How to use buildModeEnabled method in stryker-parent

Best JavaScript code snippet using stryker-parent

script_player_builder.js

Source:script_player_builder.js Github

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1#pragma strict2//////////////////////////////////////////////////////////////////////////3/////////////////////// PlayerBuilder script /////////////////////////////4//////////////////////////////////////////////////////////////////////////5 var aniAttack : AnimationClip;6 var toolTip : Transform;7static var buildModeEnabled : boolean;8 var blockContainer : Transform;9 var mouseCursorObject : Transform;10 var layerMask : LayerMask;11private var mousePosX : int;12private var mousePosY : int;13private var mousePosZ : int;14// Building blocks:15 var woodBlock : Transform;16 var leafBlock : Transform;17 var stoneBlock : Transform;18 var copperBlock : Transform;19 var silverBlock : Transform;20 var goldBlock : Transform;21 var legendaryBlock : Transform;22// Resources:23private var woodInStock : int;24private var leafInStock : int; 25private var stoneInStock : int; 26private var copperInStock : int; 27private var silverInStock : int; 28private var goldInStock : int; 29private var legendaryInStock : int; 30private var possibleToBuild_wood : boolean;31private var possibleToBuild_leaf : boolean;32private var possibleToBuild_stone : boolean;33private var possibleToBuild_copper : boolean;34private var possibleToBuild_silver : boolean;35private var possibleToBuild_gold : boolean;36private var possibleToBuild_legendary : boolean;37private var key_1_active : boolean = false;38private var key_2_active : boolean = false;39private var key_3_active : boolean = false;40private var key_4_active : boolean = false;41private var key_5_active : boolean = false;42private var key_6_active : boolean = false;43private var key_7_active : boolean = false;44/////////////////45function Start ()46{ 47 buildModeEnabled = false;48}49//////////////////50function Update () 51{52 ResourceChecker ();53 54 if ( Input.GetKeyDown ( KeyCode.B ) )55 {56 buildModeEnabled = !buildModeEnabled;57 58 if ( buildModeEnabled == true ) {ToolTip ( "Build Mode enabled..." );} else {ToolTip ( "Build Mode disabled..." );}59 }60 61 if ( buildModeEnabled == true )62 { 63 for (var child : Transform in mouseCursorObject) 64 {65 child.renderer.enabled = true;66 }67 MousePosition ();68 }69 else 70 { 71 for (var child : Transform in mouseCursorObject) 72 {73 child.renderer.enabled = false;74 }75 }76}77/////////////////////////78function MousePosition ()79{80 var hitPosition : Vector3;81 var hit : RaycastHit = new RaycastHit (); 82 if ( Physics.Raycast ( Camera.main.ScreenPointToRay ( Input.mousePosition ), hit, Mathf.Infinity, layerMask ) )83 {84 Debug.Log ( hit.collider.name );85 mousePosX = hit.point.x;86 mousePosY = hit.point.y;87 mousePosZ = hit.point.z;88 89 if ( hit.collider.tag == "snapPoint" ) // Snap90 {91 hitPosition = hit.collider.transform.position;92 }93 else 94 {95 hitPosition = Vector3 ( mousePosX, mousePosY + 1.0, mousePosZ );96 } 97 }98 99 mouseCursorObject.transform.position = hitPosition;100 101 BlockPicker (); 102}103///////////////////////104function BlockPicker ()105{106// Key 1: WoodBlock 107 if ( Input.GetKeyDown ( KeyCode.Alpha1 ) ) { key_1_active = !key_1_active; ToolTip( "Numeric key 1: 'Wood' selected" ); }108 109 if ( key_1_active == true && possibleToBuild_wood == true )110 {111 key_2_active = false; 112 key_3_active = false;113 key_4_active = false;114 key_5_active = false;115 key_6_active = false;116 key_7_active = false;117 if ( (Input.GetMouseButtonDown ( 0 ) || Input.GetKeyDown ( KeyCode.E ) ) ) { BuildBlock ( woodBlock, "treeLogPiece" ); }118 }119// Key 2: leafBlock 120 if ( Input.GetKeyDown ( KeyCode.Alpha2 ) ) { key_2_active = !key_2_active; ToolTip( "Numeric key 2: 'Leaf' selected" ); }121 122 if ( key_2_active == true && possibleToBuild_leaf == true )123 {124 key_1_active = false; 125 key_3_active = false;126 key_4_active = false;127 key_5_active = false;128 key_6_active = false;129 key_7_active = false;130 if ( (Input.GetMouseButtonDown ( 0 ) || Input.GetKeyDown ( KeyCode.E ) ) ) { BuildBlock ( leafBlock, "bush" ); }131 }132// Key 3: stoneBlock 133 if ( Input.GetKeyDown ( KeyCode.Alpha3 ) ) { key_3_active = !key_3_active; ToolTip( "Numeric key 3: 'Stone' selected" ); }134 135 if ( key_3_active == true && possibleToBuild_stone == true )136 {137 key_1_active = false; 138 key_2_active = false;139 key_4_active = false;140 key_5_active = false;141 key_6_active = false;142 key_7_active = false;143 if ( (Input.GetMouseButtonDown ( 0 ) || Input.GetKeyDown ( KeyCode.E ) ) ) { BuildBlock ( stoneBlock, "rock" ); }144 } 145// Key 4: copperBlock 146 if ( Input.GetKeyDown ( KeyCode.Alpha4 ) ) { key_4_active = !key_4_active; ToolTip( "Numeric key 4: 'Copper' selected" ); }147 148 if ( key_4_active == true && possibleToBuild_copper == true )149 {150 key_1_active = false; 151 key_2_active = false;152 key_3_active = false;153 key_5_active = false;154 key_6_active = false;155 key_7_active = false;156 if ( (Input.GetMouseButtonDown ( 0 ) || Input.GetKeyDown ( KeyCode.E ) ) ) { BuildBlock ( copperBlock, "rareObject_cobber" ); }157 } 158// Key 5: silverBlock 159 if ( Input.GetKeyDown ( KeyCode.Alpha5 ) ) { key_5_active = !key_5_active; ToolTip( "Numeric key 5: 'Silver' selected" ); }160 161 if ( key_5_active == true && possibleToBuild_silver == true )162 {163 key_1_active = false; 164 key_2_active = false;165 key_3_active = false;166 key_4_active = false;167 key_6_active = false;168 key_7_active = false;169 if ( (Input.GetMouseButtonDown ( 0 ) || Input.GetKeyDown ( KeyCode.E ) ) ) { BuildBlock ( silverBlock, "veryRareObject_silver" ); }170 } 171// Key 6: goldBlock 172 if ( Input.GetKeyDown ( KeyCode.Alpha6 ) ) { key_6_active = !key_6_active; ToolTip( "Numeric key 6: 'Gold' selected" ); }173 174 if ( key_6_active == true && possibleToBuild_gold == true )175 {176 key_1_active = false; 177 key_2_active = false;178 key_3_active = false;179 key_4_active = false;180 key_5_active = false;181 key_7_active = false;182 if ( (Input.GetMouseButtonDown ( 0 ) || Input.GetKeyDown ( KeyCode.E ) ) ) { BuildBlock ( goldBlock, "epicObject_gold" ); }183 }184// Key 7: legendaryBlock 185 if ( Input.GetKeyDown ( KeyCode.Alpha6 ) ) { key_7_active = !key_7_active; ToolTip( "Numeric key 7: 'Legendary' selected" ); }186 187 if ( key_7_active == true && possibleToBuild_legendary == true )188 {189 key_1_active = false; 190 key_2_active = false;191 key_3_active = false;192 key_4_active = false;193 key_5_active = false;194 key_6_active = false;195 if ( (Input.GetMouseButtonDown ( 0 ) || Input.GetKeyDown ( KeyCode.E ) ) ) { BuildBlock ( legendaryBlock, "legendaryObject_" ); }196 } 