diff --git a/Doc/TestPlan/README.md b/Doc/TestPlan/README.md deleted file mode 100644 index 2c8b6b82c5e7598ee50c62a0ee6a5f74ebe26f38..0000000000000000000000000000000000000000 --- a/Doc/TestPlan/README.md +++ /dev/null @@ -1,5 +0,0 @@ -# Test Plan - -The folders and files for this folder are as follows: - -Describe ... diff --git a/Doc/TestPlan/TestPlan.aux b/Doc/TestPlan/TestPlan.aux deleted file mode 100644 index 1791cb2c6748dce23b3e008cdb47b996bd74dbc5..0000000000000000000000000000000000000000 --- a/Doc/TestPlan/TestPlan.aux +++ /dev/null @@ -1,41 +0,0 @@ -\relax -\providecommand\zref@newlabel[2]{} -\@writefile{lot}{\contentsline {table}{\numberline {1}{\ignorespaces \bf Revision History}}{1}} -\@writefile{toc}{\contentsline {section}{\numberline {1}General Information}{1}} -\@writefile{toc}{\contentsline {subsection}{\numberline {1.1}Purpose}{1}} -\@writefile{toc}{\contentsline {subsection}{\numberline {1.2}Scope}{1}} -\@writefile{toc}{\contentsline {subsection}{\numberline 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The game shall test the macro management skills of the user. The user will have a bunch of information to process in order to determine their course of action for their turn. The game will progress based on user inputs and decisions. However, software like this will involve a wide variety of test cases. The testing for this software will follow the Visual Studio Unit Testing Framework for all automated unit tests. This document will highlight most test cases the software will follow, and provide information on the unit testing framework. + \subsection{Scope} Software such as what Blaze Brigade aims to recreate has a complex interaction with the user. Giving the user many options for each decision they make. This means that each one of those options much function properly. Actions such as moving, attacking, equipping a different weapon, et cetera. Each one of these actions will need a proper test case in order to ensure their proper functionality. Other test cases based on functional requirements include, unit properties, menu navigation, structural properties of the game, and handling user input. The non-functional requirements of this software project are based on usability, performance and security. Proper test cases will be orchestrated to fulfil these requirements as well. \subsection{Acronyms, Abbreviations, and Symbols} - -\begin{table}[hbp] -\caption{\textbf{Table of Abbreviations}} \label{Table1} - -\begin{tabularx}{\textwidth}{p{3cm}X} -\toprule -\textbf{Abbreviation} & \textbf{Definition} \\ -\midrule -HP & Health points\\ - -Str & Strength\\ -Int & Intelligence\\ - -Def & Defense\\ - -Res & Resistance\\ - -GUI & Graphical user interface.\\ -\bottomrule +\begin{table}[h] +\caption{\textbf{Table of Abbreviations}} \label{Table1} +\begin{tabularx}{\textwidth}{lX} + \toprule + \textbf{Abbreviation} & \textbf{Definition} \\ + \midrule + HP & Health points\\ + + Str & Strength\\ + + Int & Intelligence\\ + + Def & Defense\\ + + Res & Resistance\\ + + GUI & Graphical user interface.\\ + \bottomrule \end{tabularx} - \end{table} -\begin{table}[!htbp] +\begin{table}[H] \caption{\textbf{Table of Definitions}} \label{Table2} -\begin{tabularx}{\textwidth}{p{3cm}X} -\toprule -\textbf{Term} & \textbf{Definition}\\ -\midrule -Unit & A movable character that the user will manipulate to defeat the opponents army.\\ - -Class & A category of unit type. Different classes have different strengths and weaknesses.\\ - -Stat & A numerical value that belongs to a unit. There are a variety of stats that make each class of unit unique.\\ - -Health Points & A stat determining how much damage a unit can take before it dies.\\ - -Strength & A stat used in calculating physical damage dealt to opposing units.\\ - -Intelligence & A stat used in calculating magical damage dealt to opposing units.\\ - -Defense & A stat that lessens the amount of physical damage the unit takes.\\ - -Resistance & A stat that lessens the amount of magic damage the unit takes.\\ - -Skill & A stat that determines how skillful a unit is on the battlefield. Used to determine hit rate, and critical hit rate.\\ - -Speed & A stat that determines how many times a unit will get to attack in combat.\\ - -Graphical User Interface & A system that interacts with the user through visual representation.\\ - -Hit Rate & The percent chance that unit A will successfully hit unit B.\\ - -Critical Hit & Multiplies the damage of a units attack by 3.\\ - -Critical Hit Rate & The percent chance that unit A will perform a critical hit on unit B.\\ -\bottomrule +\begin{tabularx}{\textwidth}{lX} + \toprule + \textbf{Term} & \textbf{Definition}\\ + \midrule + Unit & A movable character that the user will manipulate to defeat the opponents army.\\ + + Class & A category of unit type. Different classes have different strengths and weaknesses.\\ + + Stat & A numerical value that belongs to a unit. There are a variety of stats that make each class of unit unique.