How to use upperBound method in fast-check-monorepo

Best JavaScript code snippet using fast-check-monorepo

levelUp.js

Source:levelUp.js Github

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1export const archerLevelUp = async (args) => {2 let upperBound = 03 let lowerBound = 04 const bonus = Math.floor((Math.random() * 3) + 1)5 if(bonus == 3){6 upperBound = 1.57 lowerBound = 1.1798 }else if(bonus == 2){9 upperBound = 1.2510 lowerBound = 1.2511 }else{12 lowerBound = 1.413 upperBound = 1.199714 }15 await args.mutateChar({16 variables: {17 characterId: args.characterId,18 statId: args.baseStats._id,19 charisma: (Math.round(args.baseStats.charisma * upperBound)),20 constitution: (Math.round(args.baseStats.constitution * lowerBound)),21 dexterity: (Math.round(args.baseStats.dexterity * upperBound)),22 health: (Math.round(args.baseStats.health * lowerBound)),23 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),24 perception: (Math.round(args.baseStats.perception * upperBound)),25 speed: (Math.round(args.baseStats.speed * lowerBound)),26 strength: (Math.round(args.baseStats.strength * lowerBound)),27 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),28 level: args.levels,29 experience: args.randomXP30 }31 })32}33export const bardLevelUp = async (args) => {34 let upperBound = 035 let lowerBound = 036 const bonus = Math.floor((Math.random() * 3) + 1)37 if(bonus == 3){38 upperBound = 1.839 lowerBound = 1.340 }else if(bonus == 2){41 upperBound = 1.3542 lowerBound = 1.3543 }else{44 lowerBound = 1.545 upperBound = 1.2546 }47 await args.mutateChar({48 variables: {49 characterId: args.characterId,50 statId: args.baseStats._id,51 charisma: (Math.round(args.baseStats.charisma * upperBound)),52 constitution: (Math.round(args.baseStats.constitution * lowerBound)),53 dexterity: (Math.round(args.baseStats.dexterity * upperBound)),54 health: (Math.round(args.baseStats.health * lowerBound)),55 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),56 perception: (Math.round(args.baseStats.perception * upperBound)),57 speed: (Math.round(args.baseStats.speed * lowerBound)),58 strength: (Math.round(args.baseStats.strength * lowerBound)),59 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),60 level: args.levels,61 experience: args.randomXP62 }63 })64}65export const sniperLevelUp = async (args) => {66 let upperBound = 067 let lowerBound = 068 const bonus = Math.floor((Math.random() * 3) + 1)69 if(bonus == 3){70 upperBound = 1.871 lowerBound = 1.372 }else if(bonus == 2){73 upperBound = 1.3574 lowerBound = 1.3575 }else{76 lowerBound = 1.577 upperBound = 1.2578 }79 await args.mutateChar({80 variables: {81 characterId: args.characterId,82 statId: args.baseStats._id,83 charisma: (Math.round(args.baseStats.charisma * upperBound)),84 constitution: (Math.round(args.baseStats.constitution * lowerBound)),85 dexterity: (Math.round(args.baseStats.dexterity * upperBound)),86 health: (Math.round(args.baseStats.health * lowerBound)),87 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),88 perception: (Math.round(args.baseStats.perception * upperBound)),89 speed: (Math.round(args.baseStats.speed * lowerBound)),90 strength: (Math.round(args.baseStats.strength * lowerBound)),91 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),92 level: args.levels,93 experience: args.randomXP94 }95 })96}97export const arcanistLevelUp = async (args) => {98 let upperBound = 099 let lowerBound = 0100 const bonus = Math.floor((Math.random() * 3) + 1)101 if(bonus == 3){102 upperBound = 1.5103 lowerBound = 1.179104 }else if(bonus == 2){105 upperBound = 1.25106 lowerBound = 1.25107 }else{108 lowerBound = 1.4109 upperBound = 1.1997110 }111 await args.mutateChar({112 variables: {113 characterId: args.characterId,114 statId: args.baseStats._id,115 charisma: (Math.round(args.baseStats.charisma * lowerBound)),116 constitution: (Math.round(args.baseStats.constitution * lowerBound)),117 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),118 health: (Math.round(args.baseStats.health * lowerBound)),119 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),120 perception: (Math.round(args.baseStats.perception * upperBound)),121 speed: (Math.round(args.baseStats.speed * lowerBound)),122 strength: (Math.round(args.baseStats.strength * lowerBound)),123 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),124 level: args.levels,125 experience: args.randomXP126 }127 })128}129export const scholarLevelUp = async (args) => {130 let upperBound = 0131 let lowerBound = 0132 const bonus = Math.floor((Math.random() * 3) + 1)133 if(bonus == 3){134 upperBound = 1.8135 lowerBound = 1.3136 }else if(bonus == 2){137 upperBound = 1.35138 lowerBound = 1.35139 }else{140 lowerBound = 1.5141 upperBound = 1.25142 }143 await args.mutateChar({144 variables: {145 characterId: args.characterId,146 statId: args.baseStats._id,147 charisma: (Math.round(args.baseStats.charisma * lowerBound)),148 constitution: (Math.round(args.baseStats.constitution * lowerBound)),149 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),150 health: (Math.round(args.baseStats.health * lowerBound)),151 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),152 perception: (Math.round(args.baseStats.perception * upperBound)),153 speed: (Math.round(args.baseStats.speed * lowerBound)),154 strength: (Math.round(args.baseStats.strength * lowerBound)),155 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),156 level: args.levels,157 experience: args.randomXP158 }159 })160}161export const summonerLevelUp = async (args) => {162 let upperBound = 0163 let lowerBound = 0164 const bonus = Math.floor((Math.random() * 3) + 1)165 if(bonus == 3){166 upperBound = 1.8167 lowerBound = 1.3168 }else if(bonus == 2){169 upperBound = 1.35170 lowerBound = 1.35171 }else{172 lowerBound = 1.5173 upperBound = 1.25174 }175 await args.mutateChar({176 variables: {177 characterId: args.characterId,178 statId: args.baseStats._id,179 charisma: (Math.round(args.baseStats.charisma * lowerBound)),180 constitution: (Math.round(args.baseStats.constitution * lowerBound)),181 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),182 health: (Math.round(args.baseStats.health * lowerBound)),183 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),184 perception: (Math.round(args.baseStats.perception * upperBound)),185 speed: (Math.round(args.baseStats.speed * lowerBound)),186 strength: (Math.round(args.baseStats.strength * lowerBound)),187 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),188 