Tests/Flipsticks: Difference between revisions
< Tests
Jump to navigation
Jump to search
(→Steps) |
(→Steps) |
||
Line 127: | Line 127: | ||
===Steps=== |
===Steps=== |
||
<hr> |
<hr> |
||
''Actions:'' |
|||
# Enter input {a} into angle text box. |
# Enter input {a} into angle text box. |
||
# Leave size input as it is (valid input). |
# Leave size input as it is (valid input). |
||
''Verify:'' |
|||
⚫ | |||
<span style="color: green"> |
*<span style="color: green">Pass:</span> If the program accepts the input with an error dialogue box. |
||
⚫ |
Revision as of 00:37, 25 March 2009
Test Sequence 1 - Stick figure and key frame testing
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:
- Select the name of the part from the "Parts Menu".
- Click on the point that represents that part (selected name).
- Move the part from side to side.
- 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:
- Click on the green point to drag the figure.
- Move the stick figure around the edit area.
- 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:
- Click on the green point on the stick figure.
- Move the mouse up.
- Check if the stick figure moves up.
- Move the mouse down.
- Check if the stick figure moves down.
- Move the mouse right.
- Check if the stick figure moves right.
- Move the mouse left.
- 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:
- Select a frame.
- 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:
- Click on a part/point of the body.
- Change its angle and/or size.
- 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.
Test Sequence 2 - Input Testing
Purpose
To test the inputs of the programme are applied correctly and the body parts move accordingly.
Prereq
- It is assumed Flipsticks programme 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 inputed for size are below 100, otherwise there is a possibilty it will go off the animation area.
- Each time a value is inputed, 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
Actions:
- Enter input {a} into angle text box.
- 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.