How to use onRaf method in Puppeteer

Best JavaScript code snippet using puppeteer

video.js

Source:video.js Github

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...214 try {215 clearTimeout( $this.data( "timeout" ) );216 } catch ( error ) {}217 onMoveScrub.call( this, e );218 function onRaf() {219 _rafId = raf( onRaf );220 var percent = _rafOffset / $this[ 0 ].clientWidth,221 time = percent * mediabox.getMediaProp( videoId, "duration" );222 $thumb[ 0 ].currentTime = time;223 translate3d( $thumb[ 0 ], px( _rafPosition ), 0, 0 );224 }225 _rafId = raf( onRaf );226 $this.addClass( "is-hovered" );227 $thumb.addClass( "is-active" );228},229onMoveScrub = function ( e ) {230 var $this = $( this ),231 $video = $this.closest( ".js-video" ),232 $progress = $this.find( ".js-video-progress" ),...

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cut_it_out.js

Source:cut_it_out.js Github

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...26 window.requestAnimationFrame(() => {27 const o = {}28 o.time = window.performance.now() / 100029 this.raf()30 if (this.onRaf) this.onRaf(o)31 })32 }33 }34 35 36 /*--------------------37 Canvas38 --------------------*/39 class Canvas extends Raf {40 constructor(obj) {41 super()42 this.canvas = document.getElementById(obj.id)43 this.ctx = this.canvas.getContext('2d')44 this.resize()45 this.events()46 }47 48 resize() {49 this.dpr = window.devicePixelRatio50 this.canvas.style.width = `${width}px`51 this.canvas.style.height = `${height}px`52 this.canvas.width = width * this.dpr53 this.canvas.height = height * this.dpr54 }55 56 events() {57 window.addEventListener('resize', this.resize)58 }59 60 getCtx() {61 return this.ctx62 }63 64 clear() {65 this.ctx.clearRect(0, 0, width * this.dpr, height * this.dpr)66 }67 68 onRaf() {69 this.clear()70 }71 }72 73 74 /*--------------------75 Trail76 --------------------*/77 class Trail extends Raf {78 constructor(obj) {79 super()80 Object.assign(this, obj)81 82 this.x = 083 this.y = 084 this.Trail = []85 86 this.binds()87 this.events()88 }89 90 binds() {91 ['handleMouse', 'events', 'tail'].forEach(e => this[e] = this[e].bind(this))92 }93 94 handleMouse(e) {95 this.x = this.dpr * (e.clientX || e.touches[0].clientX)96 this.y = this.dpr * (e.clientY || e.touches[0].clientY)97 }98 99 events() {100 ['mousemove', 'touchstart', 'touchmove']101 .forEach(e => {102 game_window.addEventListener(e, this.handleMouse) 103 })104 }105 106 tail() {107 this.Trail.unshift({x: this.x, y: this.y})108 if (this.Trail.length > this.length) {109 this.Trail.pop()110 }111 }112 113 draw() {114 this.ctx.strokeStyle = this.color115 this.ctx.lineCap = this.lineCap116 this.ctx.beginPath()117 118 this.Trail.forEach((el, i) => {119 this.ctx.lineWidth = this.dpr * mapRange(i, 0, this.length, this.strokeMax, this.strokeMin)120 const type = i === 0 ? 'moveTo' : 'lineTo'121 this.ctx.stroke()122 this.ctx[type](el.x, el.y)123 })124 125 if (this.fill) {126 this.ctx.fillStyle = 'rgba(0, 0, 0, 0)'127 this.ctx.fill()128 }129 }130 131 detect() {132 this.balls.forEach(ball => {133 const half = ball.size / 2134 const bound = {135 left: ball.x - half,136 top: ball.y - half,137 right: ball.x + half,138 bottom: ball.y + half139 }140 141 this.Trail.forEach(e => {142 const {x, y} = e143 if (x > bound.left && x < bound.right && y > bound.top && y < bound.bottom) {144 ball.explode()145 }146 })147 })148 }149 150 onRaf() {151 this.tail()152 this.detect()153 this.draw()154 }155 }156 157 /*--------------------158 Ball159 --------------------*/160 class Ball extends Raf {161 constructor(obj) {162 super()163 Object.assign(this, obj)164 this.regenerate()165 this.draw()166 }167 168 regenerate() {169 this.bomb = random(0, 10) > 8.5170 171 this.exploded = false172 this.color = this.bomb ? 'black' : `hsl(${random(0, 360)}, 80%, 60%)`173 this.size = random(this.sizeMin, this.sizeMax) * this.dpr174 this.x = random(this.size, (width * this.dpr) - this.size)175 this.y = -this.size176 this.acc = 0177 this.speed = 0178 this.ready = false179 180 setTimeout(() => {181 this.ready = true182 }, random(0, 2000))183 }184 185 draw() {186 this.ctx.fillStyle = this.color187 this.ctx.beginPath()188 this.ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2)189 this.ctx.fill()190 this.ctx.closePath()191 }192 193 explode() {194 if (this.exploded) return195 this.exploded = true196 this.game.catch()197 this.speed = -5198 this.size /= 10199 if (this.bomb) {200 console.log('gameover')201 this.game.over()202 }203 }204 205 onRaf() {206 if (!this.ready || this.game.gameOver) return207 this.acc += this.vel208 this.speed += this.acc209 this.y += this.speed210 211 if (this.y > (height * this.dpr) + this.size) {212 if (!this.exploded && !this.bomb) {213 this.game.loose()214 }215 if (this.game.gameOver) return216 this.regenerate()217 }218 this.draw()219 }...

