EuroSTAR Software Testing Conference 2008 presentation on Performance Testing in 5 Steps - A Guideline to a Successful Load Test by Mieke Gevers. See more at conferences.eurostarsoftwaretesting.com/past-presentations/
In the testing literature, the term "load testing" is usually defined as the process of exercising the system under test by feeding it the largest tasks it can operate with. Load testing is sometimes called volume testing, or longevity/endurance testing.
Stress testing tries to break the system under test by overwhelming its resources or by taking resources away from it (in which case it is sometimes called negative testing). The main purpose behind this madness is to make sure that the system fails and recovers gracefully -- this quality is known as recoverability.
Challenges on a human nature
Outsoursing
3 mayor Challenges (there are more)
on a HW/ Physical nature
3 mayor Challenges (there are more)
on a HW/ Physical nature
Challenges on Human Nature
0.1 second
is about the limit for having the user feel that the system is reacting instantaneously, meaning that no special feedback is necessary except to display the result.
1.0 second
is about the limit for the user's flow of thought to stay uninterrupted, even though the user will notice the delay. Normally, no special feedback is necessary during delays of more than 0.1 but less than 1.0 second, but the user does lose the feeling of operating directly on the data.
10 seconds
is about the limit for keeping the user's attention focused on the dialogue. For longer delays, users will want to perform other tasks while waiting for the computer to finish, so they should be given feedback indicating when the computer expects to be done. Feedback during the delay is especially important if the response time is likely to be highly variable, since users will then not know what to expect.
Challenges on Human Nature
0.1 second
is about the limit for having the user feel that the system is reacting instantaneously, meaning that no special feedback is necessary except to display the result.
1.0 second
is about the limit for the user's flow of thought to stay uninterrupted, even though the user will notice the delay. Normally, no special feedback is necessary during delays of more than 0.1 but less than 1.0 second, but the user does lose the feeling of operating directly on the data.
10 seconds
is about the limit for keeping the user's attention focused on the dialogue. For longer delays, users will want to perform other tasks while waiting for the computer to finish, so they should be given feedback indicating when the computer expects to be done. Feedback during the delay is especially important if the response time is likely to be highly variable, since users will then not know what to expect.
Challenges on Human Nature
0.1 second
is about the limit for having the user feel that the system is reacting instantaneously, meaning that no special feedback is necessary except to display the result.
1.0 second
is about the limit for the user's flow of thought to stay uninterrupted, even though the user will notice the delay. Normally, no special feedback is necessary during delays of more than 0.1 but less than 1.0 second, but the user does lose the feeling of operating directly on the data.
10 seconds
is about the limit for keeping the user's attention focused on the dialogue. For longer delays, users will want to perform other tasks while waiting for the computer to finish, so they should be given feedback indicating when the computer expects to be done. Feedback during the delay is especially important if the response time is likely to be highly variable, since users will then not know what to expect.
Challenges on Human Nature
0.1 second
is about the limit for having the user feel that the system is reacting instantaneously, meaning that no special feedback is necessary except to display the result.
1.0 second
is about the limit for the user's flow of thought to stay uninterrupted, even though the user will notice the delay. Normally, no special feedback is necessary during delays of more than 0.1 but less than 1.0 second, but the user does lose the feeling of operating directly on the data.
10 seconds
is about the limit for keeping the user's attention focused on the dialogue. For longer delays, users will want to perform other tasks while waiting for the computer to finish, so they should be given feedback indicating when the computer expects to be done. Feedback during the delay is especially important if the response time is likely to be highly variable, since users will then not know what to expect.
3 mayor Challenges (there are more)
on a HW/ Physical nature
Analyze at a higher level
Study and Analyze
Plan and Define scenario's
Design/Model scenario's
Build/Record scenario’s into scripts
Establish Baseline
Evaluate, Tune and Report
Deploy and Monitor
Study and Analyze
Plan and Define scenario's
Design/Model scenario's
Build/Record scenario’s into scripts
Establish Baseline
Evaluate, Tune and Report
Deploy and Monitor
This phase => tryout scripts and Load test to see if it the goals are achievable– fe. With a small set of VUsers/
Realistic environment simulation
Modem speed
Client IP simulation
Web Browser simulation
Wap, 3G Phone types
HTTP features (redirection, authentication)
Connections – Threads
Calculating the amount of virtual users
Study and Analyze
Plan and Define scenario's
Design/Model scenario's
Build/Record scenario’s into scripts
Establish Baseline
Evaluate, Tune and Report
Deploy and Monitor