Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.WriteLine
WildCardEventTests.cs
Source:WildCardEventTests.cs
...15 }16 internal class LogEvent : Event17 {18 public List<string> Result = new List<string>();19 public void WriteLine(string msg, params object[] args)20 {21 this.Result.Add(string.Format(msg, args));22 }23 public override string ToString()24 {25 return string.Join(",", this.Result);26 }27 }28 private class E1 : Event29 {30 }31 private class E2 : Event32 {33 }34 private class E3 : Event35 {36 }37 private class E4 : Event38 {39 }40 [OnEventDoAction(typeof(WildCardEvent), nameof(Foo))]41 private class Aa : Actor42 {43 private LogEvent Config;44 internal override Task InitializeAsync(Event initialEvent)45 {46 this.Config = (LogEvent)initialEvent;47 return base.InitializeAsync(initialEvent);48 }49 private void Foo(Event e)50 {51 if (e is E2)52 {53 this.Config.WriteLine("E2");54 }55 else if (e is UnitEvent)56 {57 this.Config.WriteLine("UnitEvent");58 }59 else if (e is E1)60 {61 this.Config.WriteLine("E1");62 }63 }64 public static void RunTest(IActorRuntime r, LogEvent config)65 {66 var a = r.CreateActor(typeof(Aa), config);67 r.SendEvent(a, new E2());68 r.SendEvent(a, UnitEvent.Instance);69 r.SendEvent(a, new E1());70 }71 }72 [Fact(Timeout = 5000)]73 public void TestWildCardEventInActor()74 {75 var config = new LogEvent();76 this.Test(r =>77 {78 Aa.RunTest(r, config);79 });80 string actual = config.ToString();81 Assert.True(actual is "E2,UnitEvent,E1");82 }83 private class Ma : StateMachine84 {85 private LogEvent Config;86 protected override Task OnInitializeAsync(Event initialEvent)87 {88 this.Config = (LogEvent)initialEvent;89 return base.OnInitializeAsync(initialEvent);90 }91 [Start]92 [OnEventDoAction(typeof(UnitEvent), nameof(Foo))]93 [OnEventGotoState(typeof(E1), typeof(S1))]94 [DeferEvents(typeof(WildCardEvent))]95 private class S0 : State96 {97 }98 [OnEntry(nameof(OnS1))]99 [OnEventDoAction(typeof(E2), nameof(Bar))]100 private class S1 : State101 {102 }103 private void OnS1()104 {105 this.Config.WriteLine("Enter S1");106 }107 private void Foo()108 {109 this.Config.WriteLine("Foo");110 }111 private void Bar()112 {113 this.Config.WriteLine("Bar");114 }115 public static void RunTest(IActorRuntime r, LogEvent config)116 {117 var a = r.CreateActor(typeof(Ma), config);118 r.SendEvent(a, new E2());119 r.SendEvent(a, UnitEvent.Instance);120 r.SendEvent(a, new E1());121 }122 }123 [Fact(Timeout = 5000)]124 public void TestWildCardEventInStateMachine()125 {126 var config = new LogEvent();127 this.Test(r =>128 {129 Ma.RunTest(r, config);130 });131 string actual = config.ToString();132 Assert.True(actual is "Foo,Enter S1,Bar");133 }134 /// <summary>135 /// Test that we can "do something specific for E1, but goto state for everything else".136 /// In otherwords that WildCardEvent does not take precedence over a more specific137 /// even typed action if defined on the same state.138 /// </summary>139 internal class W : StateMachine140 {141 private LogEvent Config;142 [Start]143 [OnEntry(nameof(OnInitEntry))]144 [OnEventDoAction(typeof(E1), nameof(HandleE1))]145 [OnEventGotoState(typeof(WildCardEvent), typeof(CatchAll))]146 public class Init : State147 {148 }149 public void OnInitEntry(Event initialEvent)150 {151 this.Config = (LogEvent)initialEvent;152 }153 private void HandleE1()154 {155 this.Config.WriteLine("handle E1");156 }157 [OnEntry(nameof(OnCatchAll))]158 