUp method for all tests in a given test class. The classes that we test, however, aren't one-dimensional; we often need to test actions in several different, potentially conflicting, contexts. For example, consider a simple ShoppingCart class, with an addItem: method (for the purposes of this answer I'll use Objective C syntax). The behavior of this method may differ when the cart is empty compared to when the cart contains other items; it may differ if the user has entered a discount code; it may differ if the specified item can't be shipped by the selected shipping method; etc. As these possible conditions intersect with one another you end up with a geometrically increasing number of possible contexts; in xUnit-style testing this often leads to a lot of methods with names like testAddItemWhenCartIsEmptyAndNoDiscountCodeAndShippingMethodApplies. The structure of BDD-style frameworks allows you to organize these conditions individually, which I find makes it easier to make sure I cover all cases, as well as easier to find, change, or add individual conditions. As an example, using Cedar syntax, the method above would look like this:
describe(#"ShoppingCart", ^{
describe(#"addItem:", ^{
describe(#"when the cart is empty", ^{
describe(#"with no discount code", ^{
describe(#"when the shipping method applies to the item", ^{
it(#"should add the item to the cart", ^{
...
});
it(#"should add the full price of the item to the overall price", ^{
...
});
});
describe(#"when the shipping method does not apply to the item", ^{
...
});
});
describe(#"with a discount code", ^{
...
});
});
describe(#"when the cart contains other items, ^{
...
});
});
});
In some cases you'll find contexts in that contain the same sets of assertions, which you can DRY up using shared example contexts.
The second main difference between BDD-style frameworks and xUnit-style frameworks, assertion (or "matcher") syntax, simply makes the style of the specs somewhat nicer; some people really like it, others don't.
That leads to the question of ease of use. In this case, each framework has its pros and cons:
OCUnit has been around much longer than Cedar, and is integrated directly into Xcode. This means it's simple to make a new test target, and, most of the time, getting tests up and running "just works." On the other hand, we found that in some cases, such as running on an iOS device, getting OCUnit tests to work was nigh impossible. Setting up Cedar specs takes some more work than OCUnit tests, since you have get the library and link against it yourself (never a trivial task in Xcode). We're working on making setup easier, and any suggestions are more than welcome.
OCUnit runs tests as part of the build. This means you don't need to run an executable to make your tests run; if any tests fail, your build fails. This makes the process of running tests one step simpler, and test output goes directly into your build output window which makes it easy to see. We chose to have Cedar specs build into an executable which you run separately for a few reasons:
We wanted to be able to use the debugger. You run Cedar specs just like you would run any other executable, so you can use the debugger in the same way.
We wanted easy console logging in tests. You can use NSLog() in OCUnit tests, but the output goes into the build window where you have to unfold the build step in order to read it.
We wanted easy to read test reporting, both on the command line and in Xcode. OCUnit results appear nicely in the build window in Xcode, but building from the command line (or as part of a CI process) results in test output intermingled with lots and lots of other build output. With separate build and run phases Cedar separates the output so the test output is easy to find. The default Cedar test runner copies the standard style of printing "." for each passing spec, "F" for failing specs, etc. Cedar also has the ability to use custom reporter objects, so you can have it output results any way you like, with a little effort.
OCUnit is the official unit testing framework for Objective C, and is supported by Apple. Apple has basically limitless resources, so if they want something done it will get done. And, after all, this is Apple's sandbox we're playing in. The flip side of that coin, however, is that Apple receives on the order of a bajillion support requests and bug reports each day. They're remarkably good about handling them all, but they may not be able to handle issues you report immediately, or at all. Cedar is much newer and less baked than OCUnit, but if you have questions or problems or suggestions send a message to the Cedar mailing list (cedar-discuss#googlegroups.com) and we'll do what we can to help you out. Also, feel free to fork the code from Github (github.com/pivotal/cedar) and add whatever you think is missing. We make our testing frameworks open source for a reason.
Running OCUnit tests on iOS devices can be difficult. Honestly, I haven't tried this for quite some time, so it may have gotten easier, but the last time I tried I simply couldn't get OCUnit tests for any UIKit functionality to work. When we wrote Cedar we made sure that we could test UIKit-dependent code both on the simulator and on devices.