level: args.levels,189 experience: args.randomXP190 }191 })192}193export const nomadLevelUp = async (args) => {194 let upperBound = 0195 let lowerBound = 0196 const bonus = Math.floor((Math.random() * 3) + 1)197 if(bonus == 3){198 upperBound = 1.5199 lowerBound = 1.179200 }else if(bonus == 2){201 upperBound = 1.25202 lowerBound = 1.25203 }else{204 lowerBound = 1.4205 upperBound = 1.1997206 }207 await args.mutateChar({208 variables: {209 characterId: args.characterId,210 statId: args.baseStats._id,211 charisma: (Math.round(args.baseStats.charisma * lowerBound)),212 constitution: (Math.round(args.baseStats.constitution * upperBound)),213 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),214 health: (Math.round(args.baseStats.health * upperBound)),215 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),216 perception: (Math.round(args.baseStats.perception * lowerBound)),217 speed: (Math.round(args.baseStats.speed * lowerBound)),218 strength: (Math.round(args.baseStats.strength * upperBound)),219 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),220 level: args.levels,221 experience: args.randomXP222 }223 })224}225export const druidLevelUp = async (args) => {226 let upperBound = 0227 let lowerBound = 0228 const bonus = Math.floor((Math.random() * 3) + 1)229 if(bonus == 3){230 upperBound = 1.8231 lowerBound = 1.3232 }else if(bonus == 2){233 upperBound = 1.35234 lowerBound = 1.35235 }else{236 lowerBound = 1.5237 upperBound = 1.25238 }239 await args.mutateChar({240 variables: {241 characterId: args.characterId,242 statId: args.baseStats._id,243 charisma: (Math.round(args.baseStats.charisma * lowerBound)),244 constitution: (Math.round(args.baseStats.constitution * upperBound)),245 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),246 health: (Math.round(args.baseStats.health * upperBound)),247 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),248 perception: (Math.round(args.baseStats.perception * upperBound)),249 speed: (Math.round(args.baseStats.speed * lowerBound)),250 strength: (Math.round(args.baseStats.strength * upperBound)),251 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),252 level: args.levels,253 experience: args.randomXP254 }255 })256}257export const beastmasterLevelUp = async (args) => {258 let upperBound = 0259 let lowerBound = 0260 const bonus = Math.floor((Math.random() * 3) + 1)261 if(bonus == 3){262 upperBound = 1.8263 lowerBound = 1.3264 }else if(bonus == 2){265 upperBound = 1.35266 lowerBound = 1.35267 }else{268 lowerBound = 1.5269 upperBound = 1.25270 }271 await args.mutateChar({272 variables: {273 characterId: args.characterId,274 statId: args.baseStats._id,275 charisma: (Math.round(args.baseStats.charisma * lowerBound)),276 constitution: (Math.round(args.baseStats.constitution * lowerBound)),277 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),278 health: (Math.round(args.baseStats.health * lowerBound)),279 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),280 perception: (Math.round(args.baseStats.perception * lowerBound)),281 speed: (Math.round(args.baseStats.speed * lowerBound)),282 strength: (Math.round(args.baseStats.strength * lowerBound)),283 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),284 level: args.levels,285 experience: args.randomXP286 }287 })288}289export const geomancerLevelUp = async (args) => {290 let upperBound = 0291 let lowerBound = 0292 const bonus = Math.floor((Math.random() * 3) + 1)293 if(bonus == 3){294 upperBound = 1.8295 lowerBound = 1.3296 }else if(bonus == 2){297 upperBound = 1.35298 lowerBound = 1.35299 }else{300 lowerBound = 1.5301 upperBound = 1.25302 }303 await args.mutateChar({304 variables: {305 characterId: args.characterId,306 statId: args.baseStats._id,307 charisma: (Math.round(args.baseStats.charisma * lowerBound)),308 constitution: (Math.round(args.baseStats.constitution * lowerBound)),309 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),310 health: (Math.round(args.baseStats.health * lowerBound)),311 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),312 perception: (Math.round(args.baseStats.perception * upperBound)),313 speed: (Math.round(args.baseStats.speed * lowerBound)),314 strength: (Math.round(args.baseStats.strength * lowerBound)),315 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),316 level: args.levels,317 experience: args.randomXP318 }319 })320}321export const pugilistLevelUp = async (args) => {322 let upperBound = 0323 let lowerBound = 0324 const bonus = Math.floor((Math.random() * 3) + 1)325 if(bonus == 3){326 upperBound = 1.5327 lowerBound = 1.179328 }else if(bonus == 2){329 upperBound = 1.25330 lowerBound = 1.25331 }else{332 lowerBound = 1.4333 upperBound = 1.1997334 }335 await args.mutateChar({336 variables: {337 characterId: args.characterId,338 statId: args.baseStats._id,339 charisma: (Math.round(args.baseStats.charisma * lowerBound)),340 constitution: (Math.round(args.baseStats.constitution * upperBound)),341 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),342 health: (Math.round(args.baseStats.health * upperBound)),343 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),344 perception: (Math.round(args.baseStats.perception * upperBound)),345 speed: (Math.round(args.baseStats.speed * upperBound)),346 strength: (Math.round(args.baseStats.strength * upperBound)),347 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),348 level: args.levels,349 experience: args.randomXP350 }351 })352}353export const monkLevelUp = async (args) => {354 let upperBound = 0355 let lowerBound = 0356 const bonus = Math.floor((Math.random() * 3) + 1)357 if(bonus == 3){358 upperBound = 1.8359 lowerBound = 1.3360 }else if(bonus == 2){361 upperBound = 1.35362 lowerBound = 1.35363 }else{364 lowerBound = 1.5365 upperBound = 1.25366 }367 await args.mutateChar({368 variables: {369 characterId: args.characterId,370 statId: args.baseStats._id,371 charisma: (Math.round(args.baseStats.charisma * lowerBound)),372 constitution: (Math.round(args.baseStats.constitution * upperBound)),373 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),374 health: (Math.round(args.baseStats.health * upperBound)),375 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),376 perception: (Math.round(args.baseStats.perception * lowerBound)),377 speed: (Math.round(args.baseStats.speed * upperBound)),378 strength: (Math.round(args.baseStats.strength * lowerBound)),379 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),380 level: args.levels,381 experience: args.randomXP382 }383 })384}385export const fighterLevelUp = async (args) => {386 let upperBound = 0387 let lowerBound = 0388 const bonus = Math.floor((Math.random() * 3) + 1)389 if(bonus == 3){390 upperBound = 1.8391 lowerBound = 1.3392 }else if(bonus == 2){393 upperBound = 1.35394 lowerBound = 1.35395 }else{396 lowerBound = 1.5397 upperBound = 1.25398 }399 await args.mutateChar({400 variables: {401 characterId: args.characterId,402 statId: args.baseStats._id,403 charisma: (Math.round(args.baseStats.charisma * lowerBound)),404 constitution: (Math.round(args.baseStats.constitution * upperBound)),405 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),406 health: (Math.round(args.baseStats.health * upperBound)),407 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),408 perception: (Math.round(args.baseStats.perception * upperBound)),409 speed: (Math.round(args.baseStats.speed * upperBound)),410 strength: (Math.round(args.baseStats.strength * upperBound)),411 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),412 level: args.levels,413 experience: args.randomXP414 }415 })416}417export const soldierLevelUp = async (args) => {418 let upperBound = 0419 let lowerBound = 0420 const bonus = Math.floor((Math.random() * 3) + 1)421 if(bonus == 3){422 upperBound = 1.5423 lowerBound = 1.179424 }else if(bonus == 2){425 upperBound = 1.25426 lowerBound = 1.25427 }else{428 lowerBound = 1.4429 upperBound = 1.1997430 }431 await args.mutateChar({432 variables: {433 characterId: args.characterId,434 statId: args.baseStats._id,435 charisma: (Math.round(args.baseStats.charisma * lowerBound)),436 constitution: (Math.round(args.baseStats.constitution * upperBound)),437 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),438 health: (Math.round(args.baseStats.health * upperBound)),439 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),440 perception: (Math.round(args.baseStats.perception * lowerBound)),441 speed: (Math.round(args.baseStats.speed * lowerBound)),442 strength: (Math.round(args.baseStats.strength * upperBound)),443 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),444 level: args.levels,445 experience: args.randomXP446 }447 })448}449export const berserkerLevelUp = async (args) => {450 let upperBound = 0451 let lowerBound = 0452 const bonus = Math.floor((Math.random() * 3) + 1)453 if(bonus == 3){454 upperBound = 1.8455 lowerBound = 1.3456 }else if(bonus == 2){457 upperBound = 1.35458 lowerBound = 1.35459 }else{460 lowerBound = 1.5461 upperBound = 1.25462 }463 await args.mutateChar({464 variables: {465 characterId: args.characterId,466 statId: args.baseStats._id,467 charisma: (Math.round(args.baseStats.charisma * lowerBound)),468 constitution: (Math.round(args.baseStats.constitution * upperBound)),469 dexterity: (Math.round(args.baseStats.dexterity * upperBound)),470 health: (Math.round(args.baseStats.health * upperBound)),471 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),472 perception: (Math.round(args.baseStats.perception * upperBound)),473 speed: (Math.round(args.baseStats.speed * upperBound)),474 strength: (Math.round(args.baseStats.strength * upperBound)),475 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),476 level: args.levels,477 experience: args.randomXP478 }479 })480}481export const paladinLevelUp = async (args) => {482 let upperBound = 0483 let lowerBound = 0484 const bonus = Math.floor((Math.random() * 3) + 1)485 if(bonus == 3){486 upperBound = 1.8487 lowerBound = 1.3488 }else if(bonus == 2){489 upperBound = 1.35490 lowerBound = 1.35491 }else{492 lowerBound = 1.5493 upperBound = 1.25494 }495 await args.mutateChar({496 variables: {497 characterId: args.characterId,498 statId: args.baseStats._id,499 charisma: (Math.round(args.baseStats.charisma * lowerBound)),500 constitution: (Math.round(args.baseStats.constitution * upperBound)),501 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),502 health: (Math.round(args.baseStats.health * upperBound)),503 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),504 perception: (Math.round(args.baseStats.perception * lowerBound)),505 speed: (Math.round(args.baseStats.speed * lowerBound)),506 strength: (Math.round(args.baseStats.strength * upperBound)),507 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),508 level: args.levels,509 experience: args.randomXP510 }511 })512}513export const darkknightLevelUp = async (args) => {514 let upperBound = 0515 let lowerBound = 0516 const bonus = Math.floor((Math.random() * 3) + 1)517 if(bonus == 3){518 upperBound = 1.8519 lowerBound = 1.3520 }else if(bonus == 2){521 upperBound = 1.35522 lowerBound = 1.35523 }else{524 lowerBound = 1.5525 upperBound = 1.25526 }527 await args.mutateChar({528 variables: {529 characterId: args.characterId,530 statId: args.baseStats._id,531 charisma: (Math.round(args.baseStats.charisma * lowerBound)),532 constitution: (Math.round(args.baseStats.constitution * upperBound)),533 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),534 health: (Math.round(args.baseStats.health * upperBound)),535 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),536 perception: (Math.round(args.baseStats.perception * upperBound)),537 speed: (Math.round(args.baseStats.speed * lowerBound)),538 strength: (Math.round(args.baseStats.strength * upperBound)),539 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),540 level: args.levels,541 experience: args.randomXP542 }543 })544}545export const sorcererLevelUp = async (args) => {546 let upperBound = 0547 let lowerBound = 0548 const bonus = Math.floor((Math.random() * 3) + 1)549 if(bonus == 3){550 upperBound = 1.5551 lowerBound = 1.179552 }else if(bonus == 2){553 upperBound = 1.25554 lowerBound = 1.25555 }else{556 lowerBound = 1.4557 upperBound = 1.1997558 }559 await args.mutateChar({560 variables: {561 characterId: args.characterId,562 statId: args.baseStats._id,563 charisma: (Math.round(args.baseStats.charisma * lowerBound)),564 constitution: (Math.round(args.baseStats.constitution * lowerBound)),565 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),566 health: (Math.round(args.baseStats.health * lowerBound)),567 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),568 perception: (Math.round(args.baseStats.perception * upperBound)),569 speed: (Math.round(args.baseStats.speed * lowerBound)),570 strength: (Math.round(args.baseStats.strength * lowerBound)),571 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),572 level: args.levels,573 experience: args.randomXP574 }575 })576}577export const