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lightWaveAnimation.js

Source:lightWaveAnimation.js Github

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...60 }61 onResize() {62 this._setCamera();63 }64 onRaf() {65 this._render();66 }67}68class Mesh {69 constructor(stage) {70 this.canvas = document.getElementById("webgl-canvas");71 this.canvasWidth = 100; // this.canvas.width;72 this.canvasHeight = 130; //this.canvas.height;73 this.uniforms = {74 resolution: { type: "v2", value: [ this.canvasWidth, this.canvasHeight ] },75 time: { type: "f", value: 0.0 },76 xScale: { type: "f", value: 2.0 },77 yScale: { type: "f", value: 0.5 },78 distortion: { type: "f", value: 0.050 }79 };80 this.stage = stage;81 this.mesh = null;82 this.xScale = 2.0;83 this.yScale = 0.5;84 this.distortion = 0.050;85 }86 init() {87 this._setMesh();88 // this._setGui();89 }90 _setMesh() {91 const position = [92 -1.0, -1.0, 0.0,93 1.0, -1.0, 0.0,94 -1.0, 1.0, 0.0,95 1.0, -1.0, 0.0,96 -1.0, 1.0, 0.0,97 1.0, 1.0, 0.098 ];99 const positions = new THREE.BufferAttribute(new Float32Array(position), 3);100 const geometry = new THREE.BufferGeometry();101 geometry.setAttribute("position", positions);102 const material = new THREE.RawShaderMaterial({103 vertexShader: document.getElementById("js-vertex-shader").textContent,104 fragmentShader: document.getElementById("js-fragment-shader").textContent,105 uniforms: this.uniforms,106 side: THREE.DoubleSide107 });108 this.mesh = new THREE.Mesh(geometry, material);109 this.stage.scene.add(this.mesh);110 }111 _diffuse() {112 // gsap.to(this.mesh.material.uniforms.xScale, {113 // value: 2,114 // duration: 0.1,115 // ease: 'power2.inOut',116 // repeat: -1,117 // yoyo: true118 // });119 // gsap.to(this.mesh.material.uniforms.yScale, {120 // value: 1,121 // duration: 0.1,122 // ease: 'power2.inOut',123 // repeat: -1,124 // yoyo: true125 // });126 }127 _render() {128 this.uniforms.time.value += 0.01;129 }130 _setGui() {131 const parameter = {132 xScale: this.xScale,133 yScale: this.yScale,134 distortion: this.distortion135 }136 const gui = new dat.GUI();137 gui.add(parameter, "xScale", 0.00, 5.00, 0.01).onChange((value) => {138 this.mesh.material.uniforms.xScale.value = value;139 });140 gui.add(parameter, "yScale", 0.00, 1.00, 0.01).onChange((value) => {141 this.mesh.material.uniforms.yScale.value = value;142 });143 gui.add(parameter, "distortion", 0.001, 0.100, 0.001).onChange((value) => {144 this.mesh.material.uniforms.distortion.value = value;145 });146 }147 onRaf() {148 this._render();149 }150}151(() => {152 const stage = new Stage();153 stage.init();154 const mesh = new Mesh(stage);155 mesh.init();156 window.addEventListener("resize", () => {157 stage.onResize();158 });159 window.addEventListener("load", () => {160 setTimeout(() => {161 mesh._diffuse();162 }, 1000);163 });164 const _raf = () => {165 window.requestAnimationFrame(() => {166 stage.onRaf();167 mesh.onRaf();168 _raf();169 });170 };171 _raf();...

