Tests/Flipsticks

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Test Results 2009

Action Result
When manually moving EACH body part, angle value in "angle box" should change. pass
If stick figure goes off the editing area. fail: half of stick figure goes off the edit area depending on the green point in the middle of the stick figure.
Dragging figure in a specific direction (top, right, bottom, left) will make it move in that direction. pass
Selecting a frame in the keyframe will edit the pose in that frame. pass
Clicking on the camera button will save the pose in the selected frame. pass
Clicking on the reset button will clear the poses in the frames. fail: the frames are not cleared.
Increase/decrease of speed meter increases/decreases speed of animation. pass
Edit frame while editing. pass
Entering chars (E.g. {a}, {2a}, etc) in the angle and size input boxes. fail: value accepted with no error message box.
Entering {0} in the size input box. fail: value accepted with no error message box.
Selecting any part from the "parts menu", and editing its size and angle using the input boxes. pass
Clicking play when keyframe is empty does nothing. pass
Points/joints on stick figure disappear when animating. pass
Stick figure animates according to the order of the poses in the keyframe. pass
Change the order of the frames. pass
Deleting a frame will not affect the animation. pass
Cannot edit stick figure while animating. pass

Test Sequence 1 - Stick figure and key frame testing

Specificaitons

Purpose: The aspects of this part of the program to be tested are the individual points/parts of the Flipstick figure, the editing area, the dragging of the figure in a specific direction, the key frame, pose save, clearing the edit area and frames, speed of movement, and edit of frames while animating.

Prereq:

  • When points/parts are moved, the value of the input box of that specific point/part should change.
  • Figure should not leave the edit area.
  • Figure moves in the specific direction (top, right, bottom, left).
  • Selected frame displays in the edit area the figure pose in the frame and can be edited.
  • Pose is saved in a selected key frame after the camera button is clicked.

Test Data:

  • Points/Parts of stick figure.

Technique: Equivalence Partitioning used in selecting the test cases for this sequence.

Steps


Manually moving each body part - angle value

Actions:

  1. Select the name of the part from the "Parts Menu".
  2. Click on the point that represents that part (selected name).
  3. Move the part from side to side.
  4. Check if the value of the angle input box is changing with the movement.

Verify:

  • Pass: when value in the angle box changes according to movement.
  • Fail: when value in the angle box does not change according to movement.


Stick figure off edit area

Actions:

  1. Click on the green point to drag the figure.
  2. Move the stick figure around the edit area.
  3. Check if the stick figure leaves the edit area.

Verify:

  • Pass: if stick figure does not leave edit area.
  • Fail: if stick figure leaves edit area.


Dragging stick figure in a certain direction

Actions:

  1. Click on the green point on the stick figure.
  2. Move the mouse up.
  3. Check if the stick figure moves up.
  4. Move the mouse down.
  5. Check if the stick figure moves down.
  6. Move the mouse right.
  7. Check if the stick figure moves right.
  8. Move the mouse left.
  9. Check if the stick figure moves left.

Verify:

  • Pass: if figure moves according to mouse movement.
  • Fail: if figure does not move according to mouse movement.


Selecting a keyframe and editing it

Actions:

  1. Select a frame.
  2. Check if the stick figure in the frame looks like the figure in the edit area.

Verify:

  • Pass: if the edit area displays the stick figure in the selected keyframe.
  • Fail: if the edit area does not display the stick figure in the selected keyframe.


Camera button

Actions:

  1. Click on a part/point of the body.
  2. Change its angle and/or size.
  3. Click on the button that has a camera on it.

Verify:

  • Pass: if the pose from the edit area appears in the selected key frame after the camera button is clicked.
  • Fail: if the pose from the edit area does not appear in the selected key frame after the camera button is clicked.


Reset button

Actions:

  1. Select a point/part.
  2. Move/change it (size/angle).
  3. Click the camera button to save the pose.
  4. Click the reset button.

Verify:

  • Pass: if the stick figure is put in it's default position and frame(s) cleared.
  • Fail: if the stick figure is not put in it's default position and frame(s) not cleared.


