Tests/Flipsticks

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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:

  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.


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:

  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 {a} 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