Finally, we wrote Cedar for unit testing, which means it's not really comparable with projects like UISpec. It's been quite a while since I tried using UISpec, but I understood it to be focused primarily on programmatically driving the UI on an iOS device. We specifically decided not to try to have Cedar support these types of specs, since Apple was (at the time) about to announce UIAutomation.
I'm going to have to toss Frank into the acceptance testing mix. This is a fairly new addition but has worked excellent for me so far. Also, it is actually being actively worked on, unlike icuke and the others.
For test driven development, I like to use GHUnit, its a breeze to set up, and works great for debugging too.
Great List!
I found another interesting solution for UI testing iOS applications.
Zucchini Framework
It is based on UIAutomation.
The framework let you write screen centric scenarios in Cucumber like style.
The scenarios can be executed in Simulator and on device from a console (it is CI friendly).
The assertions are screenshot based. Sounds inflexible, but it gets you nice HTML report, with highlighted screen comparison and you can provide masks which define the regions you want to have pixel exact assertion.
Each screen has to be described in CoffeScript and the tool it self is written in ruby.
It is kind of polyglott nightmare, but the tool provides a nice abstraction for UIAutomation and when the screens are described it is manageable even for QA person.
I would choose iCuke for acceptance tests and Cedar for unit tests. UIAutomation is a step in the right direction for Apple, but the tools need better support for continuous integration; automatically running UIAutomation tests with Instruments is currently not possible, for example.
GHUnit is good for unit tests; for integration tests, I've used UISpec with some success (github fork here: https://github.com/drync/UISpec), but am looking forward to trying iCuke, since it promises to be a lightweight setup, and you can use the rails testing goodness, like RSpec and Cucumber.
I currently use specta for rspec like setups and it's partner (as mentioned above) expecta which has ton's of awesome matching options.
I happen to really like OCDSpec2 but I'm biased, I wrote OCDSpec and contribute to the second.
It's very fast even on iOS, in part because it's built from the ground up rather than being put on top of OCUnit. It has an RSpec/Jasmine syntax as well.
https://github.com/ericmeyer/ocdspec2
Related
I'm working for a Flutter App which relies on an API. We are thinking about a testing strategy and we would like to know which should be the best approach.
According to their documentation ( https://flutter.dev/docs/testing ) they have 3 levels of tests:
Unit tests
Widget tests
Integration tests (Pump widgets new approach)
Integration tests (Flutter driver old approach)
As we have limited resources, we would like to know what we should pickup first. Since until now, very few effort was put on testing.
Our situation is the following:
Unit tests (50% coverage)
Widget tests (0% coverage)
Integration tests (Pump widgets new approach - 0% Coverage)
Integration tests (Flutter driver old approach - Only a few test scenarios covered, the main flows)
API Tests: 0% coverage on unit tests and functional tests
And we are not using any testing automation framework such as WebdriverIO + Appium.
We would like to know how much effort we should put in each of the Flutter test categories, and regarding Flutter integration tests, would it make sense to just have Integration tests with the new approach (Pumping every widget) or we would also need Integration tests (Flutter driver old way)?. Relying only on the integration testing using pump widget approach doesn't make us feel very confident.
Some options we are considering are:
Strong API coverage (unit test and functional test) + Strong coverage on Flutter unit tests + Few Integration tests using flutter driver approach
Testing pyramid approach : Lots of unit tests + Less amount integration tests using pump widget new approach ,API tests and Widget tests + Less amount of E2E tests (maybe using Integration tests using flutter driver approach or an external automation framework) and manual tests
Just unit test + Widget test + Integration tests the new approach of pumping widgets, trying to achieve 100% coverage in each of the three.
We also think that maintaining integration tests the new way (pumping widgets) is somehow very time consuming as you need to have good understanding of the views and the internals of the App. Which might be challenging for a QA Automation guy who hasn't got too much experience with Flutter development.
Which of the Flutter automated testing categories I should cover first, unit, widget or integration testing? Should I use an external automated framework such as WebdriverIO + Appium instead?
First, at this moment, I would suggest to think about testing in the application perspective, not on Flutter, React-native or Native perspective, well, test pyramid and test concepts are not really linked to any development tool/framework, at the end of the day the app must do what it's supposed to do gracefully.
