Best K6 code snippet using lib.WithScenarioState
context.go
Source:context.go
...37 return nil38 }39 return v.(*ExecutionState)40}41// WithScenarioState embeds a ScenarioState in ctx.42func WithScenarioState(ctx context.Context, s *ScenarioState) context.Context {43 return context.WithValue(ctx, ctxKeyScenario, s)44}45// GetScenarioState returns a ScenarioState from ctx.46func GetScenarioState(ctx context.Context) *ScenarioState {47 v := ctx.Value(ctxKeyScenario)48 if v == nil {49 return nil50 }51 return v.(*ScenarioState)52}...
WithScenarioState
Using AI Code Generation
1func main() {2 lib := Lib{}3 lib.WithScenarioState()4}5func main() {6 lib := Lib{}7 lib.WithScenarioState()8}9func main() {10 lib := Lib{}11 lib.WithScenarioState()12}13func main() {14 lib := Lib{}15 lib.WithScenarioState()16}17func main() {18 lib := Lib{}19 lib.WithScenarioState()20}21func main() {22 lib := Lib{}23 lib.WithScenarioState()24}25func main() {26 lib := Lib{}27 lib.WithScenarioState()28}29func main() {30 lib := Lib{}31 lib.WithScenarioState()32}33func main() {34 lib := Lib{}35 lib.WithScenarioState()36}37func main() {38 lib := Lib{}39 lib.WithScenarioState()40}41func main() {42 lib := Lib{}43 lib.WithScenarioState()44}45func main() {46 lib := Lib{}47 lib.WithScenarioState()48}49func main() {50 lib := Lib{}51 lib.WithScenarioState()52}53func main() {54 lib := Lib{}55 lib.WithScenarioState()56}57func main() {
WithScenarioState
Using AI Code Generation
1import (2type TestSuite struct {3 ScenarioState map[string]interface{}4}5func (suite *TestSuite) InitializeScenarioState(ctx *godog.ScenarioContext) {6 ctx.BeforeScenario(func(sc *gherkin.Scenario) {7 suite.ScenarioState = make(map[string]interface{})8 })9}10func (suite *TestSuite) WithScenarioState(key string, value interface{}) {11}12func (suite *TestSuite) IHaveAVariableWithValue(arg1, arg2 string) error {13 suite.WithScenarioState(arg1, arg2)14}15func (suite *TestSuite) IHaveAVariableWithValue2(arg1, arg2 string) error {16 suite.WithScenarioState(arg1, arg2)17}18func (suite *TestSuite) IHaveAVariableWithValue3(arg1, arg2 string) error {19 suite.WithScenarioState(arg1, arg2)20}21func (suite *TestSuite) IHaveAVariableWithValue4(arg1, arg2 string) error {22 suite.WithScenarioState(arg1, arg2)23}24func (suite *TestSuite) IHaveAVariableWithValue5(arg1, arg2 string) error {25 suite.WithScenarioState(arg1, arg2)26}27func (suite *TestSuite) IHaveAVariableWithValue6(arg1, arg2 string) error {28 suite.WithScenarioState(arg1, arg2)29}30func (suite *TestSuite) IHaveAVariableWithValue7(arg1, arg2 string) error {31 suite.WithScenarioState(arg1, arg2)32}33func (suite *TestSuite) IHaveAVariableWithValue8(arg1, arg2 string) error {34 suite.WithScenarioState(arg1, arg2)35}36func (suite *TestSuite) IHaveAVariableWithValue9(arg1, arg2 string) error {37 suite.WithScenarioState(arg1, arg2)38}39func (suite *TestSuite) IHaveA
WithScenarioState
Using AI Code Generation
1import (2type FeatureContext struct {3}4func NewFeatureContext() *FeatureContext {5 return &FeatureContext{6 lib: new(Lib),7 }8}9var suite = godog.TestSuite{10 Options: &godog.Options{11 Paths: []string{12 "features"},13 },14}15func InitializeTestSuite(ctx *godog.TestSuiteContext) {16 ctx.BeforeSuite(func() {17 })18}19func InitializeScenario(ctx *godog.ScenarioContext) {20 featureContext := NewFeatureContext()21 ctx.Before(func(sc *godog.Scenario) {22 featureContext.lib.ScenarioState = make(map[string]interface{})23 })24 ctx.After(func(sc *godog.Scenario, err