How to use absV method in fast-check-monorepo

Best JavaScript code snippet using fast-check-monorepo

service-ajax.js

Source:service-ajax.js Github

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1/**2 * 扩展$http,添加拦截3 */4define(function(require) {5 require('angular');67 angular.module('ajaxService', [])8 .factory('Ajax', ['$http', '$rootScope', 'ErrorService', function($http, $rootScope, ErrorService) {9 var ajax = {10 breadcrumbs: []11 };1213 var extendHeaders = function(config) {14 config.headers = config.headers || {};15 // config.headers['Access-Control-Allow-Origin'] = '*';16 }1718 angular.forEach(['get', 'delete', 'head', 'jsonp'], function(name) {19 ajax[name] = function(options, callback, callbackError) {20 if (!options.isSilent) {21 ErrorService.showLoading();22 }2324 extendHeaders(options);2526 $http({27 url: options.url,28 method: name,29 params: options.data,30 headers: options.headers,31 cache: false32 })33 .then(function(response) {34 var data = response.data;35 ErrorService.hideLoading();36 // if (data.code != 0) {37 // $rootScope.errorMsg = data.message || '获取数据失败';38 // return;39 // }40 callback && callback(data);41 }, function(response) {42 ErrorService.hideLoading();43 callbackError && callbackError(response);44 });45 }46 });4748 angular.forEach(['post', 'put'], function(name) {49 ajax[name] = function(options, callback, callbackError) {50 if (!options.isSilent) {51 ErrorService.showLoading();52 }5354 extendHeaders(options);5556 $http({57 url: options.url,58 method: name,59 data: options.data,60 headers: options.headers,61 cache: false62 })63 .then(function(response) {64 ErrorService.hideLoading();65 var data = response.data;66 if (data.code != 0) {67 $rootScope.errorMsg = data.message || '获取数据失败';68 return;69 }70 callback && callback(data);71 }, function(response) {72 ErrorService.hideLoading();73 callbackError && callbackError(response);74 })75 }76 });7778 //设置什么的79 ajax.init = function(state) {80 this.breadcrumbs = [{81 name: '首页',82 url: 'home'83 }];84 if (state.current.name.indexOf('.') != -1) {85 //当前若是继承的视图,需要两级导航,1父级的视图状态,2当前的操作名称(优先视图数据中获取,若没有则默认)86 this.breadcrumbs.push({87 name: this.title,88 url: state.$current.path[0].self.name89 });90 var opt = state.params.id ? '编辑' : '新增';91 if (state.current.data && state.current.data.title) {92 opt = state.current.data.title;93 }94 this.breadcrumbs.push({95 name: opt,96 active: 'active'97 });98 } else {99 this.breadcrumbs.push({100 name: this.title,101 url: state.current.name102 });103104 }105 return this.breadcrumbs;106 };107108 /**109 * 转换自定义表单对象为普通对象110 * {"id":"",data:[{"name":"",data:[{}]},{...}]} => {"id":"","name":""...