Come across this impressive article on Testing Flash Applications as part of Test & QA Report series from BZ Media.
Testing Flash Apps: What Do You Want to  Know?
By Edward J. Correia
Last fall, I received a  number of requests at Software Test & Performance for articles about testing  applications built using Adobe's Flash authoring and runtime environment.  
Flash is a compelling environment for building rich-client  applications; it supports raster and vector graphics, has a powerful scripting  language, can perform video and audio streaming, and uses a widely deployed  runtime that works on desktop, laptops and handhelds.  
But while Flash apps can be made to look just like the native  platform on which they run, testing them poses a completely different set of  challenges than, say, Windows apps.  
For instance, if you're looking to perform automated UI testing on  a Flash application, the tools you own for testing Windows apps obviously won't  work. Automated Windows UI tools simulate mouse and keyboard actions by sending  messages directly to the controls for those input devices. Flash apps have no  corresponding controls, and therefore have to be stimulated directly, with real  mouse clicks and keystrokes. This makes automated testing much more complicated.  
While researching this topic, I came across a nifty  I tester  for Flash applications that records and plays back user interactions. It's  called AutoTestFlash, it's open source, and is a free  download. You can also find a link there that can  show you the tool in action. 
So what's the best way to test Flash apps? I took that question to  Bill Perry, Adobe's manager of global developer programs, who came back with  several questions of his own. 
"What are their existing pain points?" asked Perry of Flash  application testers. Perry works in Adobe's developer relations, mobile and  devices division, and wanted to know whether testers are working on applications  and content created in-house or by others; if they're considering creating  mobile applications or mobilizing existing enterprise apps to Flash-based  devices. 
"If you're not currently a mobile developer, have you considered  it and why, or why not?" asked Perry, whose responsibilities include supporting  the needs of testers and developers, content providers, mobile operators and  device manufacturers. "If you're choosing a technology, be it Flash, BREW or  J2ME, you're looking at the [total market] for a region. How many handsets offer  that technology?" 
If you've ever developed content for mobile devices, constrained  resources, deployment snafus and maintenance are just the beginning challenges.  "The main challenge for content publishers is fragmentation," Perry said. Nokia,  for example, offers 28 different models with the Flash player installed, each  potentially requiring its own port, he said. "Unlike a desktop or Web page, the  mobile space has different runtime engines for Java, Symbian, et cetera. Some  devices have eight APIs; others have seven. Developers spend about 60 percent of  their time testing and porting." 
Beginning today. Adobe helps address this problem with the release  of Device Central, a new component of Creative Suite 3, available now. Device  Central allows content creators and designers to build application mockups that  adhere to device specs stored within the tool. "Flash content providers said it  has helped," said Perry of the tool, which was released in beta late last year.  " are able to create apps in about a third the time. The only modification is  for screen size," Perry said. The tool also will be included with new versions  of Flash, Photoshop and Premiere stand-alone products.  
"There are thousands of devices out there; one carrier might have  40 to 50 devices," said Perry. "So if you're creating mobile content, being able  to physically acquire those devices for testing and tweaking takes time." Device  Central will solve that chaos through device profiles. "As a user, I can look up  a profile and see video codecs, graphics supported, screen resolution,  languages, APIs, HTML support, browser," and countless other device-specific  specifications, skins and emulators. About 200 are included initially; free  regular updates are promised. 
Perry said the tool will permit devices to be grouped by screen  size, orientation or other physical characteristics, and will help facilitate  reuse of elements such as bitmaps, and to optimize them to reduce file size.  "Larger file size means more waiting for downloads and higher transfer costs of  applications sent over the air," he said.  
Your Assignment (should you choose to accept  it)
Use the link below to send feedback. Include a list of Flash  testing topics that you'd like see covered in an ST&P feature article, an  anecdote describing one or more of your worst testing pains, or a rant about how  useless Flash is to your organization. Or maybe you'll send all  three.
 
 

No comments:
Post a Comment