\\ + + Health Points & A stat determining how much damage a unit can take before it dies.\\ + + Strength & A stat used in calculating physical damage dealt to opposing units.\\ + + Intelligence & A stat used in calculating magical damage dealt to opposing units.\\ + + Defense & A stat that lessens the amount of physical damage the unit takes.\\ + + Resistance & A stat that lessens the amount of magic damage the unit takes.\\ + + Skill & A stat that determines how skillful a unit is on the battlefield. Used to determine hit rate, and critical hit rate.\\ + + Speed & A stat that determines how many times a unit will get to attack in combat.\\ + + Graphical User Interface & A system that interacts with the user through visual representation.\\ + + Hit Rate & The percent chance that unit A will successfully hit unit B.\\ + + Critical Hit & Multiplies the damage of a units attack by 3.\\ + + Critical Hit Rate & The percent chance that unit A will perform a critical hit on unit B.\\ + \bottomrule \end{tabularx} \end{table} @@ -165,9 +160,7 @@ This document will explain in depth what the plans for testing this project are, \section{Plan} \subsection{Software Description} - The software component of the project is governed by various actions such as inputs required, outputs to be shown to the user and certain task computation to fulfill the desired set of requirements. To test the overall system of the project and being able to produce a stable build for the user to interact, a set of software descriptions needs to be covered in this test plan to discuss the main functionality and how they can be tested as outlined below. - \begin{itemize} \item Mouse input - This is the primary interaction between the user and software to carry out actions within the gameplay. Such action include starting the game, moving the units and giving commands such as to attack the opponent. A test will need to be devised to ensure all mouse clicks are read and their accuracy of the position, to ensure that the resulting trigger is correct. \item Gameplay window - The map will be created on top of the gameplay window, in which all of the mouse trigger would be happening to interact with the game. The window would need to be tested on all the subtasks it holds such making best use of all the space allocated to it and the ability to close and minimize the window application. @@ -177,13 +170,8 @@ The software component of the project is governed by various actions such as inp \item Attack mechanism - During an attack, the following stats and health are taken into consideration to determine who shall be victorious in killing the opponent's unit. The test case will further breakdown the attack mechanism to ensure that the correct drop of health is calculated and presents a fair attack opportunity for both sides. \item Turn based selection - Both players will alternate turns upon completing their set of actions. A checker would need to be in place to determine that a turn has successfully been completed and shifted to the correct player. \end{itemize} - - - \subsection{Test Team} - The test team includes all of the members from the development team to encourage that the testing takes places at all stages of the development process to meet the central objectives of the projects. This requires the involvement of all team members to be involved in regular code inspection, the act of producing unit test cases and interacting with the design as how an user would to properly take on the test-driven development style as initially set in the beginning of the project. - \begin{table}[!htbp] \caption{\textbf{Description of the test team}} \label{Table4} \begin{tabularx}{\textwidth}{lllX} @@ -197,27 +185,18 @@ The test team includes all of the members from the development team to encourage \bottomrule \end{tabularx} \end{table} - \subsection{Automated Testing Approach} An automated testing approach will be introduced in the development process of the project to ensure a new feature or code change does not affect the stability of the master build. Additionally, it would allow a better use of resource allocation to move the manual testers to work other aspects of the code or documentation. As the project tends to grow, the automated testing approach would further educate the team in producing more reliable code as well as able to test the project in a much less time than manual testing.\\ - \noindent Testing tools like Visual Studio Unit Testing Framework will play a big role in the creation of the unit test cases reflecting on the functions that impact the logic behind the game. With a reference to the functions, we can test for desired output with the anticipated inputs and further elaborate the testing scheme by checking for robustness by providing invalid inputs or extreme test cases. Since the automation can cover a large range of testing over a short period of time, it would be feasible to conduct stress testing of the game and conduct the test cases to be operated for a long period of time. Furthermore, the unit test cases are initially set to test features within each class, but a set of these automated test script would eventually cover the system data flow to better understand how the software is interacting with other pieces of code and whether a more efficient design approach is needed in the next development stage.