How to use cutOffTailIfNeeded method in Playwright Internal

Best JavaScript code snippet using playwright-internal

ReactFiberCompleteWork.new.js

Source:ReactFiberCompleteWork.new.js Github

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...554 ) {555 // Noop556 };557}558function cutOffTailIfNeeded(559 renderState: SuspenseListRenderState,560 hasRenderedATailFallback: boolean,561) {562 if (getIsHydrating()) {563 // If we're hydrating, we should consume as many items as we can564 // so we don't leave any behind.565 return;566 }567 switch (renderState.tailMode) {568 case 'hidden': {569 // Any insertions at the end of the tail list after this point570 // should be invisible. If there are already mounted boundaries571 // anything before them are not considered for collapsing.572 // Therefore we need to go through the whole tail to find if573 // there are any.574 let tailNode = renderState.tail;575 let lastTailNode = null;576 while (tailNode !== null) {577 if (tailNode.alternate !== null) {578 lastTailNode = tailNode;579 }580 tailNode = tailNode.sibling;581 }582 // Next we're simply going to delete all insertions after the583 // last rendered item.584 if (lastTailNode === null) {585 // All remaining items in the tail are insertions.586 renderState.tail = null;587 } else {588 // Detach the insertion after the last node that was already589 // inserted.590 lastTailNode.sibling = null;591 }592 break;593 }594 case 'collapsed': {595 // Any insertions at the end of the tail list after this point596 // should be invisible. If there are already mounted boundaries597 // anything before them are not considered for collapsing.598 // Therefore we need to go through the whole tail to find if599 // there are any.600 let tailNode = renderState.tail;601 let lastTailNode = null;602 while (tailNode !== null) {603 if (tailNode.alternate !== null) {604 lastTailNode = tailNode;605 }606 tailNode = tailNode.sibling;607 }608 // Next we're simply going to delete all insertions after the609 // last rendered item.610 if (lastTailNode === null) {611 // All remaining items in the tail are insertions.612 if (!hasRenderedATailFallback && renderState.tail !== null) {613 // We suspended during the head. We want to show at least one614 // row at the tail. So we'll keep on and cut off the rest.615 renderState.tail.sibling = null;616 } else {617 renderState.tail = null;618 }619 } else {620 // Detach the insertion after the last node that was already621 // inserted.622 lastTailNode.sibling = null;623 }624 break;625 }626 }627}628function completeWork(629 current: Fiber | null,630 workInProgress: Fiber,631 renderLanes: Lanes,632): Fiber | null {633 const newProps = workInProgress.pendingProps;634 switch (workInProgress.tag) {635 case IndeterminateComponent:636 case LazyComponent:637 case SimpleMemoComponent:638 case FunctionComponent:639 case ForwardRef:640 case Fragment:641 case Mode:642 case Profiler:643 case ContextConsumer:644 case MemoComponent:645 return null;646 case ClassComponent: {647 const Component = workInProgress.type;648 if (isLegacyContextProvider(Component)) {649 popLegacyContext(workInProgress);650 }651 return null;652 }653 case HostRoot: {654 popHostContainer(workInProgress);655 popTopLevelLegacyContextObject(workInProgress);656 resetMutableSourceWorkInProgressVersions();657 const fiberRoot = (workInProgress.stateNode: FiberRoot);658 if (fiberRoot.pendingContext) {659 fiberRoot.context = fiberRoot.pendingContext;660 fiberRoot.pendingContext = null;661 }662 if (current === null || current.child === null) {663 // If we hydrated, pop so that we can delete any remaining children664 // that weren't hydrated.665 const wasHydrated = popHydrationState(workInProgress);666 if (wasHydrated) {667 // If we hydrated, then we'll need to schedule an update for668 // the commit side-effects on the root.669 markUpdate(workInProgress);670 } else if (!fiberRoot.hydrate) {671 // Schedule an effect to clear this container at the start of the next commit.672 // This handles the case of React rendering into a container with previous children.673 // It's also safe to do for updates too, because current.child would only be null674 // if the previous render was null (so the the container would already be empty).675 workInProgress.flags |= Snapshot;676 }677 }678 updateHostContainer(workInProgress);679 return null;680 }681 case HostComponent: {682 popHostContext(workInProgress);683 const rootContainerInstance = getRootHostContainer();684 const type = workInProgress.type;685 if (current !== null && workInProgress.stateNode != null) {686 updateHostComponent(687 current,688 workInProgress,689 type,690 newProps,691 rootContainerInstance,692 );693 if (current.ref !== workInProgress.ref) {694 markRef(workInProgress);695 }696 } else {697 if (!newProps) {698 invariant(699 workInProgress.stateNode !== null,700 'We must have new props for new mounts. This error is likely ' +701 'caused by a bug in React. Please file an issue.',702 );703 // This can happen when we abort work.704 return null;705 }706 const currentHostContext = getHostContext();707 // TODO: Move createInstance to beginWork and keep it on a context708 // "stack" as the parent. Then append children as we go in beginWork709 // or completeWork depending on whether we want to add them top->down or710 // bottom->up. Top->down is faster in IE11.711 const wasHydrated = popHydrationState(workInProgress);712 if (wasHydrated) {713 // TODO: Move this and createInstance step into the beginPhase714 // to consolidate.715 if (716 prepareToHydrateHostInstance(717 workInProgress,718 rootContainerInstance,719 currentHostContext,720 )721 ) {722 // If changes to the hydrated node need to be applied at the723 // commit-phase we mark this as such.724 markUpdate(workInProgress);725 }726 } else {727 const instance = createInstance(728 type,729 newProps,730 rootContainerInstance,731 currentHostContext,732 workInProgress,733 );734 appendAllChildren(instance, workInProgress, false, false);735 workInProgress.stateNode = instance;736 // Certain renderers require commit-time effects for initial mount.737 // (eg DOM renderer supports auto-focus for certain elements).738 // Make sure such renderers get scheduled for later work.739 if (740 finalizeInitialChildren(741 instance,742 type,743 newProps,744 rootContainerInstance,745 currentHostContext,746 )747 ) {748 markUpdate(workInProgress);749 }750 }751 if (workInProgress.ref !