Speed of movement

Actions:

  1. Select a point/part.
  2. Create a pose.
  3. Click the camera.
  4. Select second frame.
  5. Select a point/part.
  6. Create a pose.
  7. Click the camera.
  8. Select third frame.
  9. Select a point/part.
  10. Create a pose.
  11. Click the camera.
  12. Click on the play button to watch animation.
  13. Stop animation.
  14. Click on the speed meter and increase/decrease it.
  15. Click on the play button to watch animation.

Verify:

  • Pass: if the speed of the animation increase/decrease according to the speed meter.
  • Fail: if the speed of the animation did not increase/decrease according to the speed meter.


Editing frame while animating

Actions:

  1. Select a point/part.
  2. Create a pose.
  3. Click the camera.
  4. Select second frame.
  5. Select a point/part.
  6. Create a pose.
  7. Click the camera.
  8. Select third frame.
  9. Select a point/part.
  10. Create a pose.
  11. Click the camera.
  12. Click on the play button to watch animation.
  13. Select a part/point and change while animating.

Verify:

  • Pass: if frame cannot be edited while animating.
  • Fail: if frame is edited while animating.

Test Sequence 2 - Input Testing

Specifications

Purpose: To test the inputs of the program are applied correctly and the body parts move accordingly.

Prereq:

  • It is assumed Flipsticks program is already running and the stick figure is in the default position.
  • It is assumed that the (Right Shoulder) is selected.
  • It is assumed that an input with a character is invalid.
  • It is assumed that the angle values is from 0 to 360.
  • It is assumed that a size 0 for a size input is invalid.
  • The values that are inputted for size are below 100, otherwise there is a possibilty it will go off the animation area.
  • Each time a value is inputted, tester should press down on the Enter key.

Test Data:

  • Angle: {a}, {2a}, {50}, {270}, {default valid input}
  • Size: {a}, {2a}, {0}. {90}, {100}, {default valid input}

Technique: Myer's Algorithm used in selecting the test cases for this sequence:

  • The first four test cases groups one invalid input with valid inputs at a time.
  • The last four test cases group together all valid inputs together, covering them all at once.

Steps


Angle input 1

Actions:

  1. Enter input {a} into angle text box.
  2. Leave size input as it is (valid input).

Verify:

  • Pass: If the program accepts the input with an error dialogue box.
  • Fail: If the program accepts the input with no error dialogue box.


Angle input 2

Actions:

  1. Click on the reset button so figure is in default position.
  2. Enter input {2a} into angle text box.
  3. Leave size input as it is (valid input).

Verify:

  • Pass: If the program accepts the input with an error dialogue box.
  • Fail: If the program accepts the input with no error dialogue box.


Size input 1

Actions:

  1. Click on the reset button so figure is in default position.
  2. Enter input {a} into size text box.
  3. Leave angle input as it is (valid input).

Verify:

  • Pass: If the program accepts the input with an error dialogue box.
  • Fail: If the program accepts the input with no error dialogue box.


Size input 2

Actions:

  1. Click on the reset button so figure is in default position.
  2. Enter input {2a} into size text box.
  3. Leave angle input as it is (valid input).

Verify:

  • Pass: If the program accepts the input with an error dialogue box.
  • Fail: If the program accepts the input with no error dialogue box.


Size input 3

Actions:

  1. Click on the reset button so figure is in default position.
  2. Enter input {0} into size text box.
  3. Leave angle input as it is (valid input).

Verify:

  • Pass: If the program accepts the input with an error dialogue box.
  • Fail: If the program accepts the input with no error dialogue box.


Right Shoulder

Actions:

  1. Click on the reset button so figure is in the default position.
  2. Select the Right Shoulder of the stick figure.
  3. Enter input {50} into size text box.
  4. Enter input {90} into angle text box.

Verify:

  • Pass: If the Right Shoulder of the stick figure points North.
  • Fail: If the Right Shoulder of the stick figure does not point North.


Left Hip

Actions:

  1. Click on the reset button so figure is in the default position.
  2. Select the Left Hip of the stick figure.
  3. Enter input {100} into size text box.
  4. Enter input {270} into angle text box.

Verify:

  • Pass: If Left Hip of the stick figure moves to the left; away from the stick figure.
  • Fail: If the wrong body part has been adjusted.