error) {25 })26 ctx.Step(`^I have a "([^"]*)" in my bag$`, featureContext.iHaveAInMyBag)27 ctx.Step(`^I have a "([^"]*)" in my "([^"]*)" bag$`, featureContext.iHaveAInMyBag)28 ctx.Step(`^I have a "([^"]*)" in my "([^"]*)" "([^"]*)" bag$`, featureContext.iHaveAInMyBag)29 ctx.Step(`^I have a "([^"]*)" in my "([^"]*)" "([^"]*)" "([^"]*)" bag$`, featureContext.iHaveAInMyBag)30 ctx.Step(`^I have a "([^"]*)" in my "([^"]*)" "([^"]*)" "([^"]*)" "([^"]*)" bag$`, featureContext.iHaveAInMyBag)31 ctx.Step(`^I have a "([^"]*)" in my "([^"]*)" "([^"]*)" "([^"]*)" "([^"]*)" "([^"]*)" bag$`, feature
WithScenarioState
Using AI Code Generation
1import (2func FeatureContext(s *godog.Suite) {3 s.Step(`^I have a number (\d+)$`, iHaveANumber)4 s.Step(`^I have another number (\d+)$`, iHaveAnotherNumber)5 s.Step(`^I add them together$`, iAddThemTogether)6 s.Step(`^I should get (\d+)$`, iShouldGet)7}8func iHaveANumber(arg1 int) error {9}10func iHaveAnotherNumber(arg1 int) error {11}12func iAddThemTogether() error {13}14func iShouldGet(arg1 int) error {15}16import (17func FeatureContext(s *godog.Suite) {18 s.Step(`^I have a number (\d+)$`, iHaveANumber)19 s.Step(`^I have another number (\d+)$`, iHaveAnotherNumber)20 s.Step(`^I add them together$`, iAddThemTogether)21 s.Step(`^I should get (\d+)$`, iShouldGet)22}23func iHaveANumber(arg1 int) error {24}25func iHaveAnotherNumber(arg1 int) error {26}27func iAddThemTogether() error {28}29func iShouldGet(arg1 int) error {30}
WithScenarioState
Using AI Code Generation
1import (2type FeatureState struct {3 ScenarioState map[string]interface{}4}5func (fs *FeatureState) WithScenarioState(key string, value interface{}) {6 if fs.ScenarioState == nil {7 fs.ScenarioState = make(map[string]interface{})8 }9}10func (fs *FeatureState) GetScenarioState(key string) interface{} {11}12func (fs *FeatureState) ResetScenarioState() {13 fs.ScenarioState = make(map[string]interface{})14}15func (fs *FeatureState) InitializeScenario(ctx *godog.ScenarioContext) {16 ctx.BeforeScenario(func(sc *godog.Scenario) {17 fs.ResetScenarioState()18 })19}20func InitializeScenario(ctx *godog.ScenarioContext) {21 fs := &FeatureState{}22 fs.InitializeScenario(ctx)23}24func InitializeTestSuite(ctx *godog.TestSuiteContext) {25}26func main() {27 opts := godog.Options{28 Output: colors.Colored(os.Stdout),29 Paths: []string{"features"},30 }31 status := godog.TestSuite{32 }.Run()33 if st := m.Run(); st > status {34 }35 os.Exit(status)36}37import (38func IHaveValue(arg1 int) error {
WithScenarioState
Using AI Code Generation
1func main() {2 lib.WithScenarioState("test", func() {3 })4}5func main() {6 lib.WithScenarioState("test", func() {7 })8}9func main() {10 lib.WithScenarioState("test", func() {11 })12}13func main() {14 lib.WithScenarioState("test", func() {15 })16}17func main() {18 lib.WithScenarioState("test", func() {19 })20}21func main() {22 lib.WithScenarioState("test", func() {23 })24}25func main() {26 lib.WithScenarioState("test", func() {27 })28}29func main() {30 lib.WithScenarioState("test", func() {31 })32}
WithScenarioState
Using AI Code Generation
1func main() {2 lib := lib.New()3 lib.WithScenarioState("foo", "bar")4}5func main() {6 lib := lib.New()7 lib.WithScenarioState("foo", "bar")8}9--- FAIL: TestSomething (0.00s)10--- FAIL: TestSomethingElse (0.00s)11You can use a testing.TB (or a *testing.T ) as a key in a map, and store the state in a map keyed by that testing.TB . That way
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