== null) {752 // If there is a ref on a host node we need to schedule a callback753 markRef(workInProgress);754 }755 }756 return null;757 }758 case HostText: {759 const newText = newProps;760 if (current && workInProgress.stateNode != null) {761 const oldText = current.memoizedProps;762 // If we have an alternate, that means this is an update and we need763 // to schedule a side-effect to do the updates.764 updateHostText(current, workInProgress, oldText, newText);765 } else {766 if (typeof newText !== 'string') {767 invariant(768 workInProgress.stateNode !== null,769 'We must have new props for new mounts. This error is likely ' +770 'caused by a bug in React. Please file an issue.',771 );772 // This can happen when we abort work.773 }774 const rootContainerInstance = getRootHostContainer();775 const currentHostContext = getHostContext();776 const wasHydrated = popHydrationState(workInProgress);777 if (wasHydrated) {778 if (prepareToHydrateHostTextInstance(workInProgress)) {779 markUpdate(workInProgress);780 }781 } else {782 workInProgress.stateNode = createTextInstance(783 newText,784 rootContainerInstance,785 currentHostContext,786 workInProgress,787 );788 }789 }790 return null;791 }792 case SuspenseComponent: {793 popSuspenseContext(workInProgress);794 const nextState: null | SuspenseState = workInProgress.memoizedState;795 if (enableSuspenseServerRenderer) {796 if (nextState !== null && nextState.dehydrated !== null) {797 if (current === null) {798 const wasHydrated = popHydrationState(workInProgress);799 invariant(800 wasHydrated,801 'A dehydrated suspense component was completed without a hydrated node. ' +802 'This is probably a bug in React.',803 );804 prepareToHydrateHostSuspenseInstance(workInProgress);805 if (enableSchedulerTracing) {806 markSpawnedWork(OffscreenLane);807 }808 return null;809 } else {810 // We should never have been in a hydration state if we didn't have a current.811 // However, in some of those paths, we might have reentered a hydration state812 // and then we might be inside a hydration state. In that case, we'll need to exit out of it.813 resetHydrationState();814 if ((workInProgress.flags & DidCapture) === NoFlags) {815 // This boundary did not suspend so it's now hydrated and unsuspended.816 workInProgress.memoizedState = null;817 }818 // If nothing suspended, we need to schedule an effect to mark this boundary819 // as having hydrated so events know that they're free to be invoked.820 // It's also a signal to replay events and the suspense callback.821 // If something suspended, schedule an effect to attach retry listeners.822 // So we might as well always mark this.823 workInProgress.flags |= Update;824 return null;825 }826 }827 }828 if ((workInProgress.flags & DidCapture) !== NoFlags) {829 // Something suspended. Re-render with the fallback children.830 workInProgress.lanes = renderLanes;831 // Do not reset the effect list.832 if (833 enableProfilerTimer &&834 (workInProgress.mode & ProfileMode) !== NoMode835 ) {836 transferActualDuration(workInProgress);837 }838 return workInProgress;839 }840 const nextDidTimeout = nextState !== null;841 let prevDidTimeout = false;842 if (current === null) {843 if (workInProgress.memoizedProps.fallback !== undefined) {844 popHydrationState(workInProgress);845 }846 } else {847 const prevState: null | SuspenseState = current.memoizedState;848 prevDidTimeout = prevState !== null;849 }850 if (nextDidTimeout && !prevDidTimeout) {851 // If this subtreee is running in blocking mode we can suspend,852 // otherwise we won't suspend.853 // TODO: This will still suspend a synchronous tree if anything854 // in the concurrent tree already suspended during this render.855 // This is a known bug.856 if ((workInProgress.mode & BlockingMode) !== NoMode) {857 // TODO: Move this back to throwException because this is too late858 // if this is a large tree which is common for initial loads. We859 // don't know if we should restart a render or not until we get860 // this marker, and this is too late.861 // If this render already had a ping or lower pri updates,862 // and this is the first time we know we're going to suspend we863 // should be able to immediately restart from within throwException.864 const hasInvisibleChildContext =865 current === null &&866 workInProgress.memoizedProps.unstable_avoidThisFallback !== true;867 if (868 hasInvisibleChildContext ||869 hasSuspenseContext(870 suspenseStackCursor.current,871 (InvisibleParentSuspenseContext: SuspenseContext),872 )873 ) {874 // If this was in an invisible tree or a new render, then showing875 // this boundary is ok.876 renderDidSuspend();877 } else {878 // Otherwise, we're going to have to hide content so we should879 // suspend for longer if possible.880 renderDidSuspendDelayIfPossible();881 }882 }883 }884 if (supportsPersistence) {885 // TODO: Only schedule updates if not prevDidTimeout.886 if (nextDidTimeout) {887 // If this boundary just timed out, schedule an effect to attach a888 // retry listener to the promise. This flag is also used to hide the889 // primary children.890 workInProgress.flags |= Update;891 }892 }893 if (supportsMutation) {894 // TODO: Only schedule updates if these values are non equal, i.e. it changed.895 if (nextDidTimeout || prevDidTimeout) {896 // If this boundary just timed out, schedule an effect to attach a897 // retry listener to the promise. This flag is also used to hide the898 // primary children. In mutation mode, we also need the flag to899 // *unhide* children that were previously hidden, so check if this900 // is currently timed out, too.901 workInProgress.flags |= Update;902 }903 }904 if (905 enableSuspenseCallback &&906 workInProgress.updateQueue !== null &&907 workInProgress.memoizedProps.suspenseCallback != null908 ) {909 // Always notify the callback910 workInProgress.flags |= Update;911 }912 return null;913 }914 case HostPortal:915 popHostContainer(workInProgress);916 updateHostContainer(workInProgress);917 if (current === null) {918 preparePortalMount(workInProgress.stateNode.containerInfo);919 }920 return null;921 case ContextProvider:922 // Pop provider fiber923 popProvider(workInProgress);924 return null;925 case IncompleteClassComponent: {926 // Same as class component case. I put it down here so that the tags are927 // sequential to ensure this switch is compiled to a jump table.928 const Component = workInProgress.type;929 if (isLegacyContextProvider(Component)) {930 popLegacyContext(workInProgress);931 }932 return null;933 }934 case SuspenseListComponent: {935 popSuspenseContext(workInProgress);936 const renderState: null | SuspenseListRenderState =937 workInProgress.memoizedState;938 if (renderState === null) {939 // We're running in the default, "independent" mode.940 // We don't do anything in this mode.941 return null;942 }943 let didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;944 const renderedTail = renderState.rendering;945 if (renderedTail === null) {946 // We just rendered the head.947 if (!didSuspendAlready) {948 // This is the first pass. We need to figure out if anything is still949 // suspended in the rendered set.950 // If new content unsuspended, but there's still some content that951 // didn't. Then we need to do a second pass that forces everything952 // to keep showing their fallbacks.953 // We might be suspended if something in this render pass suspended, or954 // something in the previous committed pass suspended. Otherwise,955 // there's no chance so we can skip the expensive call to956 // findFirstSuspended.957 const cannotBeSuspended =958 renderHasNotSuspendedYet() &&959 (current === null || (current.flags & DidCapture) === NoFlags);960 if (!cannotBeSuspended) {961 let row = workInProgress.child;962 while (row !