Upper Left Arm

Actions:

  1. Click on the reset button so figure is in the default position.
  2. Select the Upper Left Arm of the stick figure.
  3. Enter input {50} into size text box.
  4. Enter input {90} into angle text box.

Verify:

  • Pass: If Upper Left Arm of the stick figure (Upper Right Arm to users) points north and is slightly longer then the Upper Right Arm.
  • Fail: If the wrong body part has been adjusted then the test has failed.


Lower Right Leg

Actions:

  1. Click on the reset button so figure is in the default position.
  2. Select the Lower Right Leg of the stick figure (area below the knee)
  3. Enter input {100} into size text box.
  4. Enter input {270} into angle text box.

Verify:

  • Pass: If the Lower Right Leg of the stick figure moves to the left of the body at an angle, and is longer than the Lower Left Leg.
  • Fail: If the wrong body part has been adjusted.

Test Sequence 3 - Frames and Play/Pause buttons

Specifications

Purpose: To test that the frames in the keyframe can be edited/deleted and animate correctly. To test if the Play and Pause buttons function properly.

Prereq:

  • The frames in the keyframe are empty.
  • Can change the order of frames in the keyframe.
  • Cannot delete a frame while animating.

Test Data:

  • Clicking on the play button with {empty frames}, {One} {Two to five same poses}, {Two to five different keyframe poses}

Technique: Equivalence Partitioning used in selecting the test cases for this sequence.

Steps


Empty keyframe

Actions:

  1. Leave keyframe as it is (empty).
  2. Click the play button at the end of the keyframe (right-side).

Verify:

  • Pass: If no movement.
  • Fail: if there is any unacceptable behavior.


One frame, one pose

Actions:

  1. Select a frame.
  2. Click on a point/part of the stick figure.
  3. Move the part and/or change it's size.
  4. Click on the camera button to save the pose.
  5. Click the play button at the end of the keyframe (right-side).

Verify:

  • Pass: if the colored points disappear.
  • Fail: if the colored points remain visible or there is any unacceptable behavior.


Two to five frames, same pose

Actions:

  1. Select the first frame from the keyframe.
  2. Click on a point/part of the stick figure.
  3. Move the part and/or change it's size.
  4. Click on the camera button to save the pose.
  5. Select the second frame from the keyframe.
  6. Click on the camera button to save the same pose.
  7. Select the third frame from the keyframe.
  8. Click on the camera button to save the same pose.
  9. Click the play button at the end of the keyframe (right-side).

Verify:

  • Pass: if the stick figure in the edit area displays only one pose and the colored points disappear.
  • Fail: if the colored points remain visible or there is any unacceptable behavior.


Two to five frames, different poses

Actions:

  1. Select the first frame from the keyframe.
  2. Click on a point/part of the stick figure.
  3. Move the part and/or change it's size.
  4. Click on the camera button to save the pose.
  5. Select the second frame from the keyframe.
  6. Click on a point/part of the stick figure.
  7. Move the part and/or change it's size.
  8. Click on the camera button to save the new pose.
  9. Select the third frame from the keyframe.
  10. Move the part and/or change it's size.
  11. Click on the camera button to save the new pose.
  12. Click the play button at the end of the keyframe (right-side).

Verify:

  • Pass: if the stick figure animates correctly (according to the poses in each of the frames) and the colored points have disappeared.
  • Fail: if the colored points remain visible or there is any unacceptable behavior (the animation is wrong).


Moving frame backward

Actions:

  1. Hold the first frame.
  2. Move it backward to the end.
  3. Click on the first frame
  4. Press play button on the right.

Verify:

  • Pass: If the frame moved backward and the changing appeared on the body movement.
  • Fail: any other results.


Moving frame forward

Actions:

  1. Hold the first frame.
  2. Move it forward to the end.
  3. Click on the first frame
  4. Press play button on the right.

Verify:

  • Pass: If the frame moved forward and the changing appeared on the body movement.
  • Fail: any other results.


Deleting a frame

  1. Click on a non-empty frame.
  2. Click on the delete button.

Verify:

  • Pass: if pose inside frame is deleted.
  • Fail: if pose inside frame is not deleted.