How to use seenDepths method in fast-check-monorepo

Best JavaScript code snippet using fast-check-monorepo

volumes.js

Source:volumes.js Github

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1(function(CATMAID) {2 "use strict";3 /**4 * This namespace provides functions to work with volumes. All of them return5 * promises.6 */7 var Volumes = {8 /**9 * Get all volumes in a project.10 *11 * @param {integer} projectId The project the node is part of12 *13 * @returns {Object} Promise that is resolved with a list of objects14 * representing volumes.15 */16 listAll: function(projectId, skeletonIds) {17 var url = projectId + '/volumes/';18 let method = skeletonIds ? 'POST' : 'GET';19 return CATMAID.fetch(url, method, {20 'skeleton_ids': skeletonIds,21 }).then(function (volumes) {22 return volumes.data.map(function (vol) {23 return CATMAID.tools.buildObject(volumes.columns, vol);24 });25 });26 },27 /**28 * Retrieve a specific volume.29 *30 * @param {integer} projectId The project the volume is part of31 * @param {integer} volumeId The volume to retrieve32 *33 * @returns {Object} Promise that is resolved with the requested volume34 */35 get: function(projectId, volumeId) {36 var url = projectId + '/volumes/' + volumeId + '/';37 return CATMAID.fetch(url, 'GET');38 },39 /**40 * Update a specific volume with a new representation.41 *42 * @param {integer} projectId The project the node is part of43 * @param {integer} volumeId Id of volume to update44 * @param {string} serializedVolume A serialized volume representation45 *46 * @returns {Object} Promise that is resolved with update information once47 * the update request returned successfully.48 */49 update: function(projectId, volumeId, serializedVolume) {50 var url = project.id + "/volumes/" + volumeId + "/";51 let response = CATMAID.fetch(url, "POST", serializedVolume);52 response.then(e => {53 CATMAID.Volumes.trigger(CATMAID.Volumes.EVENT_VOLUME_UPDATED, volumeId);54 });55 return response;56 },57 /**58 * Add a new volume.59 *60 * @param {integer} projectId The project the node is part of61 * @param {integer} volumeId Id of volume to update62 * @param {string} serializedVolume A serialized volume representation63 *64 * @returns {Object} Promise that is resolved with update information once65 * the update request returned successfully.66 */67 add: function(projectId, serializedVolume) {68 var url = project.id + "/volumes/add";69 return CATMAID.fetch(url, "POST", serializedVolume).then(function(json) {70 CATMAID.Volumes.trigger(CATMAID.Volumes.EVENT_VOLUME_ADDED, json.volume_id);71 return json;72 });73 },74 /**75 * Delete a volume.76 *77 * @param {integer} projectId The project the node is part of78 * @param {integer} volumeId Id of volume to update79 *80 * @returns {Object} Promise that is resolved with deletion information once81 * the update request returned successfully.82 */83 delete: function(projectId, volumeId) {84 let result = CATMAID.fetch(`${project.id}/volumes/${volumeId}/`, 'DELETE');85 result.then(json => {86 CATMAID.Volumes.trigger(CATMAID.Volumes.EVENT_VOLUME_DELETED, json.volume_id);87 });88 return result;89 },90 /**91 * Converts simple X3D IndexedFaceSet and IndexedTriangleSet nodes to a VRML92 * representation.93 */94 x3dToVrml: function(x3d) {95 var vrml = x3d;96 var shapePrefix = "Shape {\n geometry IndexedFaceSet {\n ";97 // Indexed triangle set98 vrml = vrml.replace(/<IndexedTriangleSet[^>]*index='([-\d\s]*)'\s*>/gi,99 function(match, indexGroup) {100 var triIndices = indexGroup.split(" ");101 var nVertices = triIndices.length;102 // Mark end of face after each three points. This wouldn't be103 // required if the Three.js loader would support triangle sets.104 var indices = new Array(nVertices + Math.floor(nVertices / 3));105 var offset = 0;106 for (var i=0; i<triIndices.length; ++i) {107 indices[i + offset] = triIndices[i];108 if (0 === (i + 1) % 3) {109 ++offset;110 indices[i + offset] = "-1";111 }112 }113 return shapePrefix + " coordIndex [" + indices.join(", ") + "]\n";114 }).replace(/<\/IndexedTriangleSet>/gi, " }\n}");115 // Indexed face set116 vrml = vrml.replace(/<IndexedFaceSet[^>]*coordIndex='([-\d\s]*)'\s*>/gi,117 function(match, indexGroup) {118 var indices = indexGroup.split(" ");119 return shapePrefix + " coordIndex [" + indices.join(", ") + "]\n";120 }).replace(/<\/IndexedFaceSet>/gi, " }\n}");121 // Coordinates122 vrml = vrml.replace(/<Coordinate\s*point='([-.\d\s]*)'\s*\/>/gi,123 function(match, pointGroup) {124 var points = pointGroup.split(" ");125 var groupedPoints = new Array(Math.floor(points.length / 3));126 // Store points in component groups127 for (var i=0; i<groupedPoints.length; ++i) {128 var j = 3 * i;129 groupedPoints[i] = points[j] + " " + points[j+1] + " " + points[j+2];130 }131 return " coord Coordinate {\n point [" + groupedPoints.join(", ") + "]\n }";132 });133 return "#VRML V2.0 utf8\n\n" + vrml;134 },135 /**136 * Convert an X3D volume representation to a list of THREE.js meshes.137 */138 x3dToMeshes: function(x3d) {139 var vrml = CATMAID.Volumes.x3dToVrml(x3d);140 var loader = new THREE.VRMLLoader();141 var scene = loader.parse(vrml);142 return scene.children;143 },144 /**145 * Create an inersector object which can be used to quickly test146 * intersection of a point with a regular THREE.js mesh.147 */148 makeIntersector: function(mesh, cellsPerDimension) {149 // If the cell is a buffer geometry, convert it to a regular geometry150 // first. In the future, we can optimize this to work on buffer geometries151 // directly.152 var geometry = mesh.geometry.isBufferGeometry ?153 (new THREE.Geometry()).fromBufferGeometry(mesh.geometry) : mesh.geometry;154 // Build 2D index of all triangle bounding boxes of the input mesh155 cellsPerDimension = cellsPerDimension === undefined ? 10 : cellsPerDimension;156 var triangleIndex = new Array(cellsPerDimension);157 for (var i=0; i<cellsPerDimension; ++i) {158 var col = triangleIndex[i] = new Array(cellsPerDimension);159 // Add an empty list to each grid cell160 for (var j=0; j<cellsPerDimension; ++j) {161 col[j] = [];162 }163 }164 // Make sure we hava a bounding box available.165 if (!geometry.boundingBox) {166 geometry.computeBoundingBox();167 }168 var min = geometry.boundingBox.min;169 var max = geometry.boundingBox.max;170 var cellXEdgeLength = (max.x - min.x) / cellsPerDimension;171 var cellYEdgeLength = (max.y - min.y) / cellsPerDimension;172 var invCellXEdgeLength = 1 / cellXEdgeLength;173 var invCellYEdgeLength = 1 / cellYEdgeLength;174 // Add each face bounding box into index by splitting the extent of the175 // mesh in each dimension by <cellsPerDimension> and adding triangles into176 // their intersecting177 var faces = geometry.faces;178 var vertexFields = ['a', 'b', 'c'];179 var allVertices = geometry.vertices;180 var bb = new THREE.Box3();181 for (var i=0, max=faces.length; i<max; ++i) {182 // Get face bounding box183 var face = faces[i];184 var vertices = new Array(3);185 for (var j=0; j<3; ++j) {186 var vertex = allVertices[face[vertexFields[j]]];187 vertices[j] = vertex;188 }189 bb.setFromPoints(vertices);190 var cellMinX = Math.max(0, parseInt((bb.min.x - min.x) * invCellXEdgeLength, 10));191 var cellMinY = Math.max(0, parseInt((bb.min.y - min.y) * invCellYEdgeLength, 