== null) {963 const suspended = findFirstSuspended(row);964 if (suspended !== null) {965 didSuspendAlready = true;966 workInProgress.flags |= DidCapture;967 cutOffTailIfNeeded(renderState, false);968 // If this is a newly suspended tree, it might not get committed as969 // part of the second pass. In that case nothing will subscribe to970 // its thennables. Instead, we'll transfer its thennables to the971 // SuspenseList so that it can retry if they resolve.972 // There might be multiple of these in the list but since we're973 // going to wait for all of them anyway, it doesn't really matter974 // which ones gets to ping. In theory we could get clever and keep975 // track of how many dependencies remain but it gets tricky because976 // in the meantime, we can add/remove/change items and dependencies.977 // We might bail out of the loop before finding any but that978 // doesn't matter since that means that the other boundaries that979 // we did find already has their listeners attached.980 const newThennables = suspended.updateQueue;981 if (newThennables !== null) {982 workInProgress.updateQueue = newThennables;983 workInProgress.flags |= Update;984 }985 // Rerender the whole list, but this time, we'll force fallbacks986 // to stay in place.987 // Reset the effect list before doing the second pass since that's now invalid.988 if (renderState.lastEffect === null) {989 workInProgress.firstEffect = null;990 }991 workInProgress.lastEffect = renderState.lastEffect;992 // Reset the child fibers to their original state.993 resetChildFibers(workInProgress, renderLanes);994 // Set up the Suspense Context to force suspense and immediately995 // rerender the children.996 pushSuspenseContext(997 workInProgress,998 setShallowSuspenseContext(999 suspenseStackCursor.current,1000 ForceSuspenseFallback,1001 ),1002 );1003 return workInProgress.child;1004 }1005 row = row.sibling;1006 }1007 }1008 if (renderState.tail !== null && now() > getRenderTargetTime()) {1009 // We have already passed our CPU deadline but we still have rows1010 // left in the tail. We'll just give up further attempts to render1011 // the main content and only render fallbacks.1012 workInProgress.flags |= DidCapture;1013 didSuspendAlready = true;1014 cutOffTailIfNeeded(renderState, false);1015 // Since nothing actually suspended, there will nothing to ping this1016 // to get it started back up to attempt the next item. While in terms1017 // of priority this work has the same priority as this current render,1018 // it's not part of the same transition once the transition has1019 // committed. If it's sync, we still want to yield so that it can be1020 // painted. Conceptually, this is really the same as pinging.1021 // We can use any RetryLane even if it's the one currently rendering1022 // since we're leaving it behind on this node.1023 workInProgress.lanes = SomeRetryLane;1024 if (enableSchedulerTracing) {1025 markSpawnedWork(SomeRetryLane);1026 }1027 }1028 } else {1029 cutOffTailIfNeeded(renderState, false);1030 }1031 // Next we're going to render the tail.1032 } else {1033 // Append the rendered row to the child list.1034 if (!didSuspendAlready) {1035 const suspended = findFirstSuspended(renderedTail);1036 if (suspended !== null) {1037 workInProgress.flags |= DidCapture;1038 didSuspendAlready = true;1039 // Ensure we transfer the update queue to the parent so that it doesn't1040 // get lost if this row ends up dropped during a second pass.1041 const newThennables = suspended.updateQueue;1042 if (newThennables !== null) {1043 workInProgress.updateQueue = newThennables;1044 workInProgress.flags |= Update;1045 }1046 cutOffTailIfNeeded(renderState, true);1047 // This might have been modified.1048 if (1049 renderState.tail === null &&1050 renderState.tailMode === 'hidden' &&1051 !renderedTail.alternate &&1052 !getIsHydrating() // We don't cut it if we're hydrating.1053 ) {1054 // We need to delete the row we just rendered.1055 // Reset the effect list to what it was before we rendered this1056 // child. The nested children have already appended themselves.1057 const lastEffect = (workInProgress.lastEffect =1058 renderState.lastEffect);1059 // Remove any effects that were appended after this point.1060 if (lastEffect !== null) {1061 lastEffect.nextEffect = null;1062 }1063 // We're done.1064 return null;1065 }1066 } else if (1067 // The time it took to render last row is greater than the remaining1068 // time we have to render. So rendering one more row would likely1069 // exceed it.1070 now() * 2 - renderState.renderingStartTime >1071 getRenderTargetTime() &&1072 renderLanes !== OffscreenLane1073 ) {1074 // We have now passed our CPU deadline and we'll just give up further1075 // attempts to render the main content and only render fallbacks.1076 // The assumption is that this is usually faster.1077 workInProgress.flags |= DidCapture;1078 didSuspendAlready = true;1079 cutOffTailIfNeeded(renderState, false);1080 // Since nothing actually suspended, there will nothing to ping this1081 // to get it started back up to attempt the next item. While in terms1082 // of priority this work has the same priority as this current render,1083 // it's not part of the same transition once the transition has1084 // committed. If it's sync, we still want to yield so that it can be1085 // painted. Conceptually, this is really the same as pinging.1086 // We can use any RetryLane even if it's the one currently rendering1087 // since we're leaving it behind on this node.1088 workInProgress.lanes = SomeRetryLane;1089 if (enableSchedulerTracing) {1090 markSpawnedWork(SomeRetryLane);1091 }1092 }1093 }...