197}198//////////////////////199function BuildBlock ( buildBlock : Transform, specificTag : String )200{ 201 var sceneManagerObject = GameObject.FindWithTag("scenemanager");202 var sceneManager : script_sceneManager = sceneManagerObject.GetComponent(script_sceneManager); 203 var blockStartScale = Vector3.zero;204 var blockEndScale = Vector3(1, 1, 1);205 var t : float = 0.0;206 var newBlock = Instantiate ( buildBlock, mouseCursorObject.transform.position, Quaternion.identity );207 208 newBlock.gameObject.tag = specificTag;209 210 newBlock.localScale = blockStartScale; 211 newBlock.transform.parent = blockContainer;212 // Subtracting from resources based on type of block 213 if ( buildBlock == woodBlock )214 {215 sceneManager.fragment_wood -= 1;216 }217 if ( buildBlock == leafBlock )218 {219 sceneManager.fragment_leaf -= 1;220 }221 if ( buildBlock == stoneBlock )222 {223 sceneManager.fragment_stone -= 1;224 }225 if ( buildBlock == copperBlock )226 {227 sceneManager.fragment_copper -= 1;228 }229 if ( buildBlock == silverBlock )230 {231 sceneManager.fragment_silver -= 1;232 }233 if ( buildBlock == goldBlock )234 {235 sceneManager.fragment_gold -= 1;236 }237 if ( buildBlock == legendaryBlock )238 {239 sceneManager.fragment_legendary -= 1;240 }241 242 while ( t < 1.0 && Input.GetMouseButton ( 0 ) || Input.GetKey ( KeyCode.E ) )243 {244 // Animation 245 animation[ aniAttack.name ].wrapMode = WrapMode.Loop;246 247 animation.CrossFade ( aniAttack.name, 0.3f );248 249 if ( Input.GetKey ( KeyCode.LeftShift ) )250 {251 t += Time.deltaTime * 5.0;252 }253 else 254 {255 t += Time.deltaTime / 20.0;256 }257 258 newBlock.transform.localScale = Vector3.Lerp (newBlock.localScale, blockEndScale, t );259 260 yield;261 }262 263 if ( newBlock.transform.localScale.magnitude >= blockEndScale.magnitude )264 {265 animation.Stop ();266 }267}268///////////////////////////269function ResourceChecker ()270{271 var sceneManagerObject = GameObject.FindWithTag("scenemanager");272 var sceneManager : script_sceneManager = sceneManagerObject.GetComponent(script_sceneManager); 273 woodInStock = sceneManager.fragment_wood;274 leafInStock = sceneManager.fragment_leaf;275 stoneInStock = sceneManager.fragment_stone;276 copperInStock = sceneManager.fragment_copper;277 silverInStock = sceneManager.fragment_silver;278 goldInStock = sceneManager.fragment_gold;279 legendaryInStock = sceneManager.fragment_legendary;280 if ( woodInStock >= 1 ) { possibleToBuild_wood = true; } else { possibleToBuild_wood = false; }281 if ( leafInStock >= 1 ) { possibleToBuild_leaf = true; } else { possibleToBuild_leaf = false; }282 if ( stoneInStock >= 1 ) { possibleToBuild_stone = true; } else { possibleToBuild_stone = false; }283 if ( copperInStock >= 1 ) { possibleToBuild_copper = true; } else { possibleToBuild_copper = false; }284 if ( silverInStock >= 1 ) { possibleToBuild_silver = true; } else { possibleToBuild_silver = false; }285 if ( goldInStock >= 1 ) { possibleToBuild_gold = true; } else { possibleToBuild_gold = false; }286 if ( legendaryInStock >= 1 ) { possibleToBuild_legendary = true; } else { possibleToBuild_legendary = false; }287}288////////////////////////////////////////////////////////////289function ToolTip (text : String )290{ 291 var newToolTip : Transform = Instantiate ( toolTip, Vector3(0.4, 0.7, 0), Quaternion.identity );292 293 newToolTip.guiText.text = text; ...