whitemageLevelUp = async (args) => {578 let upperBound = 0579 let lowerBound = 0580 const bonus = Math.floor((Math.random() * 3) + 1)581 if(bonus == 3){582 upperBound = 1.8583 lowerBound = 1.3584 }else if(bonus == 2){585 upperBound = 1.35586 lowerBound = 1.35587 }else{588 lowerBound = 1.5589 upperBound = 1.25590 }591 await args.mutateChar({592 variables: {593 characterId: args.characterId,594 statId: args.baseStats._id,595 charisma: (Math.round(args.baseStats.charisma * lowerBound)),596 constitution: (Math.round(args.baseStats.constitution * lowerBound)),597 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),598 health: (Math.round(args.baseStats.health * upperBound)),599 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),600 perception: (Math.round(args.baseStats.perception * lowerBound)),601 speed: (Math.round(args.baseStats.speed * lowerBound)),602 strength: (Math.round(args.baseStats.strength * lowerBound)),603 wisdom: (Math.round(args.baseStats.wisdom * upperBound)),604 level: args.levels,605 experience: args.randomXP606 }607 })608}609export const blackmageLevelUp = async (args) => {610 let upperBound = 0611 let lowerBound = 0612 const bonus = Math.floor((Math.random() * 3) + 1)613 if(bonus == 3){614 upperBound = 1.8615 lowerBound = 1.3616 }else if(bonus == 2){617 upperBound = 1.35618 lowerBound = 1.35619 }else{620 lowerBound = 1.5621 upperBound = 1.25622 }623 await args.mutateChar({624 variables: {625 characterId: args.characterId,626 statId: args.baseStats._id,627 charisma: (Math.round(args.baseStats.charisma * lowerBound)),628 constitution: (Math.round(args.baseStats.constitution * upperBound)),629 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),630 health: (Math.round(args.baseStats.health * upperBound)),631 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),632 perception: (Math.round(args.baseStats.perception * upperBound)),633 speed: (Math.round(args.baseStats.speed * upperBound)),634 strength: (Math.round(args.baseStats.strength * upperBound)),635 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),636 level: args.levels,637 experience: args.randomXP638 }639 })640}641export const redmageLevelUp = async (args) => {642 let upperBound = 0643 let lowerBound = 0644 const bonus = Math.floor((Math.random() * 3) + 1)645 if(bonus == 3){646 upperBound = 1.8647 lowerBound = 1.3648 }else if(bonus == 2){649 upperBound = 1.35650 lowerBound = 1.35651 }else{652 lowerBound = 1.5653 upperBound = 1.25654 }655 await args.mutateChar({656 variables: {657 characterId: args.characterId,658 statId: args.baseStats._id,659 charisma: (Math.round(args.baseStats.charisma * lowerBound)),660 constitution: (Math.round(args.baseStats.constitution * upperBound)),661 dexterity: (Math.round(args.baseStats.dexterity * lowerBound)),662 health: (Math.round(args.baseStats.health * upperBound)),663 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),664 perception: (Math.round(args.baseStats.perception * upperBound)),665 speed: (Math.round(args.baseStats.speed * upperBound)),666 strength: (Math.round(args.baseStats.strength * upperBound)),667 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),668 level: args.levels,669 experience: args.randomXP670 }671 })672}673export const thiefLevelUp = async (args) => {674 let upperBound = 0675 let lowerBound = 0676 const bonus = Math.floor((Math.random() * 3) + 1)677 if(bonus == 3){678 upperBound = 1.5679 lowerBound = 1.179680 }else if(bonus == 2){681 upperBound = 1.25682 lowerBound = 1.25683 }else{684 lowerBound = 1.4685 upperBound = 1.1997686 }687 await args.mutateChar({688 variables: {689 characterId: args.characterId,690 statId: args.baseStats._id,691 charisma: (Math.round(args.baseStats.charisma * upperBound)),692 constitution: (Math.round(args.baseStats.constitution * lowerBound)),693 dexterity: (Math.round(args.baseStats.dexterity * upperBound)),694 health: (Math.round(args.baseStats.health * lowerBound)),695 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),696 perception: (Math.round(args.baseStats.perception * upperBound)),697 speed: (Math.round(args.baseStats.speed * upperBound)),698 strength: (Math.round(args.baseStats.strength * lowerBound)),699 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),700 level: args.levels,701 experience: args.randomXP702 }703 })704}705export const ninjaLevelUp = async (args) => {706 let upperBound = 0707 let lowerBound = 0708 const bonus = Math.floor((Math.random() * 3) + 1)709 if(bonus == 3){710 upperBound = 1.8711 lowerBound = 1.3712 }else if(bonus == 2){713 upperBound = 1.35714 lowerBound = 1.35715 }else{716 lowerBound = 1.5717 upperBound = 1.25718 }719 await args.mutateChar({720 variables: {721 characterId: args.characterId,722 statId: args.baseStats._id,723 charisma: (Math.round(args.baseStats.charisma * upperBound)),724 constitution: (Math.round(args.baseStats.constitution * lowerBound)),725 dexterity: (Math.round(args.baseStats.dexterity * upperBound)),726 health: (Math.round(args.baseStats.health * lowerBound)),727 intelligence: (Math.round(args.baseStats.intelligence * upperBound)),728 perception: (Math.round(args.baseStats.perception * upperBound)),729 speed: (Math.round(args.baseStats.speed * upperBound)),730 strength: (Math.round(args.baseStats.strength * lowerBound)),731 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),732 level: args.levels,733 experience: args.randomXP734 }735 })736}737export const reaperLevelUp = async (args) => {738 let upperBound = 0739 let lowerBound = 0740 const bonus = Math.floor((Math.random() * 3) + 1)741 if(bonus == 3){742 upperBound = 1.8743 lowerBound = 1.3744 }else if(bonus == 2){745 upperBound = 1.35746 lowerBound = 1.35747 }else{748 lowerBound = 1.5749 upperBound = 1.25750 }751 await args.mutateChar({752 variables: {753 characterId: args.characterId,754 statId: args.baseStats._id,755 charisma: (Math.round(args.baseStats.charisma * lowerBound)),756 constitution: (Math.round(args.baseStats.constitution * upperBound)),757 dexterity: (Math.round(args.baseStats.dexterity * upperBound)),758 health: (Math.round(args.baseStats.health * upperBound)),759 intelligence: (Math.round(args.baseStats.intelligence * lowerBound)),760 perception: (Math.round(args.baseStats.perception * lowerBound)),761 speed: (Math.round(args.baseStats.speed * upperBound)),762 strength: (Math.round(args.baseStats.strength * upperBound)),763 wisdom: (Math.round(args.baseStats.wisdom * lowerBound)),764 level: args.levels,765 experience: args.randomXP766 }767 })...