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ReactFiberCompleteWork.js

Source:ReactFiberCompleteWork.js Github

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...436 const suspended = findFirstSuspended(row);437 if (suspended !== null) {438 didSuspendAlready = true;439 workInProgress.flags |= DidCapture;440 cutOffTailIfNeeded(renderState, false);441 // If this is a newly suspended tree, it might not get committed as442 // part of the second pass. In that case nothing will subscribe to443 // its thennables. Instead, we'll transfer its thennables to the444 // SuspenseList so that it can retry if they resolve.445 // There might be multiple of these in the list but since we're446 // going to wait for all of them anyway, it doesn't really matter447 // which ones gets to ping. In theory we could get clever and keep448 // track of how many dependencies remain but it gets tricky because449 // in the meantime, we can add/remove/change items and dependencies.450 // We might bail out of the loop before finding any but that451 // doesn't matter since that means that the other boundaries that452 // we did find already has their listeners attached.453 const newThennables = suspended.updateQueue;454 if (newThennables !== null) {455 workInProgress.updateQueue = newThennables;456 workInProgress.flags |= Update;457 }458 // Rerender the whole list, but this time, we'll force fallbacks459 // to stay in place.460 // Reset the effect list before doing the second pass since that's now invalid.461 if (renderState.lastEffect === null) {462 workInProgress.firstEffect = null;463 }464 workInProgress.lastEffect = renderState.lastEffect;465 // Reset the child fibers to their original state.466 resetChildFibers(workInProgress, renderLanes);467 // Set up the Suspense Context to force suspense and immediately468 // rerender the children.469 pushSuspenseContext(470 workInProgress,471 setShallowSuspenseContext(472 suspenseStackCursor.current,473 ForceSuspenseFallback474 )475 );476 return workInProgress.child;477 }478 row = row.sibling;479 }480 }481 if (renderState.tail !== null && now() > getRenderTargetTime()) {482 // We have already passed our CPU deadline but we still have rows483 // left in the tail. We'll just give up further attempts to render484 // the main content and only render fallbacks.485 workInProgress.flags |= DidCapture;486 didSuspendAlready = true;487 cutOffTailIfNeeded(renderState, false);488 // Since nothing actually suspended, there will nothing to ping this489 // to get it started back up to attempt the next item. While in terms490 // of priority this work has the same priority as this current render,491 // it's not part of the same transition once the transition has492 // committed. If it's sync, we still want to yield so that it can be493 // painted. Conceptually, this is really the same as pinging.494 // We can use any RetryLane even if it's the one currently rendering495 // since we're leaving it behind on this node.496 workInProgress.lanes = SomeRetryLane;497 if (enableSchedulerTracing) {498 markSpawnedWork(SomeRetryLane);499 }500 }501 } else {502 cutOffTailIfNeeded(renderState, false);503 }504 // Next we're going to render the tail.505 } else {506 // Append the rendered row to the child list.507 if (!didSuspendAlready) {508 const suspended = findFirstSuspended(renderedTail);509 if (suspended !== null) {510 workInProgress.flags |= DidCapture;511 didSuspendAlready = true;512 // Ensure we transfer the update queue to the parent so that it doesn't513 // get lost if this row ends up dropped during a second pass.514 const newThennables = suspended.updateQueue;515 if (newThennables !== null) {516 workInProgress.updateQueue = newThennables;517 workInProgress.flags |= Update;518 }519 cutOffTailIfNeeded(renderState, true);520 // This might have been modified.521 if (522 renderState.tail === null &&523 renderState.tailMode === "hidden" &&524 !renderedTail.alternate &&525 !getIsHydrating() // We don't cut it if we're hydrating.526 ) {527 // We need to delete the row we just rendered.528 // Reset the effect list to what it was before we rendered this529 // child. The nested children have already appended themselves.530 const lastEffect = (workInProgress.lastEffect =531 renderState.lastEffect);532 // Remove any effects that were appended after this point.533 if (lastEffect !== null) {534 lastEffect.nextEffect = null;535 }536 // We're done.537 return null;538 }539 } else if (540 // The time it took to render last row is greater than the remaining541 // time we have to render. So rendering one more row would likely542 // exceed it.543 now() * 2 - renderState.renderingStartTime >544 getRenderTargetTime() &&545 renderLanes !== OffscreenLane546 ) {547 // We have now passed our CPU deadline and we'll just give up further548 // attempts to render the main content and only render fallbacks.549 // The assumption is that this is usually faster.550 workInProgress.flags |= DidCapture;551 didSuspendAlready = true;552 cutOffTailIfNeeded(renderState, false);553 // Since nothing actually suspended, there will nothing to ping this554 // to get it started back up to attempt the next item. While in terms555 // of priority this work has the same priority as this current render,556 // it's not part of the same transition once the transition has557 // committed. If it's sync, we still want to yield so that it can be558 // painted. Conceptually, this is really the same as pinging.559 // We can use any RetryLane even if it's the one currently rendering560 // since we're leaving it behind on this node.561 workInProgress.lanes = SomeRetryLane;562 if (enableSchedulerTracing) {563 markSpawnedWork(SomeRetryLane);564 }565 }566 }...

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ReactFiberCompleteWork.old.js