Now, on the strategy topic, depends on a lot of variables, I will push just some to this answer, otherwise I will write an article here.
There is some stuff to think about, even before writing the strategy:
When we will test?
Local build and testing.
Remote build and testing (CI/CD stuff).
Pre merge testing (CI/CD stuff).
Pre production testing (CI/CD stuff).
Production monitoring tests (CI/CD stuff).
Do we have enough resources?
At least one person dedicated person for testing and it's tasks.
VMs/computers hosted by your company or cloud providers to run the tests in a CI/CD pipeline.
On my previous experiences with testing, when you are starting (low amount of coverage), end-to-end testing are the ones that did show more value, why?
It's mostly about the user perspective.
It will answer things like "Can the user even login on our app and perform a core task?" If you cannot answer this before a release, well you are in a fragile situation.
Covers how the application screens and feature behave together.
Covers how the application integrate with backend services.
Well, if it has issues with the API, it will most likely to be visible on the UI.
Covers if data is being persisted in a way that make sense to the user
It might be "wrong" on the database, but for who is using it still makes sense.
You don't need 500 hundred tests to have a nice coverage, but still this kind of test is costly to maintain.
The problem with the base (fast and less costly tests) of the pyramid when you have "nothing" is, you can have 50000 unit tests, but still not answer if the core works, why? For you to answer it you need to be exposed to a real, or near real world, unit doesn't provide it for you. You will be really limited to answer things like: "well in case the input is invalid it will show a fancy message. But can the user login?"
The base is still important and the test pyramid is still a really good thing to use for guidance, but my thoughts for you folks right now, as you are starting, try to get meaningful end-to-end cases, and make sure that they are working, that the core of the application, at every release, is there, working as expected, it's really good to release with confidence.
At some point the amount of end-to-end will increase, and you will start seeing the cost of maintaining it, so then you could start moving things down one step bellow in the pyramid, checks that were made on the e2e, now can be on the integration level, on the widget level, and etc.
Testing is a iterative and incremental work also, it will be changing as the team matures, trying to go strait to the near perfect world with it, will cause a lot of problematic releases, my overall point is, at first, try to have tests that gives meaningful answers.
Another note is: Starting in the top of the pyramid that is not supposed to be linked to any development framework (Flutter, react-native and etc) will also give you time to get up to speed into Flutter, while you are still contributing to e2e coverage, using things like Appium (SDETS/QA must have some familiarity with it) for example, could be a parallel work.
As many of you are aware as of the release of MatLab 2013a, xUnit a popular unit testing framework for MatLab is canceling further development.
Is MatLab's new and native unit testing framework comparable to xUnit? what features is it lacking when compared to xUnit? Is it better or worse than xUnit?
MATLAB xUnit has been an excellent contribution to the test focused development efforts of those writing MATLAB code. It has a solid implementation, it follows the xUnit paradigm very well, and has been invaluable as a file exchange contribution.
The MATLAB Unit Test framework has indeed learned from this submission as well as decades of requirements and test focused development for the MathWorks' internal code base. We have also learned and extended upon frameworks in other languages such as JUnit, NUnit, and python's unittest framework. As such there certainly are many more features in the R2013a-beyond framework, and it is designed to scale and extend.
There are too many other features to go into in a simple answer, but perhaps one way to describe some of the differences are that the 13a framework is what I loosely call an "xUnit 2.0" and the file exchange submissions is an "xUnit 1.0" framework. If you are familair with JUnit, this is like the difference between JUnit 3 and JUnit 4.
There are also other intangible or as yet unrealized benefits, such as:
The framework is included directly in MATLAB so you can share tests with others and know that they can run the tests even if they are not familiar with testing and do not want to download the file exchange framework.
The framework is under active development with a pipeline of additional features and capabilities in the works for future releases.
Hope that helps. I would be happy to go over any questions you have about specific functionality or features.
I don't believe MathWorks are planning at all to stop making xUnit available, so you can continue using it if you like. xUnit had not seen any large changes for quite a while in any case, and even though it won't be developed further in terms of features, it may receive an occasional fix if any are needed.
I have tried out the new framework quite a bit, but have not used it on any large projects yet. Previously I have used xUnit on large projects. However, I'm no expert on unit testing - so please read the following opinions in that context.
