Example: testing a multiplayer game. Boundary cases: a game running with no players / max players. Extreme case: game running with a lot of lag and interference.
Generalizing this to: boundary cases lie on some kind of natural boundary. Extreme cases are for things that don’t have boundaries (e.g. you can always have more lag).
Also boundary cases aren’t necessarily extreme, e.g., if you have some kind of optimizing buffer that kicks in when there are at least 10 players, 9 player and 10 players (and going from 9 to 10 and conversely) are boundary cases but not extreme cases.
Check boundary cases. Check extreme cases. Check trivial cases.
And check the inverse case as well! Like “Hadn’t I missed that plane, would there still be a midair collision? Maybe not.”
What’s the difference between a boundary case and an extreme case?
Example: testing a multiplayer game. Boundary cases: a game running with no players / max players. Extreme case: game running with a lot of lag and interference.
Generalizing this to: boundary cases lie on some kind of natural boundary. Extreme cases are for things that don’t have boundaries (e.g. you can always have more lag).
Also boundary cases aren’t necessarily extreme, e.g., if you have some kind of optimizing buffer that kicks in when there are at least 10 players, 9 player and 10 players (and going from 9 to 10 and conversely) are boundary cases but not extreme cases.
I don’t think there is one. At least not mathematically, which is where I do all these checks anyway. Solving PDEs ho!
I wonder how this works with dating?
Extreme cases and the trivial case (no SO) make sense and might be looking into. Not sure about ‘boundary cases’.
Awkward “so are we a thing?” conversations.
Not sure I want to know that.