10));192 var cellMaxX = Math.min(cellsPerDimension - 1, parseInt((bb.max.x - min.x) * invCellXEdgeLength, 10));193 var cellMaxY = Math.min(cellsPerDimension - 1, parseInt((bb.max.y - min.y) * invCellYEdgeLength, 10));194 for (var x=cellMinX; x<=cellMaxX; ++x) {195 for (var y=cellMinY; y<=cellMaxY; ++y) {196 triangleIndex[x][y].push(vertices);197 }198 }199 }200 var direction = new THREE.Vector3(0, 0, 1);201 var ray = new THREE.Ray(undefined, direction);202 var seenDepths = new Set();203 var intersection = new THREE.Vector3();204 return {205 contains: function(point) {206 // Get array of triangles in the index cell of the XY projected point207 var x = parseInt((point.x - min.x) * invCellXEdgeLength);208 var y = parseInt((point.y - min.y) * invCellYEdgeLength);209 if (x < 0 || x >= cellsPerDimension || y < 0 || y >= cellsPerDimension) {210 return false;211 }212 // Shoot ray in Z direction (projected dimension in index) through all213 // found triangles.214 var triangles = triangleIndex[x][y];215 ray.origin.copy(point);216 var intersections = 0;217 seenDepths.clear();218 for (var i=0, max=triangles.length; i<max; ++i) {219 var t = triangles[i];220 var intersectionResult = ray.intersectTriangle(t[0], t[1], t[2], false, intersection);221 // Only count intersections at different distances, otherwise222 // adjacent triangles are hit individually, which skews the223 // counting. We actually want to count surfaces, not triangles.224 if (intersectionResult && !seenDepths.has(intersection.z)) {225 seenDepths.add(intersection.z);226 ++intersections;227 }228 }229 return (intersections % 2) === 1;230 }231 };232 },233 /**234 * Find all skeleton intersecting volumes.235 *236 * @param projetId {integer} The project to operate in.237 * @param skeletonIds {integer[]} The skeletons to find intersecting volumes for.238 * @param annotation {string} (optional) An annotation that is expected239 * on intersecting volumes.240 * @returns Promise resolving with result.241 */242 findSkeletonInnervations: function(projectId, skeletonIds, annotation) {243 return CATMAID.fetch(projectId + '/volumes/skeleton-innervations', 'POST', {244 'skeleton_ids': skeletonIds,245 'annotation': annotation,246 });247 },248 /**249 * Find out if the passed in location intersects with the bounding box of250 * the passed in volume.251 *252 * @param {number} projectId The project to operate in.253 * @param {number} volumeId The volume to check the boundinx box for.254 * @param {number} x The X coordinate of the point to check.255 * @param {number} y The Y coordinate of the point to check.256 * @param {number} z The Z coordinate of the point to check.257 * @returns Promise resolving in intersection information.258 */259 intersectsBoundingBox: function(projectId, volumeId, x, y, z) {260 let url = project.id + "/volumes/" + volumeId + "/intersect";261 return CATMAID.fetch(url, "GET", {x: x, y: y, z: z});262 },263 /**264 * Update area, volume and watertightness information of a volume.265 *266 * @param {number} projectId The project to operate in.267 * @param {number} volumeId The volume to recompute meta data for.268 * @returns Promise resolving in the new data.269 */270 updateMetaInfo: function(projectId, volumeId) {271 let url = project.id + "/volumes/" + volumeId + "/update-meta-info";272 return CATMAID.fetch(url);273 },274 };275 // Add events276 CATMAID.asEventSource(Volumes);277 Volumes.EVENT_VOLUME_ADDED = "volume_added";278 Volumes.EVENT_VOLUME_DELETED = "volume_deleted";279 Volumes.EVENT_VOLUME_UPDATED = "volume_updated";280 // Export voume namespace into CATMAID namespace281 CATMAID.Volumes = Volumes;...