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funky.js

Source:funky.js Github

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...27 const o = {}28 o.time = window.performance.now() / 100029 o.playhead = o.time % LOOP / LOOP30 this.raf()31 this.onRaf(o)32 })33 }34 }35}36/*--------------------37Canvas38--------------------*/39class Canvas extends Raf {40 constructor(obj) {41 super()42 this.canvas = document.getElementById(obj.id)43 this.ctx = this.canvas.getContext('2d')44 this.resize()45 this.events()46 }47 48 resize() {49 this.dpr = window.devicePixelRatio50 this.canvas.style.width = `${window.innerWidth}px`51 this.canvas.style.height = `${window.innerHeight}px`52 this.canvas.width = window.innerWidth * this.dpr53 this.canvas.height = window.innerHeight * this.dpr54 }55 56 events() {57 window.addEventListener('resize', this.resize)58 }59 60 clear() {61 this.ctx.clearRect(0, 0, window.innerWidth * this.dpr, window.innerHeight * this.dpr)62 }63 64 onRaf() {65 this.clear()66 }67}68/*--------------------69Circle70--------------------*/71class Circle extends Raf {72 constructor(obj) {73 super()74 Object.assign(this, obj)75 this.draw()76 }77 78 draw(playhead, time) {79 const breathe = sin(playhead * TAO)80 this.ctx.globalCompositeOperation = "screen"81 this.ctx.save()82 this.ctx.translate(window.innerWidth / 2 * this.dpr, window.innerHeight / 2 * this.dpr - 30 * this.dpr)83 this.ctx.rotate(PI)84 85 this.ctx.strokeStyle = this.color86 this.ctx.fillStyle = 'rgba(0, 100, 0, 0)'87 this.ctx.lineWidth = this.lineWidth88 this.ctx.beginPath()89 90 for (let i = 0; i <= this.points; i++) {91 const p = i / this.points92 93 const times = 794 const phase = mapRange(cos(p * TAO), -1, 1, 1, mapRange(sin(((this.offset + time * this.speed) * .2 + p) * times * TAO), -1, 1, .5, .58))95 96 let x = phase * this.radius * sin(p * TAO)97 let y = phase * this.radius * cos(p * TAO) 98 99 const type = i === 0 ? 'moveTo' : 'lineTo'100 this.ctx[type](x, y) 101 }102 103 this.ctx.fill()104 this.ctx.stroke() 105 this.ctx.beginPath()106 this.ctx.fillStyle = this.color107 this.ctx.fill()108 this.ctx.restore()109 }110 111 onRaf({playhead, time}) {112 this.draw(playhead, time)113 }114 115}116/*--------------------117Init118--------------------*/119const canvas = new Canvas({120 id: 'canvas'121})122for (let i = 0; i < 8; i++) {123 new Circle({124 ctx: canvas.ctx,125 dpr: canvas.dpr,...

