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How to Test a Time Machine

You're reading from   How to Test a Time Machine A practical guide to test architecture and automation

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Product type Paperback
Published in Mar 2023
Publisher Packt
ISBN-13 9781801817028
Length 384 pages
Edition 1st Edition
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Author (1):
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Noemí Ferrera Noemí Ferrera
Author Profile Icon Noemí Ferrera
Noemí Ferrera
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Toc

Table of Contents (19) Chapters Close

Preface 1. Part 1 Getting Started – Understanding Where You Are and Where You Want to Go
2. Chapter 1: Introduction – Finding Your QA Level FREE CHAPTER 3. Chapter 2: The Secret Passages of the Test Pyramid – The Base of the Pyramid 4. Chapter 3: The Secret Passages of the Test Pyramid – the Middle of the Pyramid 5. Chapter 4: The Secret Passages of the Test Pyramid – the Top of the Pyramid 6. Part 2 Changing the Status – Tips for Better Quality
7. Chapter 5: Testing Automation Patterns 8. Chapter 6: Continuous Testing – CI/CD and Other DevOps Concepts You Should Know 9. Chapter 7: Mathematics and Algorithms in Testing 10. Part 3 Going to the Next Level – New Technologies and Inspiring Stories
11. Chapter 8: Artificial Intelligence is the New Intelligence 12. Chapter 9: Having Your Head up in the Clouds 13. Chapter 10: Traveling Across Realities 14. Chapter 11: How to Test a Time Machine (and Other Hard-to-Test Applications) 15. Chapter 12: Taking Your Testing to the Next Level 16. Index 17. Other Books You May Enjoy Appendix – Self-Assessment

Quaternions and why they are important in XR

In Chapter 7, Mathematics and Algorithms in Testing, we saw the importance of specific mathematical concepts in software and testing. Quaternions are one such example.

In XR, dealing with three-dimensional (3D) objects is crucial for creating accurate experiences. Understanding how objects are represented can help us understand the problems 3D objects could create, and ultimately, this will help us find any issues and defects in our XR applications. Besides, this concept is also important in other fields such as computer vision.

There are different ways of representing such objects and their position in 3D space. The most well-known
way is by selecting a point in our space (which could be the middle of the space or a corner, for example) and indicating what distance in each direction the middle (or equivalent) of our object is from that point. This is called the Euler vector.

Euler vector

A vector with three components...

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