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Test Strategy
My testing will involve black box testing. In this I will give the program a set of inputs, covering typical, erroneous, and extreme functioning. I will then compare the output to what I expect. If the output matches my expectations then I will conclude that that section is functioning correctly.
Examiner Comment: testing provided was more comprehensive than provided here. Testing in the original document covered all elements of the system, a selection of screen shots here have been provided to show what sort of detail is expected
Test No.
| Description
| Data Type
| Expected Result
| Pass/Fail
| Cross Reference
| T1
| 1. The game works on Windows 7
| 1. Typical – Load all forms and play game
| 1. Game loads without errors
| Pass
| T1. 1.1
| T2
| 1. Users can register accounts
| 1. Typical – Register a new account
2. Erroneous – Try to register a username that already exists
3. Erroneous – Try to register using two different passwords
4. Erroneous – Try to register leaving fields blank
| 1. New account entered into the database
2. Error message appears
3. Error message appears
4. Error message appears
| Pass
Pass
Pass
Pass
| T2.1.1
T2. 1.2
T2. 1.3
T2. 1.4
| T3
| 1. Users can login
2. Admin can log in
| 1. Typical – Correct user details
2. Erroneous – Incorrect username
3. Erroneous – Incorrect password
1. Typical – Correct user details
| 1. Log in and displays Game screen
2. Error message appears
3. Error message appears
1. Shows user edit form
| Pass
Pass
Pass
Pass
| T3.1.1
T3.1.2
T3.1.3
T3.2.1
| T4
| 1. Admin can edit user
| 1. Typical –Change password
2. Typical –Change username
| 1. Password changed and user has to use the new password to log in
2. User logs in with different username
| Pass
Pass
| T4.1.1
T4.1.2
| T5
| 1. Scores
| 1. Typical – Top 5 Scores shown
2. Table updates
| 1. Ordered by number of wins, then draws, then losses
2. The result of a game appear on the high score table
| Pass
Pass
| T5.1.1
T5.1.2
| T6
| 1. Game rules
| 1. Typical – Move counter into a black square
2. Typical – Black move after white move
3. Erroneous – moving twice
4. Extreme – Move counter to the edge of the board
5. Erroneous – Move counter off the board
6. Erroneous – Move counter on top of another piece
7. Erroneous – Move counter onto a white square
8. Typical – Counter 'jumps' an enemy piece
9. Typical – Counter 'Kings' at the edge of the board
10. Typical – King can move in all directions
11. Typical - allow for 'double jumps'
| 1. valid move
2. the side to play is highlighted. white pieces no longer available for selections
3. player won't be able to move twice in a row
4. Valid move as long as move is valid in other ways
5. this will not be allowed
6. this move will not be allowed
7. this move will not be allowed
8. this move will take the enemy piece off the board
9. the piece will appear as a king, a stack of one piece on top of another
10. these moves will be allowed as long as the moves meet other criteria for being valid
11. a piece can jump two or more other pieces if possible in one go
| Pass
Pass
Pass
Pass
Pass
Pass
Pass
Pass
Pass
Pass
Pass
| T6.1.1
T6.1.2
T6.1.3
T6.1.4
T6.1.5
T6.1.6
T6.1.7
T6.1.8
T6.1.9
T6.1.10
T6.1.11
| T7
| 1. Victory conditions
| 1. Typical – Black loses all pieces
2. Typical – No valid moves
3. Typical – White runs out of time
| 1. White wins
2. A draw
3. Black wins
| Pass
Pass
Pass
| T7.1.1
T7.1.2
T7.1.3
| T8
| ...
| ...
| ...
| ...
| ...
| Examiner Comment: there were also comments and results for all the other tests in the plan, below are a selection of the screen results provided
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