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GuiPlus.js

Source:GuiPlus.js Github

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1//Future optimizations: 2 // args can probably be reused instead of replaced.3 // check position before adding function.4public class GuiPlus extends MonoBehaviour {5 private static var boxes = new List.<Rect>();6 static var seenDepths = new HashSet.<int>();7 private static var functionQueueSize = 0;8 private static var functionQueue = new List.<GUIFunction>();9 private static var scrollPaneStack = new LinkedList.<Vector2>();10 static var BEGIN_SCROLL_VIEW = 0;11 static var END_SCROLL_VIEW = 1;12 static var BUTTON = 2;13 static var BOX = 3;14 static var LABEL = 4;15 static var TOGGLE = 5;16 private static var leftButtonUp = false;17 private static var clickPosition = Vector2.zero;18 function LateUpdate(){19 boxes = new List.<Rect>(); //TODO: Move this to OnGUI?20 21 // Do not clear the functionQueue, keep the old objects around so we don't have to GC them.22 functionQueueSize = 0; 23 seenDepths.Clear();24 }25 function Update() {26 if (Input.GetMouseButtonDown(0)) {27 clickPosition = getMousePosition();28 }29 leftButtonUp = Input.GetMouseButtonUp(0);30 }31 ////////////////// Extra GuiPlus functions /////////////////////////32 static function isBlocked() {33 var mousePosition = getMousePosition();34 for (var box in boxes) {35 if (box.Contains(mousePosition)){36 return true;37 }38 }39 return false;40 }41 //Returns the coordinates of the mouse position, optionally with respect to the scroll panes.42 static function getMousePosition() {43 return getMousePosition(false);44 }45 static function getMousePosition(ignoreScrollPanes : boolean) : Vector2 {46 var mousePosition = Input.mousePosition;47 mousePosition.y = Screen.height - mousePosition.y; 48 if (!ignoreScrollPanes) {49 mousePosition -= ScrollView.getPositionAdjustment();50 }51 return mousePosition;52 }53 static function LockableToggle(position : Rect, on : boolean, text : String, locked : boolean) {54 var originalColor = GUI.color;55 if (locked) {56 GUI.color = ColorController.darkenColor(originalColor);57 }58 var result = GuiPlus.Toggle(position, on, text);59 GUI.color = originalColor;60 return (locked) ? on : result;61 }62 static function LockableButton(position : Rect, text : String, locked : boolean) {63 var originalColor = GUI.color;64 if (locked) {65 GUI.color = ColorController.darkenColor(originalColor);66 }67 var result = GuiPlus.Button(position, text);68 GUI.color = originalColor;69 return (locked) ? false : result;70 }71 ///////////////// BEGIN GUIPLUS FUNCTION PASSTHROUGHS /////////////////72 // Draw a GuiBox which prevents the Selection73 // Controller from interacting with nodes74 static function Box(position : Rect, text : String) {75 Box(position, text, true);76 }77 static function Box(position : Rect, text:String, drawBox : boolean){78 boxes.Add(position);79 if (drawBox) {80 var guiFunction = AddGUIFunction(BOX, position, text);81 }82 }83 static function Button(position : Rect, param1) : boolean {84 var guiFunction = AddGUIFunction(BUTTON, position, param1);85 return guiFunction.CalculateDrawResult();86 }87 static function Button(position : Rect, param1, param2) : boolean {88 var guiFunction = AddGUIFunction(BUTTON, position, param1, param2);89 