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b2AABB.js

Source:b2AABB.js Github

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1/*2 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com3 *4 * This software is provided 'as-is', without any express or implied5 * warranty. In no event will the authors be held liable for any damages6 * arising from the use of this software.7 * Permission is granted to anyone to use this software for any purpose,8 * including commercial applications, and to alter it and redistribute it9 * freely, subject to the following restrictions:10 * 1. The origin of this software must not be misrepresented; you must not11 * claim that you wrote the original software. If you use this software12 * in a product, an acknowledgment in the product documentation would be13 * appreciated but is not required.14 * 2. Altered source versions must be plainly marked as such, and must not be15 * misrepresented as being the original software.16 * 3. This notice may not be removed or altered from any source distribution.17 */18/*19 * Original Box2D created by Erin Catto20 * http://www.gphysics.com21 * http://box2d.org/22 * 23 * Box2D was converted to Flash by Boris the Brave, Matt Bush, and John Nesky as Box2DFlash24 * http://www.box2dflash.org/25 * 26 * Box2DFlash was converted from Flash to Javascript by Uli Hecht as box2Dweb27 * http://code.google.com/p/box2dweb/28 * 29 * box2Dweb was modified to utilize Google Closure, as well as other bug fixes, optimizations, and tweaks by Illandril30 * https://github.com/illandril/box2dweb-closure31 */32 33goog.provide('Box2D.Collision.b2AABB');34goog.require('Box2D.Common.Math.b2Vec2');35/**36 * @private37 * @constructor38 */39Box2D.Collision.b2AABB = function() {40 UsageTracker.get('Box2D.Collision.b2AABB').trackCreate();41 42 /**43 * @private44 * @type {!Box2D.Common.Math.b2Vec2}45 */46 this.lowerBound = Box2D.Common.Math.b2Vec2.Get(0, 0);47 48 /**49 * @private50 * @type {!Box2D.Common.Math.b2Vec2}51 */52 this.upperBound = Box2D.Common.Math.b2Vec2.Get(0, 0);53};54/**55 * @private56 * @type {Array.<!Box2D.Collision.b2AABB>}57 */58Box2D.Collision.b2AABB._freeCache = [];59/**60 * @return {!Box2D.Collision.b2AABB}61 */62Box2D.Collision.b2AABB.Get = function() {63 UsageTracker.get('Box2D.Collision.b2AABB').trackGet();64 if (Box2D.Collision.b2AABB._freeCache.length > 0) {65 var aabb = Box2D.Collision.b2AABB._freeCache.pop();66 aabb.SetZero();67 return aabb;68 }69 return new Box2D.Collision.b2AABB();70};71/**72 * @param {!Box2D.Collision.b2AABB} aabb73 */74Box2D.Collision.b2AABB.Free = function(aabb) {75 if (aabb != null) {76 UsageTracker.get('Box2D.Collision.b2AABB').trackFree();77 Box2D.Collision.b2AABB._freeCache.push(aabb);78 }79};80/**81 * @param {number} lowerX82 * @param {number} lowerY83 * @param {number} upperX84 * @param {number} upperY85 */86Box2D.Collision.b2AABB.prototype.Set = function(lowerX, lowerY, upperX, upperY) {87 this.lowerBound.Set(lowerX, lowerY);88 this.upperBound.Set(upperX, upperY);89};90/**91 * @param {!Box2D.Common.Math.b2Vec2} lowerBound92 * @param {!Box2D.Common.Math.b2Vec2} upperBound93 */94Box2D.Collision.b2AABB.prototype.SetVV = function(lowerBound, upperBound) {95 this.lowerBound.SetV(lowerBound);96 this.upperBound.SetV(upperBound);97};98Box2D.Collision.b2AABB.prototype.SetZero = function() {99 this.lowerBound.Set(0, 0);100 this.upperBound.Set(0, 0);101};102/**103 * @return {boolean}104 */105Box2D.Collision.b2AABB.prototype.IsValid = function() {106 var dX = this.upperBound.x - this.lowerBound.x;107 if (dX < 0) {108 return false;109 }110 var dY = this.upperBound.y - this.lowerBound.y;111 if (dY < 0) {112 return false;113 }114 return this.lowerBound.IsValid() && this.upperBound.IsValid();115};116/**117 * @return {!Box2D.Common.Math.b2Vec2}118 */119Box2D.Collision.b2AABB.prototype.GetCenter = function() {120 return Box2D.Common.Math.b2Vec2.Get((this.lowerBound.x + this.upperBound.x) / 2, (this.lowerBound.y + this.upperBound.y) / 2);121};122/**123 * @param {!Box2D.Common.Math.b2Vec2} newCenter124 */125Box2D.Collision.b2AABB.prototype.SetCenter = function(newCenter) {126 var oldCenter = this.GetCenter();127 this.lowerBound.Subtract(oldCenter);128 this.upperBound.Subtract(oldCenter);129 this.lowerBound.Add(newCenter);130 this.upperBound.Add(newCenter);131 Box2D.Common.Math.b2Vec2.Free(oldCenter);132};133/**134 * @return {!Box2D.Common.Math.b2Vec2}135 */136Box2D.Collision.b2AABB.prototype.GetExtents = function() {137 return Box2D.Common.Math.b2Vec2.Get((this.upperBound.x - this.lowerBound.x) / 2, (this.upperBound.y - this.lowerBound.y) / 2);138};139/**140 * @param {!Box2D.Collision.b2AABB} aabb141 * @return {boolean}142 */143Box2D.Collision.b2AABB.prototype.Contains = function(aabb) {144 var result = true;145 result = result && this.lowerBound.x <= aabb.lowerBound.x;146 result = result && this.lowerBound.y <= aabb.lowerBound.y;147 result = result && aabb.upperBound.x <= this.upperBound.x;148 result = result && aabb.upperBound.y <= this.upperBound.y;149 return result;150};151/**152 * @param {!Box2D.Collision.b2RayCastOutput} output153 * @param {!Box2D.Collision.b2RayCastInput} input154 * @return {boolean}155 */156Box2D.Collision.b2AABB.prototype.RayCast = function(output, input) {157 var tmin = (-Number.MAX_VALUE);158 var tmax = Number.MAX_VALUE;159 160 var dX = input.p2.x - input.p1.x;161 var absDX = Math.abs(dX);162 if (absDX < Number.MIN_VALUE) {163 if (input.p1.x < this.lowerBound.x || this.upperBound.x < input.p1.x) {164 return false;165 }166 } else {167 var inv_d = 1.0 / dX;168 var t1 = (this.lowerBound.x - input.p1.x) * inv_d;169 var t2 = (this.upperBound.x - input.p1.x) * inv_d;170 var s = (-1.0);171 if (t1 > t2) {172 var t3 = t1;173 t1 = t2;174 t2 = t3;175 s = 1.0;176 }177 if (t1 > tmin) {178 output.normal.x = s;179 output.normal.y = 0;180 tmin = t1;181 }182 tmax = Math.min(tmax, t2);183 if (tmin > tmax) return false;184 }185 186 var dY = input.p2.y - input.p1.y;187 var absDY = Math.abs(dY);188 if (absDY < Number.MIN_VALUE) {189 if (input.p1.y < this.lowerBound.y || this.upperBound.y < input.p1.y) {190 return false;191 }192 } else {193 var inv_d = 1.0 / dY;194 var t1 = (this.lowerBound.y - input.p1.y) * inv_d;195 var t2 = (this.upperBound.y - input.p1.y) * inv_d;196 var s = (-1.0);197 if (t1 > t2) {198 var t3 = t1;199 t1 = t2;200 t2 = t3;201 s = 1.0;202 }203 if (t1 > tmin) {204 output.normal.y = s;205 output.normal.x = 0;206 tmin = t1;207 }208 tmax = Math.min(tmax, t2);209 if (tmin > tmax) {210 return false;211 }212 }213 output.fraction = tmin;214 return true;215};216/**217 * @param {!Box2D.Collision.b2AABB} other218 * @return {boolean}219 */220Box2D.Collision.b2AABB.prototype.TestOverlap = function(other) {221 if ( other.lowerBound.x - this.upperBound.x > 0 ) { return false; }222 if ( other.lowerBound.y - this.upperBound.y > 0 ) { return false; }223 if ( this.lowerBound.x - other.upperBound.x > 0 ) { return false; }224 if ( this.lowerBound.y - other.upperBound.y > 0 ) { return false; }225 return true;226};227/**228 * @param {!Box2D.Collision.b2AABB} aabb1229 * @param {!Box2D.Collision.b2AABB} aabb2230 * @return {!Box2D.Collision.b2AABB}231 */232Box2D.Collision.b2AABB.Combine = function(aabb1, aabb2) {233 var aabb = Box2D.Collision.b2AABB.Get();234 aabb.Combine(aabb1, aabb2);235 return aabb;236};237/**238 * @param {!Box2D.Collision.b2AABB} aabb1239 * @param {!Box2D.Collision.b2AABB} aabb2240 */241Box2D.Collision.b2AABB.prototype.Combine = function(aabb1, aabb2) {242 this.lowerBound.x = Math.min(aabb1.lowerBound.x, aabb2.lowerBound.x);243 this.lowerBound.y = Math.min(aabb1.lowerBound.y, aabb2.lowerBound.y);244 this.upperBound.x = Math.max(aabb1.upperBound.x, aabb2.upperBound.x);245 this.upperBound.y = Math.max(aabb1.upperBound.y, aabb2.upperBound.y);246};247/**248 * @return {number}249 */250Box2D.Collision.b2AABB.prototype.GetMinX = function() {251 return this.lowerBound.x;252};253/**254 * @return {number}255 */256Box2D.Collision.b2AABB.prototype.GetMaxX = function() {257 return this.upperBound.x;258};259/**260 * @return {number}261 */262Box2D.Collision.b2AABB.prototype.GetMinY = function() {263 return this.lowerBound.y;264};265/**266 * @return {number}267 */268Box2D.Collision.b2AABB.prototype.GetMaxY = function() {269 return this.upperBound.y;...