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typescript-checker.ts

Source:typescript-checker.ts Github

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1import { EOL } from 'os';2import path from 'path';3import ts from 'typescript';4import { Checker, CheckResult, CheckStatus } from '@stryker-mutator/api/check';5import { tokens, commonTokens, PluginContext, Injector, Scope } from '@stryker-mutator/api/plugin';6import { Logger, LoggerFactoryMethod } from '@stryker-mutator/api/logging';7import { Task, propertyPath } from '@stryker-mutator/util';8import { Mutant, StrykerOptions } from '@stryker-mutator/api/core';9import { HybridFileSystem } from './fs';10import { determineBuildModeEnabled, overrideOptions, retrieveReferencedProjects, guardTSVersion, toPosixFileName } from './tsconfig-helpers';11import * as pluginTokens from './plugin-tokens';12const diagnosticsHost: ts.FormatDiagnosticsHost = {13 getCanonicalFileName: (fileName) => fileName,14 getCurrentDirectory: process.cwd,15 getNewLine: () => EOL,16};17const FILE_CHANGE_DETECTED_DIAGNOSTIC_CODE = 6032;18typescriptCheckerLoggerFactory.inject = tokens(commonTokens.getLogger, commonTokens.target);19// eslint-disable-next-line @typescript-eslint/ban-types20function typescriptCheckerLoggerFactory(loggerFactory: LoggerFactoryMethod, target: Function | undefined) {21 const targetName = target?.name ?? TypescriptChecker.name;22 const category = targetName === TypescriptChecker.name ? TypescriptChecker.name : `${TypescriptChecker.name}.${targetName}`;23 return loggerFactory(category);24}25create.inject = tokens(commonTokens.injector);26export function create(injector: Injector<PluginContext>): TypescriptChecker {27 return injector28 .provideFactory(commonTokens.logger, typescriptCheckerLoggerFactory, Scope.Transient)29 .provideClass(pluginTokens.fs, HybridFileSystem)30 .injectClass(TypescriptChecker);31}32/**33 * An in-memory type checker implementation which validates type errors of mutants.34 */35export class TypescriptChecker implements Checker {36 private currentTask: Task<CheckResult> = new Task();37 private readonly currentErrors: ts.Diagnostic[] = [];38 /**39 * Keep track of all tsconfig files which are read during compilation (for project references)40 */41 private readonly allTSConfigFiles: Set<string>;42 public static inject = tokens(commonTokens.logger, commonTokens.options, pluginTokens.fs);43 private readonly tsconfigFile: string;44 constructor(private readonly logger: Logger, options: StrykerOptions, private readonly fs: HybridFileSystem) {45 this.tsconfigFile = toPosixFileName(options.tsconfigFile);46 this.allTSConfigFiles = new Set([path.resolve(this.tsconfigFile)]);47 }48 /**49 * Starts the typescript compiler and does a dry run50 */51 public async init(): Promise<void> {52 guardTSVersion();53 this.guardTSConfigFileExists();54 this.currentTask = new Task();55 const buildModeEnabled = determineBuildModeEnabled(this.tsconfigFile);56 const compiler = ts.createSolutionBuilderWithWatch(57 ts.createSolutionBuilderWithWatchHost(58 {59 ...ts.sys,60 readFile: (fileName) => {61 const content = this.fs.getFile(fileName)?.content;62 if (content && this.allTSConfigFiles.has(path.resolve(fileName))) {63 return this.adjustTSConfigFile(fileName, content, buildModeEnabled);64 }65 return content;66 },67 watchFile: (filePath: string, callback: ts.FileWatcherCallback) => {68 this.fs.watchFile(filePath, callback);69 return {70 close: () => {71 delete this.fs.getFile(filePath)!.watcher;72 },73 };74 },75 writeFile: (filePath, data) => {76 this.fs.writeFile(filePath, data);77 },78 createDirectory: () => {79 // Idle, no need to create directories in the hybrid fs80 },81 clearScreen() {82 // idle, never clear the screen83 },84 getModifiedTime: (fileName) => {85 return this.fs.getFile(fileName)!.modifiedTime;86 },87 watchDirectory: (): ts.FileWatcher => {88 // this is used to see if new files are added to a directory. Can safely be ignored for mutation testing.89 return {90 // eslint-disable-next-line @typescript-eslint/no-empty-function91 close() {},92 };93 },94 },95 undefined,96 (error) => this.currentErrors.push(error),97 (status) => this.logDiagnostic('status')(status),98 (summary) => {99 this.logDiagnostic('summary')(summary);100 summary.code !== FILE_CHANGE_DETECTED_DIAGNOSTIC_CODE && this.resolveCheckResult();101 }102 ),103 [this.tsconfigFile],104 {}105 );106 compiler.build();107 const result = await this.currentTask.promise;108 if (result.status === CheckStatus.CompileError) {109 throw new Error(`TypeScript error(s) found in dry run compilation: ${result.reason}`);110 }111 }112 private guardTSConfigFileExists() {113 if (!ts.sys.fileExists(this.tsconfigFile)) {114 throw new Error(115 `The tsconfig file does not exist at: "${path.resolve(116 this.tsconfigFile117 )}". Please configure the tsconfig file in your stryker.conf file using "${propertyPath<StrykerOptions>('tsconfigFile')}"`118 );119 }120 }121 /**122 * Checks whether or not a mutant results in a compile error.123 * Will simply pass through if the file mutated isn't part of the typescript project124 * @param mutant The mutant to check125 */126 public async check(mutant: Mutant): Promise<CheckResult> {127 if (this.fs.existsInMemory(mutant.fileName)) {128 this.clearCheckState();129 this.fs.mutate(mutant);130 return this.currentTask.promise;131 } else {132 // We allow people to mutate files that are not included in this ts project133 return {134 status: CheckStatus.Passed,135 };136 }137 }138 /**139 * Post processes the content of a tsconfig file. Adjusts some options for speed and alters quality options.140 * @param fileName The tsconfig file name141 * @param content The tsconfig content142 * @param buildModeEnabled Whether or not `--build` mode is used143 */144 private adjustTSConfigFile(fileName: string, content: string, buildModeEnabled: boolean) {145 const parsedConfig = ts.parseConfigFileTextToJson(fileName, content);146 if (parsedConfig.error) {147 return content; // let the ts compiler deal with this error148 } else {149 for (const referencedProject of retrieveReferencedProjects(parsedConfig, path.dirname(fileName))) {150 this.allTSConfigFiles.add(referencedProject);151 }152 return overrideOptions(parsedConfig, buildModeEnabled);153 }154 }155 /**156 * Resolves the task that is currently running. Will report back the check result.157 */158 private resolveCheckResult(): void {159 if (this.currentErrors.length) {160 const errorText = ts.formatDiagnostics(this.currentErrors, {161 getCanonicalFileName: (fileName) => fileName,162 getCurrentDirectory: process.cwd,163 getNewLine: () => EOL,164 });165 this.currentTask.resolve({166 status: CheckStatus.CompileError,167 reason: errorText,168 });169 }170 this.currentTask.resolve({ status: CheckStatus.Passed });171 }172 /**173 * Clear state between checks174 */175 private clearCheckState() {176 while (this.currentErrors.pop()) {177 // Idle178 }179 this.currentTask = new Task();180 }181 private readonly logDiagnostic = (label: string) => {182 return (d: ts.Diagnostic) => {183 this.logger.trace(`${label} ${ts.formatDiagnostics([d], diagnosticsHost)}`);184 };185 };...

