Book Image

How to Test a Time Machine

By : Noemi Ferrera E Ferrera Grajera
Book Image

How to Test a Time Machine

By: Noemi Ferrera E Ferrera Grajera

Overview of this book

From simple websites to complex applications, delivering quality is crucial for achieving customer satisfaction. How to Test a Time Machine provides step-by-step explanations of essential concepts and practical examples to show you how you can leverage your company's test architecture from different points in the development life cycle. You'll begin by determining the most effective system for measuring and improving the delivery of quality applications for your company, and then learn about the test pyramid as you explore it in an innovative way. You'll also cover other testing topics, including cloud, AI, and VR for testing. Complete with techniques, patterns, tools, and exercises, this book will help you enhance your understanding of the testing process. Regardless of your current role within development, you can use this book as a guide to learn all about test architecture and automation and become an expert and advocate for quality assurance. By the end of this book, you'll be able to deliver high-quality applications by implementing the best practices and testing methodologies included in the book.
Table of Contents (19 chapters)
1
Part 1 Getting Started – Understanding Where You Are and Where You Want to Go
6
Part 2 Changing the Status – Tips for Better Quality
10
Part 3 Going to the Next Level – New Technologies and Inspiring Stories
Appendix – Self-Assessment

Challenges in game testing

If you like playing games, testing them might sound like the most ideal, coolest job there could be. However, in reality, if your job is to manually test some screens, levels, or actions over and over again, it may be less fun than you think, and it could even spoil the game for you.

Nonetheless, working in game testing automation is possibly one of the most challenging and interesting areas related to testing (if you don’t mind a small game spoiler here and there).

Some of the reasons games are such challenging applications to work with are the uncertainty related to them and the use of specific technologies, such as high-end graphics, cross realities, and artificial intelligence, in their creation.

There are some studies out there that are worth reading in relation to uncertainty. Basically, uncertainty gives a game the fun factor. The game Tic-Tac-Toe was fun until people figured out that it is possible to find the optimal strategy to win...