Source:ReactFiberCompleteWork.old.js Github

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...68 markUpdate(workInProgress);69 }70 };71 }72 function cutOffTailIfNeeded(renderState, hasRenderedATailFallback) {73 if (getIsHydrating()) {74 // If we're hydrating, we should consume as many items as we can75 // so we don't leave any behind.76 return;77 }78 switch (renderState.tailMode) {79 case 'hidden':80 {81 // Any insertions at the end of the tail list after this point82 // should be invisible. If there are already mounted boundaries83 // anything before them are not considered for collapsing.84 // Therefore we need to go through the whole tail to find if85 // there are any.86 var tailNode = renderState.tail;87 var lastTailNode = null;88 while (tailNode !== null) {89 if (tailNode.alternate !== null) {90 lastTailNode = tailNode;91 }92 tailNode = tailNode.sibling;93 } // Next we're simply going to delete all insertions after the94 // last rendered item.95 if (lastTailNode === null) {96 // All remaining items in the tail are insertions.97 renderState.tail = null;98 } else {99 // Detach the insertion after the last node that was already100 // inserted.101 lastTailNode.sibling = null;102 }103 break;104 }105 case 'collapsed':106 {107 // Any insertions at the end of the tail list after this point108 // should be invisible. If there are already mounted boundaries109 // anything before them are not considered for collapsing.110 // Therefore we need to go through the whole tail to find if111 // there are any.112 var _tailNode = renderState.tail;113 var _lastTailNode = null;114 while (_tailNode !== null) {115 if (_tailNode.alternate !== null) {116 _lastTailNode = _tailNode;117 }118 _tailNode = _tailNode.sibling;119 } // Next we're simply going to delete all insertions after the120 // last rendered item.121 if (_lastTailNode === null) {122 // All remaining items in the tail are insertions.123 if (!hasRenderedATailFallback && renderState.tail !== null) {124 // We suspended during the head. We want to show at least one125 // row at the tail. So we'll keep on and cut off the rest.126 renderState.tail.sibling = null;127 } else {128 renderState.tail = null;129 }130 } else {131 // Detach the insertion after the last node that was already132 // inserted.133 _lastTailNode.sibling = null;134 }135 break;136 }137 }138 }139 function completeWork(current, workInProgress, renderLanes) {140 var newProps = workInProgress.pendingProps;141 switch (workInProgress.tag) {142 case IndeterminateComponent:143 case LazyComponent:144 case SimpleMemoComponent:145 case FunctionComponent:146 case ForwardRef:147 case Fragment:148 case Mode:149 case Profiler:150 case ContextConsumer:151 case MemoComponent:152 return null;153 case ClassComponent:154 {155 var Component = workInProgress.type;156 if (isContextProvider(Component)) {157 popContext(workInProgress);158 }159 return null;160 }161 case HostRoot:162 {163 popHostContainer(workInProgress);164 popTopLevelContextObject(workInProgress);165 resetWorkInProgressVersions();166 var fiberRoot = workInProgress.stateNode;167 if (fiberRoot.pendingContext) {168 fiberRoot.context = fiberRoot.pendingContext;169 fiberRoot.pendingContext = null;170 }171 if (current === null || current.child === null) {172 // If we hydrated, pop so that we can delete any remaining children173 // that weren't hydrated.174 var wasHydrated = popHydrationState(workInProgress);175 if (wasHydrated) {176 // If we hydrated, then we'll need to schedule an update for177 // the commit side-effects on the root.178 markUpdate(workInProgress);179 } else if (!fiberRoot.hydrate) {180 // Schedule an effect to clear this container at the start of the next commit.181 // This handles the case of React rendering into a container with previous children.182 // It's also safe to do for updates too, because current.child would only be null183 // if the previous render was null (so the the container would already be empty).184 workInProgress.flags |= Snapshot;185 }186 }187 updateHostContainer(workInProgress);188 return null;189 }190 case HostComponent:191 {192 popHostContext(workInProgress);193 var rootContainerInstance = getRootHostContainer();194 var type = workInProgress.type;195 if (current !== null && workInProgress.stateNode != null) {196 updateHostComponent$1(current, workInProgress, type, newProps, rootContainerInstance);197 if (current.ref !== workInProgress.ref) {198 markRef$1(workInProgress);199 }200 } else {201 if (!newProps) {202 if (!(workInProgress.stateNode !== null)) {203 {204 throw Error( "We must have new props for new mounts. This error is likely caused by a bug in React. Please file an issue." );205 }206 } // This can happen when we abort work.207 return null;208 }209 var currentHostContext = getHostContext(); // TODO: Move createInstance to beginWork and keep it on a context210 // "stack" as the parent. Then append children as we go in beginWork211 // or completeWork depending on whether we want to add them top->down or212 // bottom->up. Top->down is faster in IE11.213 var _wasHydrated = popHydrationState(workInProgress);214 if (_wasHydrated) {215 // TODO: Move this and createInstance step into the beginPhase216 // to consolidate.217 if (prepareToHydrateHostInstance(workInProgress, rootContainerInstance, currentHostContext)) {218 // If changes to the hydrated node need to be applied at the219 // commit-phase we mark this as such.220 markUpdate(workInProgress);221 }222 } else {223 var instance = createInstance(type, newProps, rootContainerInstance, currentHostContext, workInProgress);224 appendAllChildren(instance, workInProgress, false, false);225 workInProgress.stateNode = instance; // Certain renderers require commit-time effects for initial mount.226 // (eg DOM renderer supports auto-focus for certain elements).227 // Make sure such renderers get scheduled for later work.228 if (finalizeInitialChildren(instance, type, newProps, rootContainerInstance)) {229 markUpdate(workInProgress);230 }231 }232 if (workInProgress.ref !== null) {233 // If there is a ref on a host node we need to schedule a callback234 markRef$1(workInProgress);235 }236 }237 return null;238 }239 case HostText:240 {241 var newText = newProps;242 if (current && workInProgress.stateNode != null) {243 var oldText = current.memoizedProps; // If we have an alternate, that means this is an update and we need244 // to schedule a side-effect to do the updates.245 updateHostText$1(current, workInProgress, oldText, newText);246 } else {247 if (typeof newText !== 'string') {248 if (!(workInProgress.stateNode !== null)) {249 {250 throw Error( "We must have new props for new mounts. This error is likely caused by a bug in React. Please file an issue." );251 }252 } // This can happen when we abort work.253 }254 var _rootContainerInstance = getRootHostContainer();255 var _currentHostContext = getHostContext();256 var _wasHydrated2 = popHydrationState(workInProgress);257 if (_wasHydrated2) {258 if (prepareToHydrateHostTextInstance(workInProgress)) {259 markUpdate(workInProgress);260 }261 } else {262 workInProgress.stateNode = createTextInstance(newText, _rootContainerInstance, _currentHostContext, workInProgress);263 }264 }265 return null;266 }267 case SuspenseComponent:268 {269 popSuspenseContext(workInProgress);270 var nextState = workInProgress.memoizedState;271 {272 if (nextState !== null && nextState.dehydrated !== null) {273 if (current === null) {274 var _wasHydrated3 = popHydrationState(workInProgress);275 if (!_wasHydrated3) {276 {277 throw Error( "A dehydrated suspense component was completed without a hydrated node. This is probably a bug in React." );278 }279 }280 prepareToHydrateHostSuspenseInstance(workInProgress);281 {282 markSpawnedWork(OffscreenLane);283 }284 return null;285 } else {286 // We should never have been in a hydration state if we didn't have a current.287 // However, in some of those paths, we might have reentered a hydration state288 // and then we might be inside a hydration state. In that case, we'll need to exit out of it.289 resetHydrationState();290 if ((workInProgress.flags & DidCapture) === NoFlags) {291 // This boundary did not suspend so it's now hydrated and unsuspended.292 workInProgress.memoizedState = null;293 } // If nothing suspended, we need to schedule an effect to mark this boundary294 // as having hydrated so events know that they're free to be invoked.295 // It's also a signal to replay events and the suspense callback.296 // If something suspended, schedule an effect to attach retry listeners.297 // So we might as well always mark this.298 workInProgress.flags |= Update;299 return null;300 }301 }302 }303 if ((workInProgress.flags & DidCapture) !== NoFlags) {304 // Something suspended. Re-render with the fallback children.305 workInProgress.lanes = renderLanes; // Do not reset the effect list.306 if ( (workInProgress.mode & ProfileMode) !== NoMode) {307 transferActualDuration(workInProgress);308 }309 return workInProgress;310 }311 var nextDidTimeout = nextState !== null;312 var prevDidTimeout = false;313 if (current === null) {314 if (workInProgress.memoizedProps.fallback !