Software testing: Difference between revisions

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The FlightGear source code and data are tested by the FlightGear developers using a number of tools.  This includes automated testing via unit tests in [[SimGear]] and a full test suite with multiple test categories in the [[FlightGear Git|flightgear repository]], as well as manual in-sim testing.  Writing tests is one of the best ways to jump into FlightGear development.
The FlightGear source code and data are tested by the FlightGear developers using a number of tools.  This includes automated testing via unit tests in [[SimGear]] and a full test suite with multiple test categories in the [[FlightGear Git|flightgear repository]], as well as manual in-sim testing.  Writing tests is one of the best ways to jump into FlightGear development.
One improving area is unit-testing: because of which, certain areas and features (eg, carrier start) now ‘can’t break’. As we add more such areas (eg Multi-player, AI, protocols and replay are all possible), we increase the baseline quality, and also have a clearer idea when we make incompatible changes. (The idea being we capture the ‘supported API’ in the tests: when an aircraft deviates from that, we can decide to add another test case, fix the aircraft, etc). Of course, there’s some pretty major areas where Automated Testing Is Hard (TM).<ref>https://sourceforge.net/p/flightgear/mailman/message/37078825/</ref>


== SimGear ==
== SimGear ==

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