Software testing: Difference between revisions

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{{See also|Cppunit effort}}
{{See also|Cppunit effort}}


FlightGear developers use various 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.
FlightGear developers use various testing 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: certain areas and features (e.g., carrier start) now 'can't break.' As we add testing in additional areas (e.g., Multi-player, AI, protocols, and replay are all possible), we increase the baseline quality and have a clearer idea when we make incompatible changes. (The idea is that 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 are some pretty significant areas where Automated Testing Is Hard (TM).<ref>https://sourceforge.net/p/flightgear/mailman/message/37078825/</ref>
One improving area is unit testing: certain areas and features (e.g., carrier start) now 'can't break.' As we add testing in additional areas (e.g., Multi-player, AI, protocols, and replay are all possible), we increase the baseline quality and have a clearer idea when we make incompatible changes. (The idea is that 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 are some pretty significant areas where Automated Testing Is Hard (TM).<ref>https://sourceforge.net/p/flightgear/mailman/message/37078825/</ref>
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