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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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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

Challenges in game testing

If you like playing games, testing them might sound like the most ideal, coolest job there could be. However, in reality, if your job is to manually test some screens, levels, or actions over and over again, it may be less fun than you think, and it could even spoil the game for you.

Nonetheless, working in game testing automation is possibly one of the most challenging and interesting areas related to testing (if you don’t mind a small game spoiler here and there).

Some of the reasons games are such challenging applications to work with are the uncertainty related to them and the use of specific technologies, such as high-end graphics, cross realities, and artificial intelligence, in their creation.

There are some studies out there that are worth reading in relation to uncertainty. Basically, uncertainty gives a game the fun factor. The game Tic-Tac-Toe was fun until people figured out that it is possible to find the optimal strategy to win...

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