The introduction is an interesting story of technical debt: the work on improving the internal quality of the code, and in particular the outsourced `Dollar` object, had been on-going for six months before the arrival of the business opportunity that needed the improved design.
(The debt metaphor first appears in Ward's 1992 experience report, which describes this same portfolio management system).
The transition from testing that computations are within tolerance to testing that computations are exact hides an important lesson: code changes that relocate rounding within a calculation are not refactorings in domains where the calculations are regulated, and you do want tests that are sensitive to those changes if refactoring is a core value.
In a broader sense, we're also getting a statement of good design; a design is good if it is ready to be changed.
I suspect that the story takes place circa 1992, so of course the team isn't doing "TDD", and there's no particular indication that the team is taking a test first approach. The promise here is really that TDD can bring you to this place that the Wyatt team got to another way (not too different though -- "if you assume all the good ideas in here are Ward's" and all that).
We also get our first look at the two simple rules
- Write a failing automated test before you write any code.
- Remove duplication.
The first of these, I think, fails, in the sense that it describes an XP approach where you turn up the dials to eleven to see how it works. And it works a lot, but it doesn't work eleven - the costs of writing automated tests are not uniform, and expensive tests against unstable specifications is generally a miserable experience for everybody.
In regarding the second rule, it's probably worth noting that, at the time, Kent had a reputation for being something of a wizard at recognizing duplication, and pursuing a sequence of refactorings that would eventually make the duplication obvious to everyone else, and finally taking steps to remove it.
I suspect that there is a similar skill, in which we take two things that look to be the same and improve the design until it becomes clear that they are not, in fact, duplicates.
Remove duplication hints at the four rules of simple design. One of the questions I'm still carrying around is whether the rules of simple design are part of the TDD bundle -- are we still "doing TDD" if we replace simple design with some other collection of design heuristics?
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