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Planning for failure
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Classroom Contents
Testing Battle.net - Before Deploying to Millions of Players
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- 1 Introduction
- 2 About Battlenet
- 3 Why unit testing
- 4 Testing large legacy classes
- 5 ExhibitA
- 6 Constructor
- 7 Achievement Service
- 8 Inimical Testing
- 9 Teasing it apart
- 10 queuing for games
- 11 GameCubeA
- 12 GameFactory
- 13 GameMaster
- 14 Decouple logic
- 15 Dependency injection
- 16 Confidence in code
- 17 Data sets
- 18 Efficiency
- 19 Time tests
- 20 Algorithmic efficiency
- 21 Different sized inputs
- 22 Back of the envelope calculations
- 23 Timing is difficult
- 24 Tests are all about gaining confidence
- 25 How to get different sized inputs
- 26 Generating data structures
- 27 Planning for failure
- 28 Propertybased testing
- 29 Writing tests
- 30 Arithmetic types
- 31 Mersenne Twister
- 32 Call to Generate
- 33 Generation
- 34 Function Traits Template
- 35 Property
- 36 Num checks
- 37 Recap
- 38 Minimal fail case
- 39 Shrink function
- 40 Shrink for Strings
- 41 Simple Check
- 42 Generate Anchor Chain
- 43 Rhythmic Test
- 44 Complexity Test
- 45 Complexity Property
- 46 Result of the test
- 47 Test code
- 48 Generation code
- 49 More work
- 50 Testing pattern
- 51 Arbitrary
- 52 American Fuzzy LOOP
- 53 Selfish Programmer
- 54 System Integration
- 55 Algorithmic Testing