== undefined) {315 popHydrationState(workInProgress);316 }317 } else {318 var prevState = current.memoizedState;319 prevDidTimeout = prevState !== null;320 }321 if (nextDidTimeout && !prevDidTimeout) {322 // If this subtreee is running in blocking mode we can suspend,323 // otherwise we won't suspend.324 // TODO: This will still suspend a synchronous tree if anything325 // in the concurrent tree already suspended during this render.326 // This is a known bug.327 if ((workInProgress.mode & BlockingMode) !== NoMode) {328 // TODO: Move this back to throwException because this is too late329 // if this is a large tree which is common for initial loads. We330 // don't know if we should restart a render or not until we get331 // this marker, and this is too late.332 // If this render already had a ping or lower pri updates,333 // and this is the first time we know we're going to suspend we334 // should be able to immediately restart from within throwException.335 var hasInvisibleChildContext = current === null && workInProgress.memoizedProps.unstable_avoidThisFallback !== true;336 if (hasInvisibleChildContext || hasSuspenseContext(suspenseStackCursor.current, InvisibleParentSuspenseContext)) {337 // If this was in an invisible tree or a new render, then showing338 // this boundary is ok.339 renderDidSuspend();340 } else {341 // Otherwise, we're going to have to hide content so we should342 // suspend for longer if possible.343 renderDidSuspendDelayIfPossible();344 }345 }346 }347 {348 // TODO: Only schedule updates if these values are non equal, i.e. it changed.349 if (nextDidTimeout || prevDidTimeout) {350 // If this boundary just timed out, schedule an effect to attach a351 // retry listener to the promise. This flag is also used to hide the352 // primary children. In mutation mode, we also need the flag to353 // *unhide* children that were previously hidden, so check if this354 // is currently timed out, too.355 workInProgress.flags |= Update;356 }357 }358 return null;359 }360 case HostPortal:361 popHostContainer(workInProgress);362 updateHostContainer(workInProgress);363 if (current === null) {364 preparePortalMount(workInProgress.stateNode.containerInfo);365 }366 return null;367 case ContextProvider:368 // Pop provider fiber369 popProvider(workInProgress);370 return null;371 case IncompleteClassComponent:372 {373 // Same as class component case. I put it down here so that the tags are374 // sequential to ensure this switch is compiled to a jump table.375 var _Component = workInProgress.type;376 if (isContextProvider(_Component)) {377 popContext(workInProgress);378 }379 return null;380 }381 case SuspenseListComponent:382 {383 popSuspenseContext(workInProgress);384 var renderState = workInProgress.memoizedState;385 if (renderState === null) {386 // We're running in the default, "independent" mode.387 // We don't do anything in this mode.388 return null;389 }390 var didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;391 var renderedTail = renderState.rendering;392 if (renderedTail === null) {393 // We just rendered the head.394 if (!didSuspendAlready) {395 // This is the first pass. We need to figure out if anything is still396 // suspended in the rendered set.397 // If new content unsuspended, but there's still some content that398 // didn't. Then we need to do a second pass that forces everything399 // to keep showing their fallbacks.400 // We might be suspended if something in this render pass suspended, or401 // something in the previous committed pass suspended. Otherwise,402 // there's no chance so we can skip the expensive call to403 // findFirstSuspended.404 var cannotBeSuspended = renderHasNotSuspendedYet() && (current === null || (current.flags & DidCapture) === NoFlags);405 if (!cannotBeSuspended) {406 var row = workInProgress.child;407 while (row !== null) {408 var suspended = findFirstSuspended(row);409 if (suspended !== null) {410 didSuspendAlready = true;411 workInProgress.flags |= DidCapture;412 cutOffTailIfNeeded(renderState, false); // If this is a newly suspended tree, it might not get committed as413 // part of the second pass. In that case nothing will subscribe to414 // its thennables. Instead, we'll transfer its thennables to the415 // SuspenseList so that it can retry if they resolve.416 // There might be multiple of these in the list but since we're417 // going to wait for all of them anyway, it doesn't really matter418 // which ones gets to ping. In theory we could get clever and keep419 // track of how many dependencies remain but it gets tricky because420 // in the meantime, we can add/remove/change items and dependencies.421 // We might bail out of the loop before finding any but that422 // doesn't matter since that means that the other boundaries that423 // we did find already has their listeners attached.424 var newThennables = suspended.updateQueue;425 if (newThennables !== null) {426 workInProgress.updateQueue = newThennables;427 workInProgress.flags |= Update;428 } // Rerender the whole list, but this time, we'll force fallbacks429 // to stay in place.430 // Reset the effect list before doing the second pass since that's now invalid.431 if (renderState.lastEffect === null) {432 workInProgress.firstEffect = null;433 }434 workInProgress.lastEffect = renderState.lastEffect; // Reset the child fibers to their original state.435 resetChildFibers(workInProgress, renderLanes); // Set up the Suspense Context to force suspense and immediately436 // rerender the children.437 pushSuspenseContext(workInProgress, setShallowSuspenseContext(suspenseStackCursor.current, ForceSuspenseFallback));438 return workInProgress.child;439 }440 row = row.sibling;441 }442 }443 if (renderState.tail !== null && now() > getRenderTargetTime()) {444 // We have already passed our CPU deadline but we still have rows445 // left in the tail. We'll just give up further attempts to render446 // the main content and only render fallbacks.447 workInProgress.flags |= DidCapture;448 didSuspendAlready = true;449 cutOffTailIfNeeded(renderState, false); // Since nothing actually suspended, there will nothing to ping this450 // to get it started back up to attempt the next item. While in terms451 // of priority this work has the same priority as this current render,452 // it's not part of the same transition once the transition has453 // committed. If it's sync, we still want to yield so that it can be454 // painted. Conceptually, this is really the same as pinging.455 // We can use any RetryLane even if it's the one currently rendering456 // since we're leaving it behind on this node.457 workInProgress.lanes = SomeRetryLane;458 {459 markSpawnedWork(SomeRetryLane);460 }461 }462 } else {463 cutOffTailIfNeeded(renderState, false);464 } // Next we're going to render the tail.465 } else {466 // Append the rendered row to the child list.467 if (!didSuspendAlready) {468 var _suspended = findFirstSuspended(renderedTail);469 if (_suspended !== null) {470 workInProgress.flags |= DidCapture;471 didSuspendAlready = true; // Ensure we transfer the update queue to the parent so that it doesn't472 // get lost if this row ends up dropped during a second pass.473 var _newThennables = _suspended.updateQueue;474 if (_newThennables !== null) {475 workInProgress.updateQueue = _newThennables;476 workInProgress.flags |= Update;477 }478 cutOffTailIfNeeded(renderState, true); // This might have been modified.479 if (renderState.tail === null && renderState.tailMode === 'hidden' && !renderedTail.alternate && !getIsHydrating() // We don't cut it if we're hydrating.480 ) {481 // We need to delete the row we just rendered.482 // Reset the effect list to what it was before we rendered this483 // child. The nested children have already appended themselves.484 var lastEffect = workInProgress.lastEffect = renderState.lastEffect; // Remove any effects that were appended after this point.485 if (lastEffect !== null) {486 lastEffect.nextEffect = null;487 } // We're done.488 return null;489 }490 } else if ( // The time it took to render last row is greater than the remaining491 // time we have to render. So rendering one more row would likely492 // exceed it.493 now() * 2 - renderState.renderingStartTime > getRenderTargetTime() && renderLanes !== OffscreenLane) {494 // We have now passed our CPU deadline and we'll just give up further495 // attempts to render the main content and only render fallbacks.496 // The assumption is that this is usually faster.497 workInProgress.flags |= DidCapture;498 didSuspendAlready = true;499 cutOffTailIfNeeded(renderState, false); // Since nothing actually suspended, there will nothing to ping this500 // to get it started back up to attempt the next item. While in terms501 // of priority this work has the same priority as this current render,502 // it's not part of the same transition once the transition has503 // committed. If it's sync, we still want to yield so that it can be504 // painted. Conceptually, this is really the same as pinging.505 // We can use any RetryLane even if it's the one currently rendering506 // since we're leaving it behind on this node.507 workInProgress.lanes = SomeRetryLane;508 {509 markSpawnedWork(SomeRetryLane);510 }511 }512 }513 if (renderState.isBackwards) {...