I'm pretty sure there's nothing you can do in xUnit that you can't do in the new framework. In general it's much more flexible and powerful than xUnit, providing additional features and a better way to organise and structure your tests. It's a lot easier to set up and tear down suites of tests, to manage and close resources (files, figure windows, database connections etc), and to carry out tricky tests such as checking that the right number of arguments are returned.
However, whereas a typical xUnit test was implemented as a fairly simple MATLAB function, tests in the new framework are typically implemented (in 13a, but see below for 13b) as classes using MATLAB's OO syntax, and if you're not comfortable with that it may seem like a big leap.
I should also add that although the documentation for the testing framework is excellent as reference material, I haven't found it to be great as a tutorial.
In 13b, the need to use classes has been offset a bit with the introduction of the functiontests command, which creates a test suite for you from a file containing tests implemented as local functions. That will make things much easier if you're not comfortable with class syntax. But I would think that if you want to take advantage of everything, you'd probably still want to use the main framework.
Hope my experience is of help - if you're lucky, perhaps #AndyCampbell will chime in...
I took the time to set up some Unit Tests and set up the targets in XCode, etc., and they're pretty useful for a few classes. However:
I want to test small UI pieces for which I don't want to launch the entire application. There is no concept of pass/fail: I need to "see" the pieces, and I can make dummy instances of all the relevant classes to do this. My question is: how can I set this up in XCode?
I realize I could use another XCode project for each class (or groups of classes), but that seems a bit cumbersome. Another target for each?
I know that you're looking for an approach to testing UI components that doesn't require a fully functional application, but I've been impressed with what the new UI Automation instrument introduced in iOS 4.0 lets you do.
This instrument lets you use Javascript scripts to interactively test your application's interface, and it does so in a way that does not require checking exact pixel values or positions on a screen. It uses the built-in accessibility hooks present in the system for VoiceOver to identify and interact with components.
Using this instrument, I have been able to script tests that fully exercise my application as a user would interact with it, as well as ones that hammer on particular areas and look for subtle memory buildups.
The documentation on this part of Instruments is a little sparse, but I recently taught a class covering the subject for which the video is available on iTunes U for free (look for the Testing class in the Fall semester). My course notes (in VoodooPad format) cover this as well. I also highly recommend watching the WWDC 2010 video session 306 - "Automating User Interface Testing with Instruments".
Well, you cannot call showing a piece of some GUI a testing even if that GUI is a part of a large application. What you can do here is create a separate executable target and write a small tool that reuses GUI components from your application and shows them to you basing on input parameters. This will eliminate the need for many many different targets.
If you still insist on using unit tests, you can show your GUI for some period of time, for example, 10 seconds. So the test case will run until GUI is closed or timeout elapses and each test will take up to N seconds to execute.
This is a good question. I think you actually do not want to use unit tests for those 'visual confirmations'. Personally I usually write little test apps to do this kind of testing or development. I don't like separate targets in the same project so I usually just create a test project next to the original one and then reference those classes and resources using relative paths. Less clutter. And it is really nice to be able to test more complex user interface elements in their own little test environment.
I would take a two-level approach to UI "unit testing":
lthough Cocoa/CocoaTouch are still closer to the Model-View-Controller than the Model-View-ViewModel paradigm, you can gain much of the testability advantage by breaking your "View" into a "view model" and a "presenter" view (note that this is somewhat along the lines of the NSView/NSCell pair; Cocoa engineers had this one a long time ago). If the view is a simple presentation layer, than you can test behavior of the view by unit testing the "view model".
To test the drawing/rendering of your views, you will have to either do human testing or do rendering/pixel-based tests. Google's Toolbox for Mac has several tools for doing pixel-by-pixel comparison of rendered NSViews, CALayers, UIViews, etc. I've written a tool for the Core Plot project to make dealing with the test failures and merging the reference files back into your unit test bundle a little easier.
I'm a big believer in testing, but not a very good practitioner. I've done pretty well at getting coverage on my model objects and programming them in a TDD style. I'm actually enjoying it so much I'd love to extend this to my controller layer, particularly my UIViewController subclasses.