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calculate_timeseries_interval.js

Source:calculate_timeseries_interval.js Github

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1/*2 * Copyright Elasticsearch B.V. and/or licensed to Elasticsearch B.V. under one3 * or more contributor license agreements. Licensed under the Elastic License;4 * you may not use this file except in compliance with the Elastic License.5 */6import moment from 'moment';7import expect from '@kbn/expect';8import { calculateTimeseriesInterval } from '../calculate_timeseries_interval';9describe('calculateTimeseriesInterval', () => {10 it('returns an interval of 10s when duration is 15m', () => {11 const upperBound = moment.utc();12 const lowerBound = upperBound.clone().subtract(15, 'minutes');13 const minIntervalSeconds = 10;14 expect(15 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)16 ).to.be(10);17 });18 it('returns an interval of 30s when duration is 30m', () => {19 const upperBound = moment.utc();20 const lowerBound = upperBound.clone().subtract(30, 'minutes');21 const minIntervalSeconds = 10;22 expect(23 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)24 ).to.be(30);25 });26 it('returns an interval of 30s when duration is 1h', () => {27 const upperBound = moment.utc();28 const lowerBound = upperBound.clone().subtract(1, 'hour');29 const minIntervalSeconds = 10;30 expect(31 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)32 ).to.be(30);33 });34 it('returns an interval of 1m when duration is 4h', () => {35 const upperBound = moment.utc();36 const lowerBound = upperBound.clone().subtract(4, 'hours');37 const minIntervalSeconds = 10;38 expect(39 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)40 ).to.be(60);41 });42 it('returns an interval of 5m when duration is 12h', () => {43 const upperBound = moment.utc();44 const lowerBound = upperBound.clone().subtract(12, 'hours');45 const minIntervalSeconds = 10;46 expect(47 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)48 ).to.be(5 * 60);49 });50 it('returns an interval of 10m when duration is 24h', () => {51 const upperBound = moment.utc();52 const lowerBound = upperBound.clone().subtract(24, 'hours');53 const minIntervalSeconds = 10;54 expect(55 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)56 ).to.be(10 * 60);57 });58 it('returns an interval of 1h when duration is 7d', () => {59 const upperBound = moment.utc();60 const lowerBound = upperBound.clone().subtract(7, 'days');61 const minIntervalSeconds = 10;62 expect(63 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)64 ).to.be(60 * 60);65 });66 it('returns an interval of 12h when duration is 30d', () => {67 const upperBound = moment.utc();68 const lowerBound = upperBound.clone().subtract(30, 'days');69 const minIntervalSeconds = 10;70 expect(71 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)72 ).to.be(12 * 60 * 60);73 });74 it('returns an interval of 12h when duration is 60d', () => {75 const upperBound = moment.utc();76 const lowerBound = upperBound.clone().subtract(60, 'days');77 const minIntervalSeconds = 10;78 expect(79 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)80 ).to.be(12 * 60 * 60);81 });82 it('returns an interval of 12h when duration is 90d', () => {83 const upperBound = moment.utc();84 const lowerBound = upperBound.clone().subtract(90, 'days');85 const minIntervalSeconds = 10;86 expect(87 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)88 ).to.be(12 * 60 * 60);89 });90 it('returns an interval of 1d when duration is 6mo', () => {91 const upperBound = moment.utc();92 const lowerBound = upperBound.clone().subtract(6, 'months');93 const minIntervalSeconds = 10;94 expect(95 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)96 ).to.be(24 * 60 * 60);97 });98 it('returns an interval of 1d when duration is 1y', () => {99 const upperBound = moment.utc();100 const lowerBound = upperBound.clone().subtract(1, 'year');101 const minIntervalSeconds = 10;102 expect(103 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)104 ).to.be(24 * 60 * 60);105 });106 it('returns an interval of 7d when duration is 2y', () => {107 const upperBound = moment.utc();108 const lowerBound = upperBound.clone().subtract(2, 'years');109 const minIntervalSeconds = 10;110 expect(111 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)112 ).to.be(7 * 24 * 60 * 60);113 });114 it('returns an interval of 7d when duration is 5y', () => {115 const upperBound = moment.utc();116 const lowerBound = upperBound.clone().subtract(5, 'years');117 const minIntervalSeconds = 10;118 expect(119 calculateTimeseriesInterval(lowerBound.valueOf(), upperBound.valueOf(), minIntervalSeconds)120 ).to.be(7 * 24 * 60 * 60);121 });...