public class CatchAll : State159 {160 }161 private void OnCatchAll(Event e)162 {163 this.Config.WriteLine("catch " + e.GetType().Name);164 }165 public static void RunTest(IActorRuntime r, LogEvent config)166 {167 var actor = r.CreateActor(typeof(W), config);168 r.SendEvent(actor, new E1());169 r.SendEvent(actor, new E2());170 }171 }172 [Fact(Timeout = 5000)]173 public void TestWildGotoInStateMachine()174 {175 var config = new LogEvent();176 this.Test(r =>177 {178 W.RunTest(r, config);179 });180 string actual = config.ToString();181 Assert.True(actual is "handle E1,catch E2");182 }183 /// <summary>184 /// Test that wildcard can be overridden by push.185 /// </summary>186 internal class X : StateMachine187 {188 private LogEvent Config;189 [Start]190 [OnEntry(nameof(OnInit))]191 [OnEventDoAction(typeof(E1), nameof(HandleEvent))]192 [OnEventDoAction(typeof(WildCardEvent), nameof(CatchAll))]193 public class Init : State194 {195 }196 public void OnInit(Event initialEvent)197 {198 this.Config = (LogEvent)initialEvent;199 }200 private void HandleEvent(Event e)201 {202 this.Config.WriteLine("handle " + e.GetType().Name);203 }204 private void CatchAll(Event e)205 {206 this.Config.WriteLine("catch " + e.GetType().Name);207 if (e.GetType() == typeof(E2))208 {209 // test specific handler for E3 takes over from wildcard210 this.RaisePushStateEvent(typeof(Ready));211 }212 else if (e.GetType() == typeof(E4))213 {214 // test wild card is re-instated for E3.215 this.RaisePopStateEvent();216 }217 }218 [OnEventDoAction(typeof(E3), nameof(HandleEvent))]219 public class Ready : State220 {221 }222 internal static void RunTest(IActorRuntime runtime, LogEvent config)223 {224 var actor = runtime.CreateActor(typeof(X), config);225 runtime.SendEvent(actor, new E1()); // handle226 runtime.SendEvent(actor, new E3()); // catch227 runtime.SendEvent(actor, new E2()); // catch & push to ready228 runtime.SendEvent(actor, new E3()); // handled by Ready (overriding wildcard)229 runtime.SendEvent(actor, new E4()); // catch, wildcard still in effect230 runtime.SendEvent(actor, new E3()); // catch, wildcard still in effect231 }232 }233 [Fact(Timeout = 5000)]234 public void TestWildcardPushInStateMachine()235 {236 var config = new LogEvent();237 this.Test(r =>238 {239 X.RunTest(r, config);240 });241 string actual = config.ToString();242 Assert.True(actual is "handle E1,catch E3,catch E2,handle E3,catch E4,catch E3");243 }244 /// <summary>245 /// Test that wildcard can override inherited action.246 /// </summary>247 internal class X2 : StateMachine248 {249 private LogEvent Config;250 [Start]251 [OnEntry(nameof(OnInit))]252 [OnEventDoAction(typeof(E1), nameof(HandleE1))]253 public class Init : State254 {255 }256 public void OnInit(Event initialEvent)257 {258 this.Config = (LogEvent)initialEvent;259 }260 private void HandleE1()261 {262 this.Config.WriteLine("Handling E1 in State {0}", this.CurrentStateName);263 this.RaisePushStateEvent<Active>();264 }265 [OnEntry(nameof(OnActive))]266 [OnEventDoAction(typeof(E2), nameof(HandleE2))]267 [OnEventDoAction(typeof(WildCardEvent), nameof(CatchAll))]268 public class Active : State269 {270 }271 private void OnActive()272 {273 this.Config.WriteLine("Active");274 }275 private void HandleE2()276 {277 this.Config.WriteLine("Handling E2 in State {0}", this.CurrentStateName);278 }279 private void CatchAll(Event e)280 {281 this.Config.WriteLine("Catch " + e.GetType().Name);282 }283 internal static void RunTest(IActorRuntime runtime, LogEvent config)284 {285 var actor = runtime.CreateActor(typeof(X2), config);286 runtime.SendEvent(actor, new E1()); // handle E1 & push active287 runtime.SendEvent(actor, new E1()); // catch E1, by wildcard288 runtime.SendEvent(actor, new E2()); // handle E2, specific handler wins289 }290 }291 [Fact(Timeout = 5000)]292 public void TestWildcardOverrideActionStateMachine()293 {294 var config = new LogEvent();295 this.Test(r =>296 {297 X2.RunTest(r, config);298 });299 string actual = config.ToString();300 Assert.True(actual is "Handling E1 in State Init,Active,Catch E1,Handling E2 in State Active");301 }302 /// <summary>303 /// Test that wildcard can override deferred event action using a pushed state.304 /// </summary>305 internal class X3 : StateMachine306 {307 private LogEvent Config;308 [Start]309 [OnEntry(nameof(OnInit))]310 [DeferEvents(typeof(E1))]311 [OnEventPushState(typeof(E2), typeof(Active))]312 public class Init : State313 {314 }315 public void OnInit(Event initialEvent)316 {317 this.Config = (LogEvent)initialEvent;318 this.Config.WriteLine("Init");319 }320 [OnEntry(nameof(OnActive))]321 [OnEventDoAction(typeof(WildCardEvent), nameof(CatchAll))]322 public class Active : State323 {324 }325 private void OnActive()326 {327 this.Config.WriteLine("Active");328 }329 private void CatchAll(Event e)330 {331 this.Config.WriteLine("Catch {0} in State {1}", e.GetType().Name, this.CurrentStateName);332 }333 internal static void RunTest(IActorRuntime runtime, LogEvent config)334 {335 var actor = runtime.CreateActor(typeof(X3), config);336 runtime.SendEvent(actor, new E1()); // deferred337 runtime.SendEvent(actor, new E2()); // push state Active, and allow handling of deferred event.338 }339 }340 [Fact(Timeout = 5000)]341 public void TestWildcardOverrideDeferStateMachine()342 {343 var config = new LogEvent();344 this.Test(r =>345 {346 X3.RunTest(r, config);347 });348 string actual = config.ToString();349 Assert.True(actual is "Init,Active,Catch E1 in State Active");350 }351 /// <summary>352 /// Test that wildcard can override ignored event action using a pushed state.353 /// </summary>354 internal class X4 : StateMachine355 {356 private LogEvent Config;357 [Start]358 [OnEntry(nameof(OnInit))]359 [IgnoreEvents(typeof(E1))]360 [OnEventPushState(typeof(E2), typeof(Active))]361 public class Init : State362 {363 }364 public void OnInit(Event initialEvent)365 {366 this.Config = (LogEvent)initialEvent;367 this.Config.WriteLine("Init");368 }369 [OnEntry(nameof(OnActive))]370 [OnEventDoAction(typeof(WildCardEvent), nameof(CatchAll))]371 public class Active : State372 {373 }374 private void OnActive()375 {376 this.Config.WriteLine("Active");377 }378 private void CatchAll(Event e)379 {380 this.Config.WriteLine("Catch {0} in State {1}", e.GetType().Name, this.CurrentStateName);381 }382 internal static void RunTest(IActorRuntime runtime, LogEvent config)383 {384 var actor = runtime.CreateActor(typeof(X3), config);385 runtime.SendEvent(actor, new E1()); // ignored (and therefore dropped)386 runtime.SendEvent(actor, new E2()); // push state Active.387 runtime.SendEvent(actor, new E1()); // Catch by wildcard (overriding inherited IgnoreEvents)388 }389 }390 [Fact(Timeout = 5000)]391 public void TestWildcardOverrideIgnoreStateMachine()392 {393 var config = new LogEvent();394 this.Test(r =>...