Unfortunately, many UIKit classes don't function in independent tests. However, I'm unhappy with the restriction of only running my dependent tests on the device. It's really important to me to run all unit tests before every build, and it seems to me like its possible and worthwhile to unit test (as opposed to other types of testing) controller code.
My question is simply this: How do I test UIViewControllers in such a way that the tests run before every build? I am aware of a couple of different solutions to this problem, but don't know a whole lot about the various benefits of each one.
In general if you are stuck with an environmental problem where unconditional testing seems to be made impossible, you can work around it if the benefits are great enough to warrant your jumping through some hoops.
The situation here is a special case of unwanted outside dependencies, which I generally solve in my unit tests by either #ifdefing out tiny bits of dependent code, or by implementing stub classes to fill the expected dependency roles enough that my code can be tested.
So in this specific case, you might create a new source file, linked only in the test bundle, called "UIKitStubClasses.m" … within it you could implement the bare necessities to simulate UIKit dependent classes such as UIViewController, so that your tests link and thoroughly exercise their own logic.
The important thing to remember is this is usually not necessarily all that much work. The tests will let you know what you need to implement in the stub, for example by issuing exceptions about unimplemented methods. You just add what you need to quiet the errors and test your code, and then your stub class is as sufficient for testing as any of the legitimate system framework classes would be.
Can you not use the tips/methods in Chris Hanson's blog here: http://chanson.livejournal.com/120263.html
It seems that you would probably need to run your app as the test harness, but it seems doable. Just because you are running the 'app' doesn't mean it necessarily has to do the normal thing your application does. Alternatively, you could create another application target that is just a simple dummy application that will load your test bundles and run them.
I agree it might not be perfect, but it sounds like it might work, and it seems like it could be automated.
So I was unhappy with this situation as it stood, and both Daniel and Ed's answers spurred me on to improve things further. I decided to take matters into my own hands.
What I ended up writing was a small Cocoa Touch application that in -applicationDidFinishLaunching scans the class hierarchy for any SenTestCase subclasses and runs them. Unlike GoogleToolboxForMac's unit testing stuff, I tried to use as much of the built in SenTesting machinery as possible and as a result it didn't really end up as that much code. I haven't done too much testing beyond verifying that UILabel allocates without crashing the test rig (otest does in fact crash if you try), but it should work.
I've put the source online on both Bitbucket and Github.
While apple's tools have improved over time, they still leave much to be desired. GHUnit is much better, has a real test runner, and makes is dead simple to set breakpoints, etc. You can even leverage all your existing SenTests.
Get it on github.
You can instantiate all your UIKit code with no worries. I use it to test UIViewControllers, assert outlets, and do behavior testing.
How can I create a wrapper around a testing framework? We still doesn't know which testing framework are going to use, but I need to start writing unit tests. With this question I want to know how can I switch from NUnit to mbUnit, xUnit or even MSTest.
You could create a wrapper - but I think you can utilise your time much better. I'd say pick the simplest one (My personal favourite would be the war-horse NUnit) that fits your needs - the newer frameworks add functionality that help you write more complex test fixtures.
However I value simplicity over "flexibility". In the future, if you find yourself wanting that "cool feature X in Y testing framework", you could either write that particular test fixture using Y. (you could also migrate the entire test fixture to use Y for consistency - but time is always scarce) - Switch between 2 unit testing framework is usually monotonous work (rename attributes) however some might be more work (disclaimer: no flying time with MbUnit)
Your comment however worries me a bit.
Why is the customer deciding the testing framework that you'd use for development - it should be a choice of the development team. The customer wouldn't want you to define product requirements - would he/she ? The quality of tests doesn't depend on the framework used so I don't see how this affects the customer.
You could use an existing wrapper that allows you to run multiple unit test frameworks, so even if you switch frameworks you can still use the old unit tests. For the unit test frameworks you listed, I would recommend taking a look at Gallio.
From http://www.gallio.org/...
At present Gallio can run tests from MbUnit versions 2 and 3, MSTest, NBehave, NUnit, xUnit.Net, csUnit, and RSpec. Gallio provides tool support and integration with AutoCAD, CCNet, MSBuild, NAnt, NCover, Pex, Powershell, Resharper, TestDriven.Net, TypeMock, and Visual Studio Team System.