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Using AI Code Generation

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1const { chromium } = require('playwright');2(async () => {3 const browser = await chromium.launch();4 const page = await browser.newPage();5 await page.cutOffTailIfNeeded();6 await page.screenshot({ path: 'example.png' });7 await browser.close();8})();9const { helper } = require('./helper');10const { Events } = require('./events');11const { TimeoutError } = require('./errors');12const { assert } = require('./helper');13const { debugError } = require('./helper');14const { debugProtocolCommand } = require('./helper');15const { debugProtocolResponse } = require('./helper');16const { debugServer } = require('./helper');17const { debugPage } = require('./helper');18const { debug } = require('./helper');19const { BrowserContext } = require('./browserContext');20const { Dialog } = require('./dialog');21const { FileChooser } = require('./fileChooser');22const { Frame } = require('./frameManager');23const { JSHandle } = require('./jsHandle');24const { Coverage } = require('./coverage');25const { Worker } = require('./worker');26const { NetworkManager } = require('./networkManager');27const { Tracing } = require('./tracing');28const { Accessibility } = require('./accessibility');29const { TimeoutSettings } = require('./timeoutSettings');30const { CoverageEntry } = require('./coverage');31const { helper } = require('./helper');32const { assert } = require('./helper');33const { debugError } = require('./helper');34const { debugProtocolCommand } = require('./helper');35const { debugProtocolResponse } = require('./helper');36const { debugServer } = require('./helper');37const { debugPage } = require('./helper');38const { debug } = require('./helper');39const { Events } = require('./events');40const { TimeoutError } = require('./errors');41class Page extends Frame {42 * @param {!Puppeteer.FrameManager} frameManager43 * @param {!Puppeteer.Target} target44 * @param {!Puppeteer.BrowserContext} browserContext45 * @param {!Puppeteer.PageDelegate} pageDelegate46 * @param {!Puppeteer.TimeoutSettings} timeoutSettings47 * @param {boolean} ignoreHTTPSErrors48 * @param {?Puppeteer.Viewport}

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Using AI Code Generation

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1const { chromium } = require('playwright');2(async () => {3 const browser = await chromium.launch();4 const page = await browser.newPage();5 await page.goto(url);6 await page.evaluate(() => {7 window.scrollTo(0, 100);8 });9 const rect = await page.evaluate(() => {10 return document.querySelector('body').getBoundingClientRect();11 });12 await page.cutOffTailIfNeeded(rect);13 const screenshot = await page.screenshot({ fullPage: true });14 await browser.close();15})();16const { chromium } = require('playwright');17(async () => {18 const browser = await chromium.launch();19 const page = await browser.newPage();20 await page.goto(url);21 await page.evaluate(() => {22 window.scrollTo(0, 100);23 });24 const rect = await page.evaluate(() => {25 return document.querySelector('body').getBoundingClientRect();26 });27 await page.cutOffTailIfNeeded(rect);28 const screenshot = await page.screenshot({ fullPage: true });29 await browser.close();30})();31const { chromium } = require('playwright');32(async () => {33 const browser = await chromium.launch();34 const page = await browser.newPage();35 await page.goto(url);36 await page.evaluate(() => {37 window.scrollTo(0, 100);38 });39 const rect = await page.evaluate(() => {40 return document.querySelector('body').getBoundingClientRect();41 });42 await page.cutOffTailIfNeeded(rect);43 const screenshot = await page.screenshot({ fullPage: true });44 await browser.close();45})();46const { chromium } = require('playwright');47(async () => {48 const browser = await chromium.launch();49 const page = await browser.newPage();50 await page.goto(url);51 await page.evaluate(() => {52 window.scrollTo(0, 100);53 });54 const rect = await page.evaluate(() => {

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Using AI Code Generation

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1const { cutOffTailIfNeeded } = require('playwright/lib/server/supplements/recorder/recorderSupplement');2const { cutOffTailIfNeeded } = require('playwright/lib/server/supplements/recorder/recorderSupplement');3const { cutOffTailIfNeeded } = require('playwright/lib/server/supplements/recorder/recorderSupplement');4module.exports = async function ({ page, testInfo }) {5 await page.click('text=Docs');6 await page.click('text=API');7 await page.click('text=BrowserContext');8 await page.click('text=BrowserContext');9 await cutOffTailIfNeeded(page, testInfo);10};