PushStateTransitionTests.cs
Source:PushStateTransitionTests.cs
...208 }209 internal class LogEvent : Event210 {211 public List<string> Log = new List<string>();212 public void WriteLine(string msg, params object[] args)213 {214 this.Log.Add(string.Format(msg, args));215 }216 }217 /// <summary>218 /// Test that GotoState transitions are not inherited by PushState operations.219 /// </summary>220 private class M7 : StateMachine221 {222 private LogEvent Log;223 [Start]224 [OnEntry(nameof(OnInit))]225 [OnEventDoAction(typeof(E1), nameof(HandleE1))]226 [OnEventGotoState(typeof(E2), typeof(Bad))]227 public class Init : State228 {229 }230 private void HandleE1()231 {232 this.Log.WriteLine(string.Format("Handling E1 in state {0}", this.CurrentStateName));233 this.RaisePushStateEvent<Ready>();234 }235 private void OnInit(Event e)236 {237 this.Log = (LogEvent)e;238 }239 [OnEntry(nameof(OnReady))]240 [OnExit(nameof(OnReadyExit))]241 [OnEventPushState(typeof(E1), typeof(Active))]242 [OnEventDoAction(typeof(E3), nameof(HandleE3))]243 public class Ready : State244 {245 }246 private void OnReady()247 {248 this.Log.WriteLine("Entering Ready state");249 }250 private void OnReadyExit()251 {252 this.Log.WriteLine("Exiting Ready state");253 }254 [OnEntry(nameof(OnActive))]255 [OnExit(nameof(OnActiveExit))]256 public class Active : State257 {258 }259 private void OnActive()260 {261 this.Log.WriteLine("Entering Active state");262 }263 private void OnActiveExit()264 {265 this.Log.WriteLine("Exiting Active state");266 }267 private void HandleE3()268 {269 this.Log.WriteLine("Handling E3 in State {0}", this.CurrentState);270 }271 [OnEntry(nameof(OnBad))]272 public class Bad : State273 {274 }275 private void OnBad()276 {277 this.Log.WriteLine("Entering Bad state");278 }279 protected override Task OnEventUnhandledAsync(Event e, string state)280 {281 this.Log.WriteLine("Unhandled event {0} in state {1}", e.GetType().Name, state);282 return base.OnEventUnhandledAsync(e, state);283 }284 public static void RunTest(IActorRuntime runtime, LogEvent initEvent)285 {286 var actor = runtime.CreateActor(typeof(M7), initEvent);287 runtime.SendEvent(actor, new E1()); // should be handled by Init state, and trigger push to Ready288 runtime.SendEvent(actor, new E1()); // should be handled by Ready with OnEventPushState to Active289 runtime.SendEvent(actor, new E2()); // Now OnEventGotoState(E2) should not be inherited so this should pop us back to the Init state.290 runtime.SendEvent(actor, new E3()); // just to prove we are no longer in the Active state, this should raise an unhandled event error.291 }292 }293 [Fact(Timeout = 5000)]294 public void TestPushStateNotInheritGoto()295 {296 string expectedError = "M7() received event 'E3' that cannot be handled.";297 var log = new LogEvent();298 this.TestWithError(r =>299 {300 M7.RunTest(r, log);301 },302 expectedError: expectedError);303 string actual = string.Join(", ", log.Log);304 Assert.Equal(@"Handling E1 in state Init, Entering Ready state, Entering Active state, Exiting Active state, Exiting Ready state, Entering Bad state, Unhandled event E3 in state Bad", actual);305 }306 /// <summary>307 /// Test that PushState transitions are not inherited by PushState operations, and therefore308 /// the event in question will cause the pushed state to pop before handling the event again.309 /// </summary>310 private class M8 : StateMachine311 {312 private LogEvent Log;313 [Start]314 [OnEntry(nameof(OnInit))]315 [OnEventPushState(typeof(E1), typeof(Ready))]316 public class Init : State317 {318 }319 private void OnInit(Event e)320 {321 this.Log = (LogEvent)e;322 }323 [OnEntry(nameof(OnReady))]324 [OnExit(nameof(OnReadyExit))]325 public class Ready : State326 {327 }328 private void OnReady()329 {330 this.Log.WriteLine("Entering Ready state");331 }332 private void OnReadyExit()333 {334 this.Log.WriteLine("Exiting Ready state");335 }336 protected override Task OnEventUnhandledAsync(Event e, string state)337 {338 this.Log.WriteLine("Unhandled event {0} in state {1}", e.GetType().Name, state);339 return base.OnEventUnhandledAsync(e, state);340 }341 public static void RunTest(IActorRuntime runtime, LogEvent initEvent)342 {343 var actor = runtime.CreateActor(typeof(M8), initEvent);344 runtime.SendEvent(actor, new E1()); // should be handled by Init state, and trigger push to Ready345 runtime.SendEvent(actor, new E1()); // should pop Active and go back to Init where it will be handled.346 }347 }348 [Fact(Timeout = 5000)]349 public void TestPushStateNotInheritPush()350 {351 var log = new LogEvent();352 this.Test(r =>...