return guiFunction.CalculateDrawResult();90 }91 static function Label(position : Rect, param1) {92 var guiFunction = AddGUIFunction(LABEL, position, param1);93 }94 static function Label(position : Rect, param1, param2) {95 var guiFunction = AddGUIFunction(LABEL, position, param1, param2);96 }97 static function Toggle(position : Rect, param1, param2) : boolean {98 var guiFunction = AddGUIFunction(TOGGLE, position, param1, param2);99 return guiFunction.CalculateDrawResult();100 }101 static function BeginScrollView(position : Rect, scrollPosition : Vector2, innerBox : Rect) : Vector2 {102 // Even with user-curated dropdowns, this is still necessary for the mouse position scrollpane stack.103 ScrollView.Begin(position, scrollPosition, innerBox); 104 105 var guiFunction = AddGUIFunction(BEGIN_SCROLL_VIEW, position, scrollPosition, innerBox);106 return guiFunction.CalculateDrawResult();107 }108 // TOOD: Better documentation: This returns the innerSize, not the scrollPosition.109 static function BeginScrollView(position : Rect, id : String) : Vector2 {110 var scrollPaneRect = ScrollView.Begin(position, id);111 var scrollPosition = new Vector2(scrollPaneRect.x, scrollPaneRect.y);112 var innerBox = new Rect(0, 0, scrollPaneRect.width, scrollPaneRect.height);113 var guiFunction = AddGUIFunction(BEGIN_SCROLL_VIEW, position, scrollPosition, innerBox);114 var newScrollPosition = guiFunction.CalculateDrawResult();115 ScrollView.SetScrollPosition(id, newScrollPosition);116 var innerSize = new Vector2(scrollPaneRect.width, scrollPaneRect.height);117 return innerSize;118 }119 static function EndScrollView() {120 ScrollView.End();121 var guiFunction = AddGUIFunction(END_SCROLL_VIEW);122 guiFunction.CalculateDrawResult();123 }124 /////////////// END GUIPLUS FUNCTION PASSTHROUGHS ////////////////125 function OnGUI() {126 var seenDepthKeys = getSortedKeys();127 for (var depth in seenDepthKeys) {128 for (var index = 0 ; index < functionQueueSize ; index++) {129 var guiFunction = functionQueue[index];130 if (guiFunction.isScrollPane || guiFunction.depth == depth) {131 guiFunction.Draw(); // Draw the buttons, but don't bother using the return values.132 }133 }134 }135 }136 private function getSortedKeys() {137 var keys = new List.<int>();138 for (var value in seenDepths) {139 keys.Add(value);140 }141 //Insertion Sort. 142 //TODO: Should be done in C# for Collections or implement a better sort.143 for (var i = 0 ; i < keys.Count ; i++) {144 var lowestIndex = i;145 var lowest = keys[i];146 for (var j = i ; j < keys.Count ; j++) {147 if (keys[j] < lowest) {148 lowestIndex = j;149 lowest = keys[j];150 }151 }152 var hold = keys[i];153 keys[i] = keys[lowestIndex];154 keys[lowestIndex] = hold;155 }156 return keys;157 }158 static function AddGUIFunction(func : int) {159 return ReplaceGUIFunction(func, new Array());160 }161 static function AddGUIFunction(func : int, arg0) {162 var args = new Array();163 args.push(arg0);164 return ReplaceGUIFunction(func, args);165 }166 static function AddGUIFunction(func : int, arg0, arg1) {167 var args = new Array();168 args.push(arg0);169 args.push(arg1);170 return ReplaceGUIFunction(func, args);171 }172 static function AddGUIFunction(func : int, arg0, arg1, arg2) {173 var args = new Array();174 args.push(arg0);175 