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index.js

Source:index.js Github

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1import React, { useState } from "react";2import { Button, ButtonGroup } from "@material-ui/core";3import { FontAwesomeIcon } from "@fortawesome/react-fontawesome";4import { faFillDrip, faHammer } from "@fortawesome/free-solid-svg-icons";5import { CellValueEnum, paintFloor, washFloor } from "../../modules/blueprint";6import style from "./style.module.scss";7const getCellValueStyle = (cellValue) => {8 switch (cellValue) {9 case CellValueEnum.PAINTED_FLOOR:10 return style.paintedFloor;11 case CellValueEnum.WALL:12 return style.wall;13 default:14 return style.bareFloor;15 }16};17const dragImage = new Image(0, 0);18export default ({ rowCount = 20, columCount = 20 }) => {19 const [buildModeEnabled, setBuildModeEnabled] = useState(true);20 const [blueprint, setBlueprint] = useState(21 Array(rowCount).fill(Array(columCount).fill(CellValueEnum.BARE_FLOOR))22 );23 const toggleCellWallValue = ({ rowIndex, columnIndex }) => {24 const cellValue = blueprint[rowIndex][columnIndex];25 const newCellValue =26 cellValue === CellValueEnum.BARE_FLOOR ||27 cellValue === CellValueEnum.PAINTED_FLOOR28 ? CellValueEnum.WALL29 : CellValueEnum.BARE_FLOOR;30 setCellValue({ rowIndex, columnIndex, cellValue: newCellValue });31 };32 const toggleFloorPaint = ({ rowIndex, columnIndex }) => {33 const cellValue = blueprint[rowIndex][columnIndex];34 if (cellValue === CellValueEnum.WALL) {35 return;36 }37 const newBlueprint =38 cellValue === CellValueEnum.BARE_FLOOR39 ? paintFloor({40 startCellRowIndex: rowIndex,41 startCellColumnIndex: columnIndex,42 blueprint: blueprint.map((row) => row.slice(0)),43 })44 : washFloor({45 startCellRowIndex: rowIndex,46 startCellColumnIndex: columnIndex,47 blueprint: blueprint.map((row) => row.slice(0)),48 });49 setBlueprint(newBlueprint);50 };51 const setCellValue = ({ rowIndex, columnIndex, cellValue }) => {52 if (blueprint[rowIndex][columnIndex] === cellValue) {53 return;54 }55 const newBlueprint = blueprint.map((row, i) =>56 i === rowIndex ? row.slice(0) : row57 );58 newBlueprint[rowIndex][columnIndex] = cellValue;59 setBlueprint(newBlueprint);60 };61 const clearPaint = () =>62 setBlueprint(63 blueprint.map((row) =>64 row.map((cellValue) =>65 cellValue === CellValueEnum.WALL66 ? CellValueEnum.WALL67 : CellValueEnum.BARE_FLOOR68 )69 )70 );71 const clearWalls = () =>72 setBlueprint(73 blueprint.map((row) =>74 row.map((cellValue) =>75 cellValue === CellValueEnum.WALL76 ? CellValueEnum.BARE_FLOOR77 : cellValue78 )79 )80 );81 const onDragStart = (e) =>82 buildModeEnabled && e.dataTransfer.setDragImage(dragImage, 0, 0);83 const onDragOver = ({ rowIndex, columnIndex }) => (e) => {84 if (buildModeEnabled) {85 e.preventDefault();86 setCellValue({ rowIndex, columnIndex, cellValue: CellValueEnum.WALL });87 }88 };89 const onCellClick = ({ rowIndex, columnIndex }) => () =>90 buildModeEnabled91 ? toggleCellWallValue({ rowIndex, columnIndex })92 : toggleFloorPaint({ rowIndex, columnIndex });93 return (94 <div className={style.container}>95 <div className={style.controlContainer}>96 <Button className={style.clearButton} onClick={() => clearWalls()}>97 Clear Walls98 </Button>99 <div className={style.modeGroup}>100 <ButtonGroup>101 <Button102 className={style.modeButton}103 variant="contained"104 color={buildModeEnabled ? "primary" : "default"}105 onClick={() => setBuildModeEnabled(true)}106 >107 <FontAwesomeIcon icon={faHammer} size="lg" fixedWidth={true} />108 </Button>109 <Button110 className={style.modeButton}111 variant="contained"112 color={!buildModeEnabled ? "primary" : "default"}113 onClick={() => setBuildModeEnabled(false)}114 >115 <FontAwesomeIcon icon={faFillDrip} size="lg" fixedWidth={true} />116 </Button>117 </ButtonGroup>118 </div>119 <Button className={style.clearButton} onClick={() => clearPaint()}>120 Clear Paint121 </Button>122 </div>123 <table124 className={`${style.table} ${125 buildModeEnabled ? style.buildMode : style.paintMode126 }`}127 >128 <tbody>129 {blueprint.map((row, rowIndex) => (130 <tr key={rowIndex}>131 {row.map((cellValue, columnIndex) => (132 <td133 key={`${rowIndex},${columnIndex}`}134 className={getCellValueStyle(cellValue)}135 draggable={buildModeEnabled}136 onDragStart={onDragStart}137 onDragOver={onDragOver({ rowIndex, columnIndex })}138 onClick={onCellClick({ rowIndex, columnIndex })}139 ></td>140 ))}141 </tr>142 ))}143 </tbody>144 </table>145 </div>146 );...

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Using AI Code Generation

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1const buildModeEnabled = require('stryker-parent').buildModeEnabled;2if (buildModeEnabled()) {3 console.log('Build mode enabled!');4} else {5 console.log('Build mode disabled!');6}7{8 "scripts": {9 },10 "dependencies": {11 }12}

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Using AI Code Generation

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1if (buildModeEnabled()) {2}3if (buildModeEnabled()) {4}5if (buildModeEnabled()) {6}7if (buildModeEnabled()) {8}9if (buildModeEnabled()) {10}11if (buildModeEnabled()) {12}13if (buildModeEnabled()) {14}15if (buildModeEnabled()) {16}17if (buildModeEnabled()) {18}19if (buildModeEnabled()) {20}21if (buildModeEnabled()) {22}23if (buildModeEnabled()) {24}25if (buildModeEnabled()) {26}27if (buildModeEnabled()) {28}29if (buildModeEnabled()) {30}

