Testing Techinical Terms
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Acceptance Test
Final functional testing used to evaluate the state of a product and determine its readiness for the end-user. A ‘gateway’ or ‘milestone’ which must be passed.
Acceptance Criteria
The criteria by which a product or system is judged at Acceptance . Usually derived from commercial or other requirements. Alpha The first version of product where all of the intended functionality has been implemented but interface has not been completed and bugs have not been fixed.
API Application Program Interface
The elements of a software code library that interacts with other programs.
Beta
The first version of a product where all of the functionality has been implemented and the interface is complete but the product still has problems or defects.
Big-Bang
The implementation of a new system “all at once”, differs from incremental in that the transition from old to new is (effectively) instantaneous
Black Box Testing
Testing a product without knowledge of its internal working. Performance is then compared to expected results to verify the operation of the product.
Bottom Up
Building or designing software from elementary building blocks, starting with the smaller elements and evolving into a lager structure. See “Top Down” for contrast.
Checksum
A mathematical function that can be used to determine the corruption of a particular datum. If the datum changes the checksum will be incorrect. Common checksums include odd/even parity and Cyclic Redundancy Check (CRC).
CLI Command Line Interface
a type of User Interface characterised by the input of commands to a program via the keyboard. Contrast with GUI.
CMM
The Capability Maturity Model – a model for formal description of the five levels of maturity that an organisation can achieve.
Critical Path
The minimum number of tasks which must be completed to successfully conclude a phase or a project.
Deliverable
A tangible, physical thing which must be “delivered” or completed at a milestone. The term is used to imply a tactile end-product amongst all the smoke and noise.
DSDM
Dynamic Systems Development Methodology. An agile development methodology developed by a consortium in the UK.
Dynamic Analysis
White box testing techniques which analyse the running, compiled code as it executes.Usually used for memory and performance analysis.
End-user The poor sap that gets your product when you’re finished with it! The people that will actually use your product once it has been developed and implemented.
Feature creep
The development or a product in a piece-by-piece fashion, allowing a gradual implementation of functionality without having the whole thing finished..
Glass Box Testing
Testing with a knowledge of the logic and structure of the code as opposed to “Black Box Testing”. Also known as “White Box Testing”. Gold Master The first version of the software to be considered complete and free of major bugs. Also known as “Release Candidate”.
GUI Graphical User Interface
Type of User Interface which features graphics and icons instead of a keyboard driven Command Line Interface (CLI qqv). Originally known as a
WIMP (Windows-Icon-Mouse-Pointer) interface and invented at Xerox PARC / Apple / IBM etc. depending on who you believe.
Heuristic
A method of solving a problem which proceeds by trial and error. Used in Usability Engineering to define problems to be attempted by the end-user.
HCI Human Computer Interaction
The study of the human computer interface and how to make computers more “user friendly”.
Incremental
The implementation of a system in a piece-by-piece fashion. Differs from a big-bang approach in that implementation is in parts allowing a transition from old to new.
Kernel
The part of software product that does the internal processing. Usually this part has no interaction with the outside world but relies on other ‘parts’ like the API and UI.
Milestone
A significant point in a project schedule which denotes the delivery of a significant portion of the project. Normally associated with a particular “deliverable”.
MTTF
Mean Time To Failure – the mean time between errors. Used in engineering to measure the reliability of a product. Not useful for predicting individual failures.
Open Source
A development philosophy which promotes the distribution of source code to enhance functionality through the contributions of many independent developers.
Prototype
A model of software which is used to resolve a design decision in the project.
QA Quality Assurance
The process of preventing defects from entering software through 'best practices'. Not be confused with testing!
Release Candidate
The first version of the software considered fit to be released (pre final testing).
Requirement
A statement of need from a stake-holder identifying a desire to be fulfilled
ROI “Return On Investment”
A ratio which compares the monetary outlay for a project to the monetary benefit. Typically used to show success of a project.
RUP Rational Unified Process
A software development methodology focussed on objectoriented development. Developed by the big three at IBM-Rational Corporation.
Scope creep
The relentless tendency of a project to self-inflate and take on more features or functionality than was originally intended. Also known as ‘feature creep’.
Shrink wrapped
Software that is designed to be sold “off-the-shelf” and not customised for one user
SLA Service Level Agreement
an agreement between two parties as to the minimum acceptable level of service a piece of software or a process must provide
Show Stopper
A defect that is so serious it literally stops everything. Normally given priority attention until it is resolved. Also known as “critical” issues.
Static analysis
White Box testing techniques which rely on analysing the uncompiled, static source code. Usually involves manual and automated code inspection.
Stakeholder
A representative from the client business or end-user base who has a vested interest in the success of the project and its design
Testing
The process of critically evaluating software to find flaws and fix them and to determine its current state of readiness for release.
Top Down
Building or designing software by constructing a high level structure and then filling in gaps in that structure. See “Bottom Up” for contrast
UAT User Acceptance Test(ing)
using typical end-users in Acceptance Testing (qv). Often a test as to whether a client will accept or reject a 'release candidate' and pay up.
Usability
The intrinsic quality of a piece of software which makes users like it. Often described as the quality present in software which does not annoy the user.
Usability Testing
User centric testing method used to evaluate design decisions in software by observing typical user reactions to prototype design elements
User Interface
The top 10% of the iceberg. The bit of software that a user actually sees. See CLI and GUI, different from the Kernel or API.
Verification
The process of checking that software does what it was intended to do as per its design. See “Validation”. Sometimes posited as “are we making the product right?”
Validation
Checking that the design of a software system or product matches the expectations of users. See “Verification”. Sometimes posited as : “are we making the right product?”
White Box Testing
Testing the program with knowledge and understanding of the source code. Usually performed by programmers, see Black Box Testing for contrast.
XP eXtreme Programming
A form of agile programming methodology
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