}111 * @param {[type]} data [description]112 * @return {[type]} [description]113 */114 ajax.formatData = function(data) {115 var s = {};116 for (var i in data.data) {117 for (var j in data.data[i].fields) {118 var d = data.data[i].fields[j];119 s[d.key] = d.value;120 }121 }122 s.id = data.id;123 s.timestamp = data.timestamp;124 return s;125 }126127 ajax.formatCondition = function(data) {128 var s = {};129 if (data && typeof data.length != 'undefined') {130 for (var i in data) {131 var d = data[i];132 s[d.key] = d.value;133 }134 }135136 return s;137 }138139 /**140 * 排序,按接口URL字母排序141 */142 ajax.order = function(a, b) {143 if (typeof a.url == 'string' && typeof b.url == 'string') {144 var n = Math.min(a.url.length, b.url.length),145 i = -1,146 aTotal = 0,147 bTotal = 0;148 149 do {150 i++;151 aTotal += a.url.charCodeAt(i) * Math.pow(10, n - i);152 bTotal += b.url.charCodeAt(i) * Math.pow(10, n - i);153 }154 while (i < n && a.url.charCodeAt(i) == b.url.charCodeAt(i));155156 return aTotal - bTotal;157 }158 }159160 /**161 * 自动增加版本号162 * @param {[type]} v [v0.0.1]163 * @return {[type]} [description]164 */165 ajax.autoIncrement = function(v){166 if(typeof v != 'string') return v;167 168 if(v.indexOf('v') == 0) v = v.substring(1,v.length);169170 var vers = v.split('.'),171 n = vers.length,172 absV = 0,173 result = '';174175 for(var i = 0; i < n; i++){176 absV += parseInt(vers[i]) * Math.pow(10, n - 1 - i);177 }178 absV++;179 absV = absV.toString();180181 if(absV.length == 1){182 absV = '00' + absV;183 }else if(absV.length == 2){184 absV = '0' + absV;185 }186187 for(var j = 0; j < absV.length; j++){188 result += '.' + absV[j];189 }190191 return result.replace('.','v');192 }193 /**194 * 转换自定义form数据成json195 */196 ajax.formToJson = function(data) {197 var s = {};198 console.log(data);199 for (var i in data) {200 var d = data[i];201 s[d.key] = d.value;202 }203 return s;204 };205 return ajax;206 }])207208 // 给$http添加拦截器209 .config(['$httpProvider', function($httpProvider) {210 $httpProvider.interceptors.push('httpInterceptor');211 }])212213 // register the interceptor as a service, intercepts ALL angular ajax http calls214 .factory('httpInterceptor', function($q, $location, ErrorService, $rootScope) {215 var myInterceptor = {216 request: function(config) {217 ErrorService.clearAlert();218 return config;219 },220 requestError: function(rejection) {221 return $q.reject(rejection);222 },223 response: function(response) {224 if (response.headers('content-type') == 'application/json' && response.data.code != 0) {225 ErrorService.showAlert(response.data.message || 'Server response incorrect');226 }227228 // return $q.reject(response);229 return response;230 },231 responseError: function(response) {232 if (response.status === 401) {233 $rootScope.$broadcast('event:loginRequired');234 } else if (response.status >= 400 && response.status < 500) {235 ErrorService.showAlert('Server was unable to find what you were looking for... Sorry!!');236 } else {237 ErrorService.showAlert('Server unavaiable... Sorry!!');238 }239 return $q.reject(response);240 }241 };242243 return myInterceptor;244 }); ...