args.push(arg1);176 args.push(arg2);177 return ReplaceGUIFunction(func, args);178 }179 static function ReplaceGUIFunction(func : int, args : Array) {180 if (functionQueue.Count == functionQueueSize) {181 var guiFunction = new GUIFunction(func, args);182 functionQueue.Add(guiFunction);183 } else {184 guiFunction = functionQueue[functionQueueSize];185 guiFunction.func = func;186 guiFunction.args = args;187 }188 guiFunction.isScrollPane = (func == BEGIN_SCROLL_VIEW || func == END_SCROLL_VIEW);189 guiFunction.init();190 functionQueueSize+=1;191 return guiFunction;192 }193 // Class to hold a function/parameter combination.194 class GUIFunction {195 var func : int;196 var args : Array;197 var color : Color;198 var skin : GUISkin;199 var depth : int;200 var isScrollPane : boolean = false; //must set to true manually on scroll-related functions.201 static var HIDDEN_COLOR = new Color(1, 1, 1, 0); 202 function GUIFunction(func : int, args : Array) {203 this.func = func;204 this.args = args;205 }206 207 function init() {208 color = GUI.color;209 depth = GUI.depth;210 skin = GUI.skin;211 GuiPlus.seenDepths.Add(depth);212 if (args.length > 0 && !isScrollPane) {213 ScrollView.AddElement(args[0]); //this should be position214 }215 }216 function CalculateDrawResult() {217 var preservedColor = GUI.color;218 var retVal : Object;219 switch (func) {220 case (BEGIN_SCROLL_VIEW):221 GUI.color = HIDDEN_COLOR;222 retVal = GUI.BeginScrollView(args[0], args[1], args[2]);223 break;224 case (END_SCROLL_VIEW):225 GUI.color = HIDDEN_COLOR;226 GUI.EndScrollView();227 break;228 case (BUTTON): 229 var mousePosition = GuiPlus.getMousePosition(); 230 var rect = args[0];231 if (GuiPlus.leftButtonUp && rect.Contains(mousePosition) &&232 rect.Contains(clickPosition-ScrollView.getPositionAdjustment())) {233 GuiPlus.leftButtonUp = false;234 retVal = true;235 } else {236 retVal = false;237 }238 break;239 case (TOGGLE):240 mousePosition = GuiPlus.getMousePosition();241 rect = args[0];242 var wasSelected = args[1];243 if (leftButtonUp && rect.Contains(mousePosition) &&244 rect.Contains(clickPosition-ScrollView.getPositionAdjustment())) {245 GuiPlus.leftButtonUp = false;246 retVal = !wasSelected;247 } else {248 retVal = wasSelected;249 }250 break;251 default:252 throw "I don't know that function!";253 }254 GUI.color = preservedColor;255 return retVal;256 }257 function Draw() {258 var preservedColor = GUI.color;259 var preservedSkin = GUI.skin;260 GUI.color = this.color;261 GUI.skin = this.skin;262 switch (func) {263 case (BEGIN_SCROLL_VIEW):264 GUI.BeginScrollView(args[0], args[1], args[2]);265 break;266 case (END_SCROLL_VIEW):267 GUI.EndScrollView();268 break;269 case (BUTTON): 270 if (args.length == 2) {271 GUI.Button(args[0], args[1]);272 } else if (args.length == 3) {273 GUI.Button(args[0], args[1], args[2]);274 }275 break;276 case (BOX):277 GUI.Box(args[0], args[1]);278 break;279 case (LABEL):280 if (args.length == 2) {281 GUI.Label(args[0], args[1]);282 } else if (args.length == 3) {283 GUI.Label(args[0], args[1], args[2]);284 }285 break;286 case (TOGGLE):287 GUI.Toggle(args[0], args[1], args[2]);288 break;289 default:290 throw("I don't support that function! Time to add more.");291 } 292 GUI.color = preservedColor;293 GUI.skin = preservedSkin;294 }295 }...

