Tests/Flipsticks: Difference between revisions
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====Technique==== |
====Technique==== |
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Equivalence partitioning used. |
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[http://en.wikipedia.org/wiki/Equivalence_Partitioning '''Equivalence Partitioning'''] used in selecting the test cases for this sequence. |
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===Steps=== |
===Steps=== |
Revision as of 01:22, 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
Angle input 1
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.
Angle input 2
Actions:
- Click on the reset button so figure is in default position.
- Enter input {2a} 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.
Size input 1
Actions:
- Click on the reset button so figure is in default position.
- Enter input {a} into size text box.
- 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:
- Click on the reset button so figure is in default position.
- Enter input {2a} into size text box.
- 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:
- Click on the reset button so figure is in default position.
- Enter input {0} into size text box.
- 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.
Angle of Right Shoulder
Actions:
- Click on the reset button so figure is in the default position.
- Select the Right Shoulder of the stick figure.
- Enter input {50} into size text box.
- 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.
Size of Left Hip
Actions:
- Click on the reset button so figure is in the default position.
- Select the Left Hip of the stick figure.
- Enter input {100} into size text box.
- 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.
Size of Left Hip
Actions:
- Click on the reset button so figure is in the default position.
- Select the Upper Left Arm of the stick figure.
- Enter input {50} into size text box.
- 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.
Size of Lower Right Leg
Actions:
- Click on the reset button so figure is in the default position.
- Select the Lower Right Leg of the stick figure (area below the knee)
- Enter input {100} into size text box.
- 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
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 keyframe poses},{ Two to five different keyframe poses}
Technique
Equivalence Partitioning used in selecting the test cases for this sequence.