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vectorOps.js

Source:vectorOps.js Github

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...59 points2plane: function(U, V, W) {60 const UV = Vector.vectSubt(U, V)61 const WV = Vector.vectSubt(W, V)62 const norm = Vector.crossProduct(UV, WV)63 const dNorm = 1 / Vector.absV(norm)64 65 return {66 point: V,67 norm: [68 norm[0] * dNorm,69 norm[1] * dNorm,70 norm[2] * dNorm71 ]72 }73 },74 norm2line: function(U, L) {75 const t = Vector.dotProduct(Vector.vectSubt(L.point, U), L.direct) / Vector.dotProduct(L.direct, L.direct)76 return Vector.vectSumm(L.point, Vector.vectByScal(L.direct, t))77 },78 /**79 * @description плоскость местного горизонта80 */81 tangentPlane: function(U) {82 const absU = Vector.absV(U)83 return {84 point: [U[0], U[1], U[2]],85 norm: [86 U[0]/absU,87 U[1]/absU,88 U[2]/absU89 ]90 }91 },92 /**93 * @description модуль угла между двумя векторами94 */95 angleBetween: function(U, V) {96 const cross = Vector.crossProduct(U, V)97 const sign = Math.sign(Vector.dotProduct([0, 1, 1], cross))98 return sign * Math.acos(Vector.dotProduct(U, V)/ (Vector.absV(U) * Vector.absV(V)))99 },100 /**101 * @description спроецировать точку на плоскость102 */103 point2plane: function(U, plane) {104 const t = Vector.dotProduct(105 plane.norm,106 Vector.vectSubt(plane.point, U)107 ) / Vector.dotProduct(plane.norm, plane.norm)108 return Vector.vectSumm(U, Vector.vectByScal(plane.norm, t))109 },110 /**111 * @description декартовы координаты -> сферические112 */113 decart2sphere :function(U) {114 const rad = Vector.absV(U)115 const rad_planar = Math.sqrt(U[0] * U[0] + U[2] * U[2])116 const W = Math.asin(U[1] / rad)117 const L0 = Math.asin(U[0] / rad_planar)118 const L = (U[0] > 0) ?119 (U[2] > 0 ? L0 : Math.PI - L0) :120 (U[2] < 0 ? Math.PI - L0 : 2 * Math.PI + L0) 121 122 return {W, L}123 },124 /**125 * @description определить угол на поверхности сферы между двумя точками126 * @param {Number} W1 широта точки 1127 * @param {Number} L1 долгота точки 1128 * @param {Number} W1 широта точки 2129 * @param {Number} L1 долгота точки 2130 * @return {Number}131 */132 sphereDelta: function(W1, L1, W2, L2) {133 const CW1 = Math.cos(W1)134 const CL1 = Math.cos(L1)135 const SW1 = Math.sin(W1)136 const SL1 = Math.sin(L1)137 const CW2 = Math.cos(W2)138 const CL2 = Math.cos(L2)139 const SW2 = Math.sin(W2)140 const SL2 = Math.sin(L2)141 142 return Vector.angleBetween(143 [CW1 * SL1, SW1, CW1 * CL1],144 [CW2 * SL2, SW2, CW2 * CL2]145 )146 },147 /**148 * @description сферические координаты -> декартовы149 */150 sphere2decart: function(W, L, H) {151 const cw = Math.cos(W)152 153 return [ 154 H * cw * Math.sin(L),155 H * Math.sin(W),156 H * cw * Math.cos(L)157 ]158 },159 /**160 * @description сферические координаты -> декартовы161 */162 azimuth: function(V, crd) {163 const localHoryzon = Vector.tangentPlane(crd)164 const localNorth = Vector.point2plane(Vector.NORTH, localHoryzon)165 const vHoryzon = Vector.point2plane(V, localHoryzon)166 return Vector.angleBetween(Vector.vectSubt(vHoryzon, crd), Vector.vectSubt(localNorth, crd))167 },168 /**169 * @description Умножить матрицу на вектор170 * @param {Array.<Array.<Number>>} M - матрица171 * @param {Array.<Number>} U - вектор172 * @returns {Array.<Number>}173 */174 vect2matrix: function(M, U) {175 return [176 M[0][0] * U[0] + M[0][1] * U[1] + M[0][2] * U[2],177 M[1][0] * U[0] + M[1][1] * U[1] + M[1][2] * U[2],178 M[2][0] * U[0] + M[2][1] * U[1] + M[2][2] * U[2]179 ]180 },181 /**182 * @description Матрица поворота на произвольный угол вокруг произвольный оси183 * @param {Array.<Number>} U - единичный вектор оси разворота184 * @param {Number} Th угол разворота185 * @returns {Array.<Number>}186 */187 arbitRotation: function(U, Th) {188 const CTH = Math.cos(Th)189 const STH = Math.sin(Th)190 const _CTH = 1 - CTH191 const XY = U[0] * U[1]192 const XZ = U[0] * U[2]193 const YZ = U[1] * U[2]194 const XX = U[0] * U[0]195 const YY = U[1] * U[1]196 const ZZ = U[2] * U[2]197 return [198 [CTH + XX * _CTH, XY * _CTH - U[2]*STH, XZ * _CTH + U[1]*STH],199 [XY * _CTH + U[2]*STH, CTH + YY * _CTH, YZ * _CTH - U[0] * STH],200 [XZ * _CTH - U[1]*STH, YZ * _CTH + U[0] * STH, CTH + ZZ * _CTH]201 ]202 },203 /**204 * @description получить площадь треугольника205 * @param {Array.<Number>} точка-1206 * @param {Array.<Number>} точка-2207 * @param {Array.<Number>} точка-3208 * @return {Number} площадь треугольника209 */210 heronArea: function(A, B, C) {211 const AB = Vector.absV(Vector.vectSubt(B, A))212 const BC = Vector.absV(Vector.vectSubt(B, C))213 const AC = Vector.absV(Vector.vectSubt(A, C))214 const p = 0.5 * (AB + BC + AC)215 return Math.sqrt(p * (p - AB) * (p - BC) * (p - AC))216 },217 triCenter: function(A, B, C) {218 return [219 ((A[0] + B[0]) * 0.5 + C[0]) * 0.5,220 ((A[1] + B[1]) * 0.5 + C[1]) * 0.5,221 ((A[2] + B[2]) * 0.5 + C[2]) * 0.5, 222 ]223 }224}...