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main.js

Source:main.js Github

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...23 this.gui = new dat.GUI();24 }25 init() {26 this._setting()27 this.onRaf()28 gsap.to(this.material.uniforms.uAnimation, {29 value: 1,30 duration: 10,31 })32 }33 _setting() {34 this.webgl.appendChild(this.renderer.domElement)35 this.camera = new THREE.PerspectiveCamera(36 45,37 this.width / this.height,38 0.1,39 100040 )41 this.camera.position.set(0, 0, 2)42 this.controls = new OrbitControls(this.camera, this.renderer.domElement);43 this.controls.enableDamping = true44 45 this._setMesh()46 this._gui();47 }48 _setMesh() {49 this.geometry = new THREE.PlaneBufferGeometry(1,1,1,1);50 this.material = new THREE.ShaderMaterial({51 vertexShader:vert,52 fragmentShader:frag,53 side:THREE.DoubleSide,54 transparent:true,55 uniforms: {56 uTexture: {57 value: this.img58 },59 uProgress: {60 value: 061 },62 uTime: {63 value: 064 },65 uAnimation: {66 value: 067 }68 }69 })70 this.mesh = new THREE.Mesh(this.geometry,this.material);71 this.scene.add(this.mesh);72 }73 _gui() {74 this.gui.add(this.material.uniforms.uProgress,'value',0,1,0.01).name('progress');75 }76 onResize() {77 this.camera.aspect = window.innerWidth / window.innerHeight;78 this.camera.updateProjectionMatrix();79 this.renderer.setSize( window.innerWidth,window.innerHeight);80 this.renderer.setPixelRatio(Math.min(window.devicePixelRatio,2));81 }82 onRaf() {83 this.material.uniforms.uTime.value = this.clock.getElapsedTime()84 this.renderer.render(this.scene, this.camera);85 this.controls.update()86 window.requestAnimationFrame(() => {87 this.onRaf();88 })89 }90}91window.addEventListener('load', () => {92 const gl = new main(document.querySelector('#canvas'));93 window.addEventListener('resize',() => {94 gl.onResize();95 })...

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fur.js

Source:fur.js Github

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...17 const o = { };18 o.time = window.performance.now() / 1000;19 o.playhead = o.time % loop / loop;20 this.raf();21 this.onRaf(o);22 });23 }24 }25}26//27class Canvas extends Raf {28 constructor(obj) {29 super();30 this.canvas = document.getElementById(obj.id);31 this.ctx = this.canvas.getContext('2d');32 this.resize();33 this.events();34 }35 resize() {36 this.dpr = window.devicePixelRatio;37 this.canvas.style.width = `${width}px`;38 this.canvas.style.height = `${height}px`;39 this.canvas.width = width * this.dpr;40 this.canvas.height = height * this.dpr;41 this.ctx = this.canvas.getContext('2d');42 this.ctx.scale(this.dpr, this.dpr);43 }44 events() {45 window.addEventListener('resize', this.resize);46 }47 clear() {48 this.ctx.clearRect(0, 0, window.innerWidth, window.innerHeight);49 }50 onRaf() {51 this.clear();52 }53}54//55class Fur extends Raf {56 constructor(obj) {57 super();58 Object.assign(this, obj);59 this.draw();60 }61 draw(playhead, time) {62 this.ctx.save();63 this.ctx.translate(this.x, this.y);64 const n = this.simplex.noise3D(time * 0.1 + this.x * 0.002, -time * 0.2 + this.y * 0.002, time * 0.3);65 this.ctx.fillStyle = 'white';66 const t = Math.round(22 * ((n + 2) * .5)) % 10;67 for (let i = 0; i < t; i++) {68 this.ctx.fillRect(Math.random() * cell, Math.random() * 30, 1, 1);69 }70 this.ctx.fill();71 this.ctx.restore();72 }73 onRaf({ playhead, time }) {74 this.draw(playhead, time);75 }76}77// init78const canvas = new Canvas({79 id: '__canvas'80});81for (let y = 0; y < height; y += cell) {82 for (let x = 0; x < width; x += cell) {83 const i = y * width / cell + x / cell;84 new Fur({85 ctx: canvas.ctx,86 x: x,87 y: y,...