WriteLine
Using AI Code Generation
1Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.WriteLine("Hello World");2Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.ReadLine();3Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.WriteLine("Hello World");4Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.ReadLine();5Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.WriteLine("Hello World");6Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.ReadLine();7Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.WriteLine("Hello World");8Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.ReadLine();9Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.WriteLine("Hello World");10Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.ReadLine();11Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.WriteLine("Hello World");12Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.ReadLine();
WriteLine
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Collections.Generic;4using System.Linq;5using System.Text;6using System.Threading.Tasks;7{8 {9 static void Main(string[] args)10 {11 LogEvent.WriteLine("Hello World!");12 Console.ReadLine();13 }14 }15}
WriteLine
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors;3using System;4using System.Collections.Generic;5using System.Linq;6using System.Text;7using System.Threading.Tasks;8{9 {10 static void Main(string[] args)11 {12 LogEvent log = new LogEvent();13 log.WriteLine("Hello World!");14 }15 }16}17using Microsoft.Coyote.Actors.BugFinding.Tests;18using Microsoft.Coyote.Actors;19using System;20using System.Collections.Generic;21using System.Linq;22using System.Text;23using System.Threading.Tasks;24{25 {26 static void Main(string[] args)27 {28 LogEvent log = new LogEvent();29 log.WriteLine("Hello World!");30 }31 }32}33"Error CS0234: The type or namespace name 'BugFinding.Tests' does not exist in the namespace 'Microsoft.Coyote.Actors' (are you missing an assembly reference?)"34"Error CS0234: The type or namespace name 'BugFinding.Tests' does not exist in the namespace 'Microsoft.Coyote.Actors' (are you missing an assembly reference?)"35"Error CS0234: The type or namespace name 'BugFinding.Tests' does not exist in the namespace 'Microsoft.Coyote.Actors' (are you missing an assembly reference?)"