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shadowmap_pars_fragment.glsl.js

Source:shadowmap_pars_fragment.glsl.js Github

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1export default /* glsl */`2#ifdef USE_SHADOWMAP3 #if NUM_DIR_LIGHTS > 04 uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];5 varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];6 #endif7 #if NUM_SPOT_LIGHTS > 08 uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];9 varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];10 #endif11 #if NUM_POINT_LIGHTS > 012 uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];13 varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];14 #endif15 /*16 #if NUM_RECT_AREA_LIGHTS > 017 // TODO (abelnation): create uniforms for area light shadows18 #endif19 */20 float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {21 return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );22 }23 float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {24 const vec2 offset = vec2( 0.0, 1.0 );25 vec2 texelSize = vec2( 1.0 ) / size;26 vec2 centroidUV = floor( uv * size + 0.5 ) / size;27 float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );28 float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );29 float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );30 float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );31 vec2 f = fract( uv * size + 0.5 );32 float a = mix( lb, lt, f.y );33 float b = mix( rb, rt, f.y );34 float c = mix( a, b, f.x );35 return c;36 }37 float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {38 float shadow = 1.0;39 shadowCoord.xyz /= shadowCoord.w;40 shadowCoord.z += shadowBias;41 // if ( something && something ) breaks ATI OpenGL shader compiler42 // if ( all( something, something ) ) using this instead43 bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );44 bool inFrustum = all( inFrustumVec );45 bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );46 bool frustumTest = all( frustumTestVec );47 if ( frustumTest ) {48 #if defined( SHADOWMAP_TYPE_PCF )49 vec2 texelSize = vec2( 1.0 ) / shadowMapSize;50 float dx0 = - texelSize.x * shadowRadius;51 float dy0 = - texelSize.y * shadowRadius;52 float dx1 = + texelSize.x * shadowRadius;53 float dy1 = + texelSize.y * shadowRadius;54 shadow = (55 texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +56 texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +57 texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +58 texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +59 texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +60 texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +61 texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +62 texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +63 texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )64 ) * ( 1.0 / 9.0 );65 #elif defined( SHADOWMAP_TYPE_PCF_SOFT )66 vec2 texelSize = vec2( 1.0 ) / shadowMapSize;67 float dx0 = - texelSize.x * shadowRadius;68 float dy0 = - texelSize.y * shadowRadius;69 float dx1 = + texelSize.x * shadowRadius;70 float dy1 = + texelSize.y * shadowRadius;71 shadow = (72 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +73 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +74 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +75 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +76 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +77 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +78 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +79 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +80 texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )81 ) * ( 1.0 / 9.0 );82 #else // no percentage-closer filtering:83 shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );84 #endif85 }86 return shadow;87 }88 // cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D89 // vector suitable for 2D texture mapping. This code uses the following layout for the90 // 2D texture:91 //92 // xzXZ93 // y Y94 //95 // Y - Positive y direction96 // y - Negative y direction97 // X - Positive x direction98 // x - Negative x direction99 // Z - Positive z direction100 // z - Negative z direction101 //102 // Source and test bed:103 // https://gist.github.com/tschw/da10c43c467ce8afd0c4104 vec2 cubeToUV( vec3 v, float texelSizeY ) {105 // Number of texels to avoid at the edge of each square106 vec3 absV = abs( v );107 // Intersect unit cube108 float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );109 absV *= scaleToCube;110 // Apply scale to avoid seams111 // two texels less per square (one texel will do for NEAREST)112 v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );113 // Unwrap114 // space: -1 ... 1 range for each square115 //116 // #X## dim := ( 4 , 2 )117 // # # center := ( 1 , 1 )118 vec2 planar = v.xy;119 float almostATexel = 1.5 * texelSizeY;120 float almostOne = 1.0 - almostATexel;121 if ( absV.z >= almostOne ) {122 if ( v.z > 0.0 )123 planar.x = 4.0 - v.x;124 } else if ( absV.x >= almostOne ) {125 float signX = sign( v.x );126 planar.x = v.z * signX + 2.0 * signX;127 } else if ( absV.y >= almostOne ) {128 float signY = sign( v.y );129 planar.x = v.x + 2.0 * signY + 2.0;130 planar.y = v.z * signY - 2.0;131 }132 // Transform to UV space133 // scale := 0.5 / dim134 // translate := ( center + 0.5 ) / dim135 return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );136 }137 float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {138 vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );139 // for point lights, the uniform @vShadowCoord is re-purposed to hold140 // the vector from the light to the world-space position of the fragment.141 vec3 lightToPosition = shadowCoord.xyz;142 // dp = normalized distance from light to fragment position143 float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); // need to clamp?144 dp += shadowBias;145 // bd3D = base direction 3D146 vec3 bd3D = normalize( lightToPosition );147 #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )148 vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;149 return (150 texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +151 texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +152 texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +153 texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +154 texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +155 texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +156 texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +157 texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +158 texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )159 ) * ( 1.0 / 9.0 );160 #else // no percentage-closer filtering161 return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );162 #endif163 }164#endif...

