[url=]Game Testing All in One[/url] | |
by Charles P. Schultz, Robert Bryant and Tim Langdell | |
Course Technology © 2005 (520 pages) | |
ISBN:1592003737 |
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Game Testing All in One | |||
Introduction | |||
Part I - About Game Testing | |||
Chapter 1 | - | Two Rules of Game Testing | |
Chapter 2 | - | Being a Game Tester | |
Chapter 3 | - | Why Testing is Important | |
Part II - Making Games | |||
Chapter 4 | - | The Game Team | |
Chapter 5 | - | The Game Production Cycle | |
Part III - Testing Fundamentals | |||
Chapter 6 | - | Software Quality | |
Chapter 7 | - | Test Phases | |
Chapter 8 | - | The Test Process | |
Chapter 9 | - | Testing by the Numbers | |
Part IV - Testing Techniques | |||
Chapter 10 | - | Combinatorial Testing | |
Chapter 11 | - | Test Flow Diagrams | |
Chapter 12 | - | Cleanroom Testing | |
Chapter 13 | - | Test Trees | |
Chapter 14 | - | Play Testing and Ad Hoc Testing | |
Part V - More Effective Testing | |||
Chapter 15 | - | Defect Triggers | |
Chapter 16 | - | Game Test Automation | |
Chapter 17 | - | Capture/Playback Testing |
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