Gamecraft

This blog is all about the craft of making games, and in particular, computer games. Gamecraft involves a broad range of topics, including design, development, quality control, packaging, marketing, management, and life experience.

Name: Gregg Seelhoff
Location: East Lansing, Michigan, United States

Saturday, May 27, 2006

Quality: The Process, Part II

[This article was originally published in the December 2002 issue of ASPects.]

"Come, give us a taste of your quality."

When Shakespeare penned these words for Hamlet, he was referring to the calling of those to whom the comment was directed. In this context, quality is literally ones profession. As software developers who, for the most part, can either succeed or fail based on the quality of our work, this interpretation still holds true.

In the first part of this article, I discussed planning for quality software development, classification and tracking of bugs and unimplemented features, and some basic quality assurance concepts and terms. In particular, I explained black box and glass box testing, some methods for which we will explore in this part. As a simple reminder, black box testing is, essentially, user testing of the program itself, while glass box testing is developer testing of both source and object code.

You have been waiting long enough, so it is time to put these ideas into practice.

[continued in Development environment]

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