Test your knowledge of core game testing concepts, including the differences between unit and integration tests, the use of mocks for deterministic runs, and best practices for building minimal reproducible examples and reliable assertions. Perfect for beginners and those refreshing their foundational skills in game testing.
Understanding Unit Testing
Which of the following best describes a unit test in game development?
- A test only using real-world user input
- A test that checks the entire game flow from start to end
- A test verifying a single function or small component in isolation
- A test involving multiple interconnected modules
Integration Test Purpose
What is the main purpose of an integration test when testing a game system?
- To detect spelling mistakes in text
- To check how several parts interact together
- To verify graphic rendering speed
- To measure CPU temperature
Mocking Randomness for Predictability
Why is mocking randomness important when testing a function that rolls a virtual dice in a game?
- It ensures the output is predictable and repeatable every run
- It helps ignore bugs in the randomness logic
- It prevents the need for any input
- It makes the function run faster
Mocking the System Clock
When testing a timed event in a game, what benefit does mocking the system clock provide?
- It allows tests to run deterministically without real waiting
- It disables all event triggers in the test
- It increases the complexity of test cases
- It slows down test execution intentionally
Minimal Reproducible Examples
What is a minimal reproducible example in the context of bug reporting during game testing?
- A full log of every action performed in the game
- The smallest code and steps required to reliably reproduce a bug
- A summary of all known bugs in one file
- An example that requires every feature in the game to run
Reliable Assertions Purpose
What is the main goal of using reliable assertions in automated game tests?
- To verify that the test outcome matches the expected result every time
- To allow tests to pass even if there are errors
- To skip checking any actual results
- To randomly pass or fail the test for variety
Identifying an Integration Test Example
Which scenario is best suited for an integration test rather than a unit test?
- Testing only the math logic for damage calculation
- Testing if a player's health decreases after being hit, considering both damage calculation and animation trigger
- Checking the spelling in dialog text
- Measuring the load time of the main menu
Unit Test Failure Causes
Which issue is least likely to cause a unit test to fail in a well-isolated environment?
- Incorrect test setup
- A bug in the function being tested
- An external server outage
- A typo in the expected output
Determinism in Automated Tests
What does it mean for a game test to be deterministic?
- It ignores input parameters
- It produces the same output every time it runs with the same inputs
- It can never be automated
- It always produces random results
Mocking User Input
How can mocking user input, such as keyboard or controller actions, help in game testing?
- It prevents any test from executing
- It allows for automated and repeatable test scenarios without manual intervention
- It guarantees the game will not have bugs
- It hides errors in input handling
Assertions in Unit Tests
In a unit test that checks player movement, what is the purpose of using assertions?
- To create new player objects automatically
- To increase the speed of the movement function
- To randomize player colors during the test
- To confirm that the player's actual position matches the expected position after moving
Testing Error Handling
What should a game test verify when checking error handling in a function that divides by a number?
- That dividing by any number changes the player's score
- That dividing by zero triggers the appropriate error or exception
- That all inputs always return a positive value
- That the function uses the latest graphics engine
Improving Test Reliability
Which practice most improves the reliability of a test for a random item drop feature?
- Running the test only once at midnight
- Mocking the random number generator used in the drop logic
- Ignoring the output values altogether
- Rewriting the feature to have no randomness
Minimal Example Clarity
Why is it important for a minimal reproducible example to include only necessary steps and code?
- To hide the bug for later fixing
- To make the test suite as large as possible
- To make identifying the bug or issue easier and faster
- To confuse anyone reading the example
Comparing Test Types
Which of the following is NOT true about integration tests in game development?
- They only test isolated, single functions without dependencies
- They may take longer to run than unit tests
- They are useful for finding issues in interactions between modules
- They involve multiple components working together