Testing Battle.net - Before Deploying to Millions of Players

Testing Battle.net - Before Deploying to Millions of Players

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Selfish Programmer

53 of 55

53 of 55

Selfish Programmer

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Testing Battle.net - Before Deploying to Millions of Players

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

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