WriteLine
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3{4 {5 static void Main(string[] args)6 {7 LogEvent.WriteLine("Hello World!");8 Console.WriteLine("Hello World!");9 }10 }11}12using Microsoft.Coyote.Actors.BugFinding.Tests;13using System;14{15 {16 static void Main(string[] args)17 {18 LogEvent.WriteLine("Hello World!");19 Console.WriteLine("Hello World!");20 }21 }22}23using Microsoft.Coyote.Actors.BugFinding.Tests;24using System;25{26 {27 static void Main(string[] args)28 {29 LogEvent.WriteLine("Hello World!");30 Console.WriteLine("Hello World!");31 }32 }33}34using Microsoft.Coyote.Actors.BugFinding.Tests;35using System;36{37 {38 static void Main(string[] args)39 {40 LogEvent.WriteLine("Hello World!");41 Console.WriteLine("Hello World!");42 }43 }44}45using Microsoft.Coyote.Actors.BugFinding.Tests;46using System;47{48 {49 static void Main(string[] args)50 {51 LogEvent.WriteLine("Hello World!");52 Console.WriteLine("Hello World!");53 }54 }55}56using Microsoft.Coyote.Actors.BugFinding.Tests;57using System;58{59 {60 static void Main(string[] args)61 {62 LogEvent.WriteLine("Hello World!");63 Console.WriteLine("Hello World!");64 }65 }66}67using Microsoft.Coyote.Actors.BugFinding.Tests;68using System;
WriteLine
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2{3 {4 public static void WriteLine(string message)5 {6 }7 }8}9using Microsoft.Coyote.Actors.BugFinding.Tests;10{11 {12 public static void WriteLine(string message)13 {14 }15 }16}17using Microsoft.Coyote.Actors.BugFinding.Tests;18{19 {20 public static void WriteLine(string message)21 {22 }23 }24}25using Microsoft.Coyote.Actors.BugFinding.Tests;26{27 {28 public static void WriteLine(string message)29 {30 }31 }32}33using Microsoft.Coyote.Actors.BugFinding.Tests;34{35 {36 public static void WriteLine(string message)37 {38 }39 }40}41using Microsoft.Coyote.Actors.BugFinding.Tests;42{43 {44 public static void WriteLine(string message)45 {46 }47 }48}
WriteLine
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2LogEvent.WriteLine("Hello World!");3using Microsoft.Coyote.Actors.BugFinding.Tests;4LogEvent logEvent = new LogEvent("Hello World!");5using Microsoft.Coyote.Actors.BugFinding.Tests;6LogEvent logEvent = new LogEvent();7logEvent.Message = "Hello World!";8using Microsoft.Coyote.Actors.BugFinding.Tests;9LogEvent logEvent = new LogEvent();10logEvent.Message = "Hello World!";11logEvent.Message = "Goodbye World!";12using Microsoft.Coyote.Actors.BugFinding.Tests;13LogEvent logEvent = new LogEvent();14logEvent.Message = "Hello World!";15logEvent.Message = "Goodbye World!";16logEvent.Message = "Hello World!";17using Microsoft.Coyote.Actors.BugFinding.Tests;18LogEvent logEvent = new LogEvent();19logEvent.Message = "Hello World!";20logEvent.Message = "Goodbye World!";21logEvent.Message = "Hello World!";22logEvent.Message = "Goodbye World!";23using Microsoft.Coyote.Actors.BugFinding.Tests;24LogEvent logEvent = new LogEvent();25logEvent.Message = "Hello World!";26logEvent.Message = "Goodbye World!";27logEvent.Message = "Hello World!";28logEvent.Message = "Goodbye World!";29logEvent.Message = "Hello World!";30using Microsoft.Coyote.Actors.BugFinding.Tests;31LogEvent logEvent = new LogEvent();32logEvent.Message = "Hello World!";33logEvent.Message = "Goodbye World!";34logEvent.Message = "Hello World!";35logEvent.Message = "Goodbye World!";36logEvent.Message = "Hello World!";37logEvent.Message = "Goodbye World!";38using Microsoft.Coyote.Actors.BugFinding.Tests;
WriteLine
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Diagnostics;4using System.Threading.Tasks;5{6 {7 public static async Task Main()8 {9 var logEvent = new LogEvent();10 logEvent.WriteLine("This is a test");11 }12 }13}14using Microsoft.Coyote.Actors.BugFinding.Tests;15using System;16using System.Diagnostics;17using System.Threading.Tasks;18{19 {20 public static async Task Main()21 {22 var logEvent = new LogEvent();23 logEvent.WriteLine("This is a test");24 }25 }26}27using Microsoft.Coyote.Actors.BugFinding.Tests;28using System;29using System.Diagnostics;30using System.Threading.Tasks;31{32 {33 public static async Task Main()34 {35 var logEvent = new LogEvent();36 logEvent.WriteLine("This is a test");37 }38 }39}40using Microsoft.Coyote.Actors.BugFinding.Tests;41using System;42using System.Diagnostics;43using System.Threading.Tasks;44{45 {46 public static async Task Main()47 {48 var logEvent = new LogEvent();49 logEvent.WriteLine("This is a test");50 }51 }52}
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