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LottieAnimatedTimer.jsx

Source:LottieAnimatedTimer.jsx Github

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1import Lottie from 'lottie-web';2import EkoUIComponents from 'EkoUIComponents';3// Configure Lottie. You need to do this only once. Read more here:4// https://developer.helloeko.com/docs/howto/svgs_and_lottie.html#Using-Lottie-Elements5Lottie.setLocationHref(window.location.href);6export default class LottieAnimatedTimer extends EkoUIComponents.EkoButton{7 componentDidMount(){8 // generate a new Lottie instance with the animation path passed in the props9 this.animation = Lottie.loadAnimation({10 container: this.containerRef.current,11 renderer: 'svg',12 loop: false,13 autoplay: false,14 animationData: this.props.lottieData,15 });16 this.isActive = true;17 this.onRAF = this.onRAF.bind(this);18 this.onRAF();19 }20 componentWillUnmount(){21 this.isActive = false;22 // release resources23 this.animation.destroy();24 }25 onRAF(){26 if (this.isActive) {27 let decisionProgress = player.decision.get(player.currentNodeId).progress;28 let frameNum = Math.round(decisionProgress * this.animation.totalFrames);29 this.animation.goToAndStop(frameNum, true);30 window.requestAnimationFrame(this.onRAF);31 }32 }33 getContent(){34 return null;35 }...

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animation.js

Source:animation.js Github

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1'use strict';2var EventEmitter = require('event-emitter');3module.exports = Animation;4function Animation () {5 this.frame = 0;6 EventEmitter.call(this);7}8EventEmitter(Animation.prototype);9Animation.prototype.start = function () {10 if (!this.raf) {11 var onRaf = function (t) {12 this.emit('frame', t, this.frame++)13 this.raf = requestAnimationFrame(onRaf);14 }.bind(this);15 this.raf = requestAnimationFrame(onRaf);16 }17 return this;18};19Animation.prototype.stop = function () {20 if (this.raf) {21 cancelAnimationFrame(this.raf);22 this.raf = null;23 }24 return this;...

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Using AI Code Generation

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1const puppeteer = require('puppeteer');2(async () => {3 const browser = await puppeteer.launch();4 const page = await browser.newPage();5 await page.screenshot({path: 'example.png'});6 await browser.close();7})();8const puppeteer = require('puppeteer');9(async () => {10 const browser = await puppeteer.launch();11 const page = await browser.newPage();12 await page.screenshot({path: 'example.png'});13 await browser.close();14})();15const puppeteer = require('puppeteer');16(async () => {17 const browser = await puppeteer.launch();18 const page = await browser.newPage();19 await page.screenshot({path: 'example.png'});20 await browser.close();21})();22const puppeteer = require('puppeteer');23(async () => {24 const browser = await puppeteer.launch();25 const page = await browser.newPage();26 await page.screenshot({path: 'example.png'});27 await browser.close();28})();29const puppeteer = require('puppeteer');30(async () => {31 const browser = await puppeteer.launch();32 const page = await browser.newPage();33 await page.screenshot({path: 'example.png'});34 await browser.close();35})();36const puppeteer = require('puppeteer');37(async () => {38 const browser = await puppeteer.launch();39 const page = await browser.newPage();40 await page.screenshot({path: 'example.png'});41 await browser.close();42})();43const puppeteer = require('puppeteer');44(async () => {45 const browser = await puppeteer.launch();

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Using AI Code Generation

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1const puppeteer = require('puppeteer');2const path = require('path');3(async () => {4 const browser = await puppeteer.launch();5 const page = await browser.newPage();6 await page.goto(`file:${path.join(__dirname, 'index.html')}`);7 await page.on('console', msg => console.log('PAGE LOG:', msg.text()));8 await page.evaluate(() => {9 window.requestAnimationFrame(() => {10 console.log('I was called');11 });12 });13 await browser.close();14})();15 window.requestAnimationFrame(() => {16 console.log('I was called');17 });18const puppeteer = require('puppeteer');19const path = require('path');20(async () => {21 const browser = await puppeteer.launch();22 const page = await browser.newPage();23 await page.goto(`file:${path.join(__dirname, 'index.html')}`);24 await page.on('console', msg => console.log('PAGE LOG:', msg.text()));25 await page.evaluate(() => {26 window.requestAnimationFrame(() => {27 console.log('I was called');28 });29 });30 await browser.close();31})();32 window.requestAnimationFrame(() => {33 console.log('I was called');34 });35const puppeteer = require('puppeteer');36const path = require('path');37(async () => {38 const browser = await puppeteer.launch();