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Using AI Code Generation

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1const { seenDepths } = require('fast-check');2console.log(seenDepths());3const { seenDepths } = require('fast-check');4console.log(seenDepths());5const { seenDepths } = require('fast-check');6console.log(seenDepths());7const { seenDepths } = require('fast-check');8console.log(seenDepths());9const { seenDepths } = require('fast-check');10console.log(seenDepths());11const { seenDepths } = require('fast-check');12console.log(seenDepths());13const { seenDepths } = require('fast-check');14console.log(seenDepths());15const { seenDepths } = require('fast-check');16console.log(seenDepths());17const { seenDepths } = require('fast-check');18console.log(seenDepths());19const { seenDepths } = require('fast-check');20console.log(seenDepths());21const { seenDepths } = require('fast-check');22console.log(seenDepths());23const { seenDepths } = require('fast-check');24console.log(seenDepths());25const { seenDepths }

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Using AI Code Generation

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1const { seenDepths } = require('fast-check');2const { seenDepths } = require('fast-check');3const { seenDepths } = require('fast-check');4const { seenDepths } = require('fast-check');5const { seenDepths } = require('fast-check');6const { seenDepths } = require('fast-check');7const { seenDepths } = require('fast-check');8const { seenDepths } = require('fast-check');9const { seenDepths } = require('fast-check');10const { seenDepths } = require('fast-check');11const { seenDepths } = require('fast-check');12const { seenDepths } = require('fast-check');13const { seenDepths } = require('fast-check');14const { seenDepths } = require('fast-check');15const { seenDepths } = require('fast-check');16const { seenDepths } = require('fast-check');17const { seenDepths } = require('fast-check');18const { seenDepths } = require('fast-check');19const { seenDepths } = require('fast-check');

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Using AI Code Generation

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1import { seenDepths, seenDepths as seenDepths2 } from "fast-check";2console.log(seenDepths);3console.log(seenDepths2);4const { seenDepths, seenDepths: seenDepths2 } = require("fast-check");5console.log(seenDepths);6console.log(seenDepths2);

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Using AI Code Generation

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1const { nextArbitrary } = require('fast-check/lib/check/arbitrary/NextArbitrary.js');2const seenDepths = nextArbitrary.seenDepths;3console.log(seenDepths);4const { nextArbitrary } = require('fast-check/lib/check/arbitrary/NextArbitrary.js');5const seenDepths = nextArbitrary.seenDepths;6console.log(seenDepths);7const { nextArbitrary } = require('fast-check/lib/check/arbitrary/NextArbitrary.js');8const seenDepths = nextArbitrary.seenDepths;9console.log(seenDepths);10const { nextArbitrary } = require('fast-check/lib/check/arbitrary/NextArbitrary.js');11const seenDepths = nextArbitrary.seenDepths;12console.log(seenDepths);13const { nextArbitrary } = require('fast-check/lib/check/arbitrary/NextArbitrary.js');14const seenDepths = nextArbitrary.seenDepths;15console.log(seenDepths);16const { nextArbitrary } = require('fast-check/lib/check/arbitrary/NextArbitrary.js');17const seenDepths = nextArbitrary.seenDepths;18console.log(seenDepths);19const { nextArbitrary } = require('fast-check/lib/check/arbitrary/NextArbitrary.js');20const seenDepths = nextArbitrary.seenDepths;21console.log(seenDepths);

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Using AI Code Generation

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1const { seenDepths } = require('fast-check');2const { fc } = require('fast-check');3console.log(seenDepths(fc));4const { seenDepths } = require('fast-check-monorepo');5const { fc } = require('fast-check-monorepo');6console.log(seenDepths(fc));7const { seenDepths } = require('fast-check');8const { fc } = require('fast-check');9console.log(seenDepths(fc));10const { seenDepths } = require('fast-check');11const { fc } = require('fast-check');12console.log(seenDepths(fc));13const { seenDepths } = require('fast-check');14const { fc } = require('fast-check');15console.log(seenDepths(fc));16const { seenDepths } = require('fast-check');17const { fc } = require('fast-check');18console.log(seenDepths(fc));

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Using AI Code Generation

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1const { seenDepths } = require('fast-check');2const { Arbitrary } = require('fast-check/lib/types/definition/Arbitrary');3const arb = Arbitrary.seeded(1).map(() => {});4console.log(seenDepths(arb));5const { seenDepths } = require('fast-check-monorepo');6const { Arbitrary } = require('fast-check-monorepo/lib/types/definition/Arbitrary');7const arb = Arbitrary.seeded(1).map(() => {});8console.log(seenDepths(arb));

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Using AI Code Generation

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1const fc = require('fast-check');2const seenDepths = fc.seenDepths;3const seenDepths = require('fast-check/seenDepths');4seenDepths<T>(arb: Arbitrary<T>): Arbitrary<ReadonlyArray<number>>;5import * as fc from 'fast-check';6import { seenDepths } from 'fast-check/seenDepths';7const arb = fc.tuple(fc.integer(), fc.string());8fc.assert(9 fc.property(seenDepths(arb), ([depth1, depth2]) => {10 })11);

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