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Using AI Code Generation

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1const { upperBound } = require("fast-check");2const { isSorted } = require("fast-check/lib/src/check/arbitrary/ArrayArbitrary");3const { array } = require("fast-check/lib/src/check/arbitrary/ArrayArbitrary");4const { integer } = require("fast-check/lib/src/check/arbitrary/IntegerArbitrary");5const { tuple } = require("fast-check/lib/src/check/arbitrary/TupleArbitrary");6const { constantFrom } = require("fast-check/lib/src/check/arbitrary/ConstantArbitrary");7const { stringOf } = require("fast-check/lib/src/check/arbitrary/CharacterArbitrary");8const { oneof } = require("fast-check/lib/src/check/arbitrary/OneOfArbitrary");9const { option } = require("fast-check/lib/src/check/arbitrary/OptionArbitrary");10const { record } = require("fast-check/lib/src/check/arbitrary/RecordArbitrary");11const { set } = require("fast-check/lib/src/check/arbitrary/SetArbitrary");12const { object } = require("fast-check/lib/src/check/arbitrary/ObjectArbitrary");13const { dictionary } = require("fast-check/lib/src/check/arbitrary/DictionaryArbitrary");14const { date } = require("fast-check/lib/src/check/arbitrary/DateArbitrary");15const { double } = require("fast-check/lib/src/check/arbitrary/DoubleArbitrary");16const { float } = require("fast-check/lib/src/check/arbitrary/FloatArbitrary");17const { boolean } = require("fast-check/lib/src/check/arbitrary/BooleanArbitrary");18const { char } = require("fast-check/lib/src/check/arbitrary/CharacterArbitrary");19const { unicode } = require("fast-check/lib/src/check/arbitrary/UnicodeArbitrary");20const { ascii } = require("fast-check/lib/src/check/arbitrary/AsciiArbitrary");21const { fullUnicode } = require("fast-check/lib/src/check/arbitrary/FullUnicodeArbitrary");22const { hexa } = require("fast-check/lib/src/check/arbitrary/HexaArbitrary");23const { base64 } = require("fast-check/lib/src/check/arbitrary/Base64Arbitrary");24const { base32 } = require("fast-check/lib/src/check/arbitrary/Base32Arbitrary");25const { base16 } = require("fast-check/lib/src/check/arbitrary/Base16Arbitrary");26const { base10 } = require("fast-check/lib/src/check/arbitrary/Base10Arbitrary");

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Using AI Code Generation

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1const upperBound = require('fast-check').upperBound2const assert = require('assert')3const upperBound = upperBound(10)4assert.equal(upperBound(1), 10)5assert.equal(upperBound(10), 10)6assert.equal(upperBound(11), 11)7{8 "scripts": {9 },10 "dependencies": {11 }12}13const upperBound = require('fast-check').upperBound14const assert = require('assert')15const upperBound = upperBound(10)16assert.equal(upperBound(1), 10)17assert.equal(upperBound(10), 10)18assert.equal(upperBound(11), 11)19{20 "scripts": {21 },22 "dependencies": {23 }24}25{26 "scripts": {27 },28 "dependencies": {29 }30}

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Using AI Code Generation

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1const arb = fc.integer();2const upperBound = 10;3const sample = arb.sample();4const upperBoundSample = arb.sample(upperBound);5const arb = fc.integer();6const upperBound = 10;7const sample = arb.sample();8const upperBoundSample = arb.sample(upperBound);9public sample(upperBound?: number): T[] {10 const sampleSize = upperBound ? upperBound : 10;11 return Array(sampleSize)12 .fill(null)13 .map(() => this.generate(mrng));14 }15public sample(upperBound?: number): T[] {16 const sampleSize = upperBound ? upperBound : 10;17 return Array(sampleSize)18 .fill(null)19 .map(() => this.generate(mrng));20 }21export function sample<T>(arbitrary: Arbitrary<T>, upperBound?: number): T[] {22 return arbitrary.sample(upperBound);23 }24export function sample<T>(arbitrary: Arbitrary<T>, upperBound?: number): T[] {25 return arbitrary.sample(upperBound);26 }27export function sampleWithBias<T>(arbitrary: Arbitrary<T>, upperBound?: number): T[] {28 return arbitrary.sample(upperBound);29 }

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