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Using AI Code Generation

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1const puppeteer = require('puppeteer');2const fs = require('fs');3const path = require('path');4const { promisify } = require('util');5const writeFile = promisify(fs.writeFile);6const readFile = promisify(fs.readFile);7(async () => {8 const browser = await puppeteer.launch();9 const page = await browser.newPage();10 const dimensions = await page.evaluate(() => {11 return {12 };13 });14 console.log('Dimensions:', dimensions);15 await page.screenshot({path: 'example.png'});16 await browser.close();17})();18const puppeteer = require('puppeteer');19const fs = require('fs');20const path = require('path');21const { promisify } = require('util');22const writeFile = promisify(fs.writeFile);23const readFile = promisify(fs.readFile);24(async () => {25 const browser = await puppeteer.launch();26 const page = await browser.newPage();27 const dimensions = await page.evaluate(() => {28 return {29 };30 });31 console.log('Dimensions:', dimensions);32 await page.screenshot({path: 'example.png'});33 await browser.close();34})();

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Using AI Code Generation

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1const puppeteer = require('puppeteer');2const fs = require('fs');3const path = require('path');4const outputDir = path.join(__dirname, 'output');5(async () => {6 const browser = await puppeteer.launch();7 const page = await browser.newPage();8 await page.setViewport({ width: 1920, height: 1080 });9 await page.goto(url);10 await page.evaluate(async () => {11 await new Promise((resolve) => {12 requestAnimationFrame(resolve);13 });14 });15 await page.screenshot({ path: `${outputDir}/screenshot.png` });16 await browser.close();17})();18const puppeteer = require('puppeteer');19const fs = require('fs');20const path = require('path');21const outputDir = path.join(__dirname, 'output');22(async () => {23 const browser = await puppeteer.launch();24 const page = await browser.newPage();25 await page.setViewport({ width: 1920, height: 1080 });26 await page.goto(url);27 await page.evaluate(async () => {28 await new Promise((resolve) => {29 requestAnimationFrame(resolve);30 });31 });32 await page.screenshot({ path: `${outputDir}/screenshot.png` });33 await browser.close();34})();35const puppeteer = require('puppeteer');36const fs = require('fs');37const path = require('path');38const outputDir = path.join(__dirname, 'output');39(async () => {40 const browser = await puppeteer.launch();41 const page = await browser.newPage();42 await page.setViewport({ width: 1920, height: 1080 });43 await page.goto(url);44 await page.evaluate(async () => {45 await new Promise((resolve) => {46 requestAnimationFrame(resolve);47 });48 });49 await page.screenshot({ path: `${outputDir}/screenshot.png` });50 await browser.close();51})();52const puppeteer = require('puppeteer');53const fs = require('fs');54const path = require('path');

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Using AI Code Generation

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1const puppeteer = require('puppeteer');2const path = require('path');3const fs = require('fs');4(async () => {5 const browser = await puppeteer.launch({headless: false});6 const page = await browser.newPage();7 await page.setViewport({ width: 1920, height: 1080});8 await page.screenshot({path: 'full.png', fullPage: true});9 await page.evaluate(async () => {10 await new Promise((resolve, reject) => {11 var totalHeight = 0;12 var distance = 100;13 var timer = setInterval(() => {14 var scrollHeight = document.body.scrollHeight;15 window.scrollBy(0, distance);16 totalHeight += distance;17 if(totalHeight >= scrollHeight){18 clearInterval(timer);19 resolve();20 }21 }, 100);22 });23 });24 await page.screenshot({path: 'scroll.png', fullPage: true});25 await browser.close();26})();

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Using AI Code Generation

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1const puppeteer = require('puppeteer');2(async () => {3 const browser = await puppeteer.launch();4 const page = await browser.newPage();5 await page.setViewport({6 });7 await page.on('response', response => {8 if (response.ok()) {9 const request = response.request();10 const timeInterval = response._request._timing.responseEnd - request._timing.requestTime;11 const timeTaken = response._request._timing.responseEnd - response._request._timing.requestTime;12 console.log('Time Interval: ' + timeInterval + 'ms');13 console.log('Time Taken: ' + timeTaken + 'ms');14 }15 });16 await browser.close();17})();18run();

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