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Using AI Code Generation

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1const { buildModeEnabled } = require('stryker-parent');2if (buildModeEnabled()) {3 console.log('Build mode is enabled!');4} else {5 console.log('Build mode is disabled!');6}7module.exports = function (config) {8 config.set({9 commandRunner: {10 }11 });12};

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Using AI Code Generation

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1const parent = require('stryker-parent');2if (parent.buildModeEnabled()) {3 console.log('build mode is enabled');4} else {5 console.log('build mode is disabled');6}7module.exports = function(config) {8 config.set({9 mochaOptions: {10 },11 });12};13ℹ Stryker 3.3.1 (core 3.3.1) with 0 test frameworks active

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Using AI Code Generation

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1var stryker = require('stryker-parent');2var isBuildModeEnabled = stryker.buildModeEnabled();3console.log(isBuildModeEnabled);4var buildModeEnabled = require('stryker-parent').buildModeEnabled();5console.log(buildModeEnabled);6var isBuildModeEnabled = require('stryker-parent/buildModeEnabled');7console.log(isBuildModeEnabled);8var buildModeEnabled = require('stryker-parent/buildModeEnabled');9console.log(buildModeEnabled);10var isBuildModeEnabled = require('stryker-parent').buildModeEnabled;11console.log(isBuildModeEnabled);12var buildModeEnabled = require('stryker-parent').buildModeEnabled;13console.log(buildModeEnabled);14var isBuildModeEnabled = require('stryker-parent/buildModeEnabled');15console.log(isBuildModeEnabled);16var buildModeEnabled = require('stryker-parent/buildModeEnabled');17console.log(buildModeEnabled);18var stryker = require('stryker-parent');19var isBuildModeEnabled = stryker.buildModeEnabled();20console.log(isBuildModeEnabled);21var buildModeEnabled = require('stryker-parent').buildModeEnabled();22console.log(buildModeEnabled);23var isBuildModeEnabled = require('stryker-parent/buildModeEnabled');24console.log(isBuildModeEnabled);25var buildModeEnabled = require('stryker-parent/buildModeEnabled');26console.log(buildModeEnabled);27var isBuildModeEnabled = require('stryker-parent').buildModeEnabled;28console.log(isBuildModeEnabled);29var buildModeEnabled = require('stryker-parent').buildModeEnabled;30console.log(buildModeEnabled);31var isBuildModeEnabled = require('stryker-parent/buildModeEnabled');32console.log(isBuildModeEnabled);33var buildModeEnabled = require('stryker-parent/buildModeEnabled');34console.log(buildModeEnabled);35var stryker = require('stryker-parent');36var isBuildModeEnabled = stryker.buildModeEnabled();37console.log(isBuildModeEnabled);38var buildModeEnabled = require('stryker-parent').buildModeEnabled();39console.log(buildModeEnabled);40var isBuildModeEnabled = require('stryker-parent/buildModeEnabled');41console.log(isBuildModeEnabled);42var buildModeEnabled = require('stryker-parent/buildModeEnabled');43console.log(buildModeEnabled);

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Using AI Code Generation

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1const { buildModeEnabled } = require('stryker-parent');2if (buildModeEnabled()) {3}4module.exports = function(config) {5 config.set({6 });7};

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1if (strykerParent.buildModeEnabled()) {2}3exports.buildModeEnabled = () => {4 return process.env.BUILD_MODE === 'true';5};6module.exports = function(config) {7 config.set({8 });9};10{11}12{13 "devDependencies": {14 },15 "dependencies": {16 }17}18module.exports = function(config) {19 config.set({20 });21};22exports.buildModeEnabled = () => {23 return process.env.BUILD_MODE === 'true';24};25{26}27{28 "devDependencies": {29 },30 "dependencies": {31 }32}33if (strykerParent.buildModeEnabled()) {34}35module.exports = function(config) {36 config.set({37 });38};39exports.buildModeEnabled = () => {40 return process.env.BUILD_MODE === 'true';41};42{43}44{

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