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Testing evidence
T1. 1.1 No problems were experienced when running the program on Windows 7. The following screen shot proves this:
T2.1.1 User table before the insert
user 'mohammed' is created and a confirmation message is received
Mohammed now appears in the user table and you are able to log in with their details.
T2. 1.2 User table showing 'pete' already exists as a user:
The system won't let you add a user that already exists
T2. 1.3 Passwords don't match, an error message appears
T2. 1.4 Email isn't included, user isn't saved, error message appears
T6.1.2, T6.1.4, T6.1.8, T6.1.9, T6.1.10, T6.1.11 Single Black piece jumps the white piece in front of it:
The piece reaches the board's edge and is converted into a king:
As another jump move is available, the king jumps and takes the white piece. The move turns to white's go:
T7.1.1 White has taken all of black's pieces, the game ends
T7.1.2 It is white's go and no valid moves are available, so a draw is called
T7.1.3 White runs out of time, Black wins
Installation [4 marks] It is recognised that the client may not fully install and use the system, although this is the ultimate aim. However, to score any marks in this section, there must be some evidence that the client has seen the system in operation. This can be done in a number of ways: such as by inviting the client to see the product and allowing the learner to demonstrate the system, or by taking the system to the client involved. There should be an installation plan written, including details of system changeover, training required and details of user testing.
Example 4d: pupil record system project.
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