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Using AI Code Generation

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1const { absV } = require("fast-check-monorepo");2console.log(absV(-5));3const { absV } = require("fast-check-monorepo");4console.log(absV(-5));5const { absV } = require("fast-check-monorepo");6console.log(absV(-5));7const { absV } = require("fast-check-monorepo");8console.log(absV(-5));9const { absV } = require("fast-check-monorepo");10console.log(absV(-5));11const { absV } = require("fast-check-monorepo");12console.log(absV(-5));13const { absV } = require("fast-check-monorepo");14console.log(absV(-5));15const { absV } = require("fast-check-monorepo");16console.log(absV(-5));17const { absV } = require("fast-check-monorepo");18console.log(absV(-5));19const { absV } = require("fast-check-monorepo");20console.log(absV(-5));21const { absV } = require("fast-check-monorepo");22console.log(absV(-5));23const { absV } = require("fast-check-monorepo");24console.log(absV(-5));

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Using AI Code Generation

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1const absV = require('fast-check-monorepo/lib/absV');2console.log(absV(3));3console.log(absV(-3));4const absV = require('fast-check-monorepo/lib/absV');5console.log(absV(3));6console.log(absV(-3));7const absV = require('fast-check-monorepo/lib/absV');8console.log(absV(3));9console.log(absV(-3));10const absV = require('fast-check-monorepo/lib/absV');11console.log(absV(3));12console.log(absV(-3));13const absV = require('fast-check-monorepo/lib/absV');14console.log(absV(3));15console.log(absV(-3));16const absV = require('fast-check-monorepo/lib/absV');17console.log(absV(3));18console.log(absV(-3));19const absV = require('fast-check-monorepo/lib/absV');20console.log(absV(3));21console.log(absV(-3));22const absV = require('fast-check-monorepo/lib/absV');23console.log(absV(3));24console.log(absV(-3));25const absV = require('fast-check-monorepo/lib/absV');26console.log(absV(3));27console.log(absV(-3));28const absV = require('fast-check-monorepo/lib/absV');29console.log(absV(3));30console.log(absV(-3));

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