\\ - \noindent With the aid of the automated testing approach, there will be a less reliance on the team member to constantly check whether a certain features is correct while consideration a large magnitude of inputs. The best practice of this technology would be to constantly develop new test cases in parallel to ongoing development process and to run all test scripts multiple times before pushing the source code onto GitLab. Since the nature of a game cannot be fully taken over by automated testing approach, manual testing will still play a part to ensure that the game behaves as it should and feels natural to the user. - \subsection{Testing Tools} - Visual Studio Unit Testing Framework will be the testing tool required to automate the unit test cases throughout each development phase and will cover a wide range of functional and system analysis. - \subsection{Testing Schedule} - The following testing schedule has been derived from the development plan to ensure that the product is functioning correctly as it continues to evolve. In that regards, the schedule can be broken down into the test deliverable and test cases schedule. The test deliverable schedule outlines the required test plans and test reports to be made available for the team members and stakeholders. In contrast, the test case schedule focuses on the internal dynamic of the software outlining the testing period of each of the major development phases. \\ - \noindent For additional details, consult the \href{https://gitlab.cas.mcmaster.ca/yuens2/Blaze-Brigade/tree/master/Doc/DevelopmentPlan}{Gantt Chart} in the Blaze-Brigade/Doc/DevelopmentPlan/ repository. - \begin{table}[!htbp] \caption{\textbf{Test deliverable schedule}} \label{Table5} \begin{tabularx}{\textwidth}{lllX} @@ -231,7 +210,6 @@ For additional details, consult the \href{https://gitlab.cas.mcmaster.ca/yuens2/ \bottomrule \end{tabularx} \end{table} - \begin{table}[!htbp] \caption{\textbf{Test cases schedule}} \label{Table6} \begin{tabularx}{\textwidth}{lllX} @@ -256,10 +234,8 @@ For additional details, consult the \href{https://gitlab.cas.mcmaster.ca/yuens2/ \end{tabularx} \end{table} - \newpage - \section{System Test Description} \subsection{Tests for Functional Requirements} diff --git a/Doc/TestPlan/TestPlan.toc b/Doc/TestPlan/TestPlan.toc deleted file mode 100644 index d3232c24d26677648668b89f01b5348be7d30a56..0000000000000000000000000000000000000000 --- a/Doc/TestPlan/TestPlan.toc +++ /dev/null @@ -1,32 +0,0 @@ -\contentsline {section}{\numberline {1}General Information}{1} -\contentsline {subsection}{\numberline {1.1}Purpose}{1} -\contentsline {subsection}{\numberline {1.2}Scope}{1} -\contentsline {subsection}{\numberline {1.3}Acronyms, Abbreviations, and Symbols}{1} -\contentsline {subsection}{\numberline {1.4}Overview of Document}{1} -\contentsline {section}{\numberline {2}Plan}{4} -\contentsline {subsection}{\numberline {2.1}Software Description}{4} -\contentsline {subsection}{\numberline {2.2}Test Team}{4} -\contentsline {subsection}{\numberline {2.3}Automated Testing Approach}{4} -\contentsline {subsection}{\numberline {2.4}Testing Tools}{4} -\contentsline {subsection}{\numberline {2.5}Testing Schedule}{4} -\contentsline {section}{\numberline {3}System Test Description}{5} -\contentsline {subsection}{\numberline {3.1}Tests for Functional Requirements}{5} -\contentsline {subsubsection}{\numberline {3.1.1}GUI}{5} -\contentsline {subsubsection}{\numberline {3.1.2}Game Structure}{6} -\contentsline {subsubsection}{\numberline {3.1.3}Unit Movement}{8} -\contentsline {subsubsection}{\numberline {3.1.4}Unit Attacking}{9} -\contentsline {subsubsection}{\numberline {3.1.5}Unit Structure}{12} -\contentsline {subsection}{\numberline {3.2}Tests for Nonfunctional Requirements}{13} -\contentsline {subsubsection}{\numberline {3.2.1}Usability}{13} -\contentsline {subsection}{\numberline {3.3}Performance Requirements}{13} -\contentsline {subsection}{\numberline {3.4}Security Requirements}{14} -\contentsline {section}{\numberline {4}Tests for Proof of Concept}{15} -\contentsline {subsection}{\numberline {4.1}Area of Testing1}{15} -\contentsline {subsection}{\numberline {4.2}Area of Testing2}{15} -\contentsline {section}{\numberline {5}Comparison to Existing Implementation}{16} -\contentsline {section}{\numberline {6}Unit Testing Plan}{16} -\contentsline {subsection}{\numberline {6.1}Unit testing of internal functions}{16} -\contentsline {subsection}{\numberline {6.2}Unit testing of output files}{17} -\contentsline {section}{\numberline {7}Appendix}{18} -\contentsline {subsection}{\numberline {7.1}Symbolic Parameters}{18} -\contentsline {subsection}{\numberline {7.2}Usability Survey Questions?}{18}