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Using AI Code Generation

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1const { cutOffTailIfNeeded } = require('@playwright/test/lib/utils/stackTrace');2const stack = cutOffTailIfNeeded(new Error().stack);3console.log(stack);4const { cutOffTailIfNeeded } = require('playwright/lib/utils/stackTrace');5const stack = cutOffTailIfNeeded(new Error().stack);6console.log(stack);7const { cutOffTailIfNeeded } = require('playwright');8const stack = cutOffTailIfNeeded(new Error().stack);9console.log(stack);10const { cutOffTailIfNeeded } = require('playwright/test');11const stack = cutOffTailIfNeeded(new Error().stack);12console.log(stack);13const { cutOffTailIfNeeded } = require('playwright/lib/helper');14const stack = cutOffTailIfNeeded(new Error().stack);15console.log(stack);16const { cutOffTailIfNeeded } = require('playwright/lib');17const stack = cutOffTailIfNeeded(new Error().stack);18console.log(stack);19const { cutOffTailIfNeeded } = require('playwright/lib/api');20const stack = cutOffTailIfNeeded(new Error().stack);21console.log(stack);22const { cutOffTailIfNeeded } = require('playwright/lib/protocol');23const stack = cutOffTailIfNeeded(new Error().stack);24console.log(stack);25const { cutOffTailIfNeeded } = require('playwright/lib/protocol/api');26const stack = cutOffTailIfNeeded(new Error().stack);27console.log(stack);28const { cutOffTailIfNeeded } = require('playwright/lib/protocol/protocol');29const stack = cutOffTailIfNeeded(new Error().stack);30console.log(stack);31const { cutOffTailIfNeeded } = require('playwright/lib/protocol/transport');32const stack = cutOffTailIfNeeded(new Error().stack);33console.log(stack);34const {

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Using AI Code Generation

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1const { cutOffTailIfNeeded } = require('playwright/lib/utils/stackTrace');2const stackTrace = require('stack-trace');3const stack = stackTrace.get();4const stackString = stack.map(frame => frame.toString()).join('5');6const cutOffStack = cutOffTailIfNeeded(stackString, 'test.js');7console.log(cutOffStack);8 at main (test.js:11:11)9 at Object.<anonymous> (test.js:15:1)10 at Module._compile (internal/modules/cjs/loader.js:1063:30)11 at Object.Module._extensions..js (internal/modules/cjs/loader.js:1092:10)12 at Module.load (internal/modules/cjs/loader.js:928:32)13 at Function.Module._load (internal/modules/cjs/loader.js:769:14)14 at Function.executeUserEntryPoint [as runMain] (internal/modules/run_main.js:72:12)

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1const { cutOffTailIfNeeded } = require('playwright/lib/utils/internalUtils');2const { expect } = require('chai');3describe('cutOffTailIfNeeded', () => {4 it('should return a string with a length equal to the limit', () => {5 const result = cutOffTailIfNeeded('123456789', 5);6 expect(result).to.have.lengthOf(5);7 });8});9import { PlaywrightTestConfig } from '@playwright/test';10const config: PlaywrightTestConfig = {11 use: {12 viewport: { width: 1280, height: 720 },13 },14 {15 use: {16 },17 },18 {19 use: {20 },21 },22 {23 use: {24 },25 },26};27export default config;28{29 "scripts": {30 },31 "devDependencies": {32 }33}34at Context. (test.js:7:28)35at processTicksAndRejections (internal/process/task_queues.js:93:5)36at async TestRunner._runTestWithBeforeHooks (node_modules/@playwright/test/lib/test/testRunner.js:294:7)37at async TestRunner._runTest (

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Playwright tutorial

LambdaTest’s Playwright tutorial will give you a broader idea about the Playwright automation framework, its unique features, and use cases with examples to exceed your understanding of Playwright testing. This tutorial will give A to Z guidance, from installing the Playwright framework to some best practices and advanced concepts.

Chapters:

  1. What is Playwright : Playwright is comparatively new but has gained good popularity. Get to know some history of the Playwright with some interesting facts connected with it.
  2. How To Install Playwright : Learn in detail about what basic configuration and dependencies are required for installing Playwright and run a test. Get a step-by-step direction for installing the Playwright automation framework.
  3. Playwright Futuristic Features: Launched in 2020, Playwright gained huge popularity quickly because of some obliging features such as Playwright Test Generator and Inspector, Playwright Reporter, Playwright auto-waiting mechanism and etc. Read up on those features to master Playwright testing.
  4. What is Component Testing: Component testing in Playwright is a unique feature that allows a tester to test a single component of a web application without integrating them with other elements. Learn how to perform Component testing on the Playwright automation framework.
  5. Inputs And Buttons In Playwright: Every website has Input boxes and buttons; learn about testing inputs and buttons with different scenarios and examples.
  6. Functions and Selectors in Playwright: Learn how to launch the Chromium browser with Playwright. Also, gain a better understanding of some important functions like “BrowserContext,” which allows you to run multiple browser sessions, and “newPage” which interacts with a page.
  7. Handling Alerts and Dropdowns in Playwright : Playwright interact with different types of alerts and pop-ups, such as simple, confirmation, and prompt, and different types of dropdowns, such as single selector and multi-selector get your hands-on with handling alerts and dropdown in Playright testing.
  8. Playwright vs Puppeteer: Get to know about the difference between two testing frameworks and how they are different than one another, which browsers they support, and what features they provide.
  9. Run Playwright Tests on LambdaTest: Playwright testing with LambdaTest leverages test performance to the utmost. You can run multiple Playwright tests in Parallel with the LammbdaTest test cloud. Get a step-by-step guide to run your Playwright test on the LambdaTest platform.
  10. Playwright Python Tutorial: Playwright automation framework support all major languages such as Python, JavaScript, TypeScript, .NET and etc. However, there are various advantages to Python end-to-end testing with Playwright because of its versatile utility. Get the hang of Playwright python testing with this chapter.
  11. Playwright End To End Testing Tutorial: Get your hands on with Playwright end-to-end testing and learn to use some exciting features such as TraceViewer, Debugging, Networking, Component testing, Visual testing, and many more.
  12. Playwright Video Tutorial: Watch the video tutorials on Playwright testing from experts and get a consecutive in-depth explanation of Playwright automation testing.

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