Best Python code snippet using playwright-python
map_editor.py
Source: map_editor.py
1import pygame, os, json, pygame_textinput, startMenu2from map_tile import MapTile3from button import Button4# Load Images5fileDir = os.path.dirname(__file__)6assetDir = os.path.join(fileDir, 'assets')7grass = pygame.image.load(os.path.join(assetDir, "grass.png"))8# Load transparent squares9red = pygame.image.load(os.path.join(assetDir, "red_square.png"))10blue = pygame.image.load(os.path.join(assetDir, "blue_square.png"))11green = pygame.image.load(os.path.join(assetDir, "green_square.png"))12grey = pygame.image.load(os.path.join(assetDir, "grey_square.png"))13# Load Button Images14vpImg = pygame.image.load(os.path.join(assetDir, "viewProperties_button.png"))15spawnImg = pygame.image.load(os.path.join(assetDir, "setSpawn_button.png"))16changeOcImg = pygame.image.load(os.path.join(assetDir, "changeOccupied_button.png"))17jsonImg = pygame.image.load(os.path.join(assetDir, "saveAsJson_button.png"))18saveImg = pygame.image.load(os.path.join(assetDir, "saveAsImg_button.png"))19emptyImg = pygame.image.load(os.path.join(assetDir, "setEmpty_button.png"))20collImg = pygame.image.load(os.path.join(assetDir, "setCollision_button.png"))21# Create GUI Buttons22spawn_Button = Button(spawnImg, 1000, 500, 100, 40)23changeOc_Button = Button(changeOcImg, 1100, 500, 100, 40)24json_Button = Button(jsonImg, 1100, 540, 100, 40)25save_Button = Button(saveImg, 1000, 540, 100, 40)26vp_Button = Button(vpImg, 1000, 580, 100, 40)27empty_Button = Button(emptyImg, 1100, 580, 100, 40)28collision_Button = Button(collImg, 1000, 620, 100, 40)29# Toggle switches30viewToggle = True31spawnToggle = True32occupiedToggle = True33emptyToggle = True34collToggle = True35# Create run window36screen_width, screen_height = 1200, 100037STEP = 10038WIN = pygame.display.set_mode((screen_width, screen_height), pygame.RESIZABLE)39pygame.display.set_caption("Map Editor")40info = pygame.display.Info()41width, height = info.current_w, info.current_h42# Global map variables43global mapX44global mapY45mapX = 046mapY = 047def createMap(name, width, height, terrain, tileImg, window):48 # Create an array of MapTiles that can be accessed anywhere in the file49 global mapArray50 global NAME51 NAME = name52 #print(NAME)53 mapArray = []54 for i in range(0, width, STEP):55 sub = []56 for j in range(0, height, STEP): 57 #if i >= 1000 or j >= 1000:58 # sub.append(MapTile(terrain, (i, j), False, False, False, False))59 #else:60 window.blit(tileImg, (i, j))61 sub.append(MapTile(terrain, (i, j)))62 mapArray.append(sub)63 #print(len(mapArray), len(mapArray[0]))64def loadMap(name, window):65 # Declare Global Vars66 global mapArray67 global NAME68 NAME = name69 70 # Take the name of the map71 fileName = name + ".json"72 filePath = os.path.join(assetDir, fileName)73 # Load map Image74 mapImg = pygame.image.load(os.path.join(assetDir, name + ".png"))75 window.blit(mapImg, (mapX, mapY))76 77 # Open JSON file78 with open(filePath) as inFile:79 mapData = json.load(inFile)80 81 dimensions = mapData["Dimensions"]82 mapArray = []83 for i in range(0, dimensions[0]):84 sub = []85 for j in range(0, dimensions[1]):86 key = i, j87 data = mapData[str(key)]88 sub.append(MapTile(data['terrain'], data['location'], data['isOccupied'], data['isSpawn'], data['isCollision']))89 mapArray.append(sub)90def uniformSize():91 # x, y92 tup = (len(mapArray), len(mapArray[0]))93 return tup94def moveTools(button):95 size = uniformSize()96 width = size[0] * 10097 height = size[1] * 10098 button.setX(width)99 button.setY(height)100def moveSecondaryTools(buttonA, buttonB):101 # Move buttonA alongside buttonB102 dim = buttonB.getDimensions()103 loc = buttonB.getLocation()104 newX = loc[0] + dim[0]105 newY = loc[1] + dim[1]106 buttonA.setX(newX)107 buttonA.setY(newY)108def getTileLoc():109 # Gets the tile that the mouse is hovering over110 size = uniformSize()111 #width, height = pygame.display.get_surface().get_size()112 for i in range(size[0]):113 for j in range(size[1]):114 if mapArray[i][j].isMouseOver():115 return mapArray[i][j].getLocation()116 117# The Following functions are called on mouse click, Both functions are for drawing tiles(terrains)118# drawTile draws overtop of the previous tile, but does not update the MapTile119# changeTile changes the terrain of the MapTile, and then calls the MapTile draw function to replace the previous tile120def drawTile(tileImg, window):121 # Grabs the location of MapTile, then draws over top122 location = getTileLoc()123 window.blit(tileImg, (location))124 pygame.display.update()125 126def changeTile (terrain, window):127 # grab the location of MapTile, then change the terrain and the call the class draw func128 location = getTileLoc()129 # //10 will give the location of the MapTile in the 2d array130 x, y = location[0]//STEP, location[1]//STEP131 mapArray[x][y].setTerrain(terrain)132 mapArray[x][y].drawMapTile(window)133def setSpawn():134 # change the spawn property of the maptile135 pos = pygame.mouse.get_pos()136 size = uniformSize()137 if spawnToggle == False:138 if pos[0] >= 0 and pos[0] < (1000):139 if pos[1] >= 0 and pos[1] < (1000):140 if event.type == pygame.MOUSEBUTTONDOWN:141 loc = getTileLoc()142 mapArray[loc[0]//STEP][loc[1]//STEP].setSpawn(True)143 144def setOccupied():145 pos = pygame.mouse.get_pos()146 size = uniformSize()147 if occupiedToggle == False:148 if pos[0] >= 0 and pos[0] < (1000):149 if pos[1] >= 0 and pos[1] < (1000):150 if event.type == pygame.MOUSEBUTTONDOWN:151 loc = getTileLoc()152 mapArray[loc[0]//STEP][loc[1]//STEP].setOccupied(True)153def setCollision():154 pos = pygame.mouse.get_pos()155 size = uniformSize()156 if collToggle == False:157 if pos[0] >= 0 and pos[0] < (1000):158 if pos[1] >= 0 and pos[1] < (1000):159 if event.type == pygame.MOUSEBUTTONDOWN:160 loc = getTileLoc()161 mapArray[loc[0]//STEP][loc[1]//STEP].setCollision(True)162def setEmpty():163 pos = pygame.mouse.get_pos()164 size = uniformSize()165 if emptyToggle == False:166 if pos[0] >= 0 and pos[0] < (1000):167 if pos[1] >= 0 and pos[1] < (1000):168 if event.type == pygame.MOUSEBUTTONDOWN:169 loc = getTileLoc()170 mapArray[loc[0]//STEP][loc[1]//STEP].setEmpty()171def viewProperties(window):172 # If viewing is false then not viewing properties, set to true and view properties173 # If viewing is true, then viewing properties, set to false and stop viewing properties174 size = uniformSize()175 if viewToggle == False:176 #width, height = pygame.display.get_surface().get_size()177 for i in range(size[0]):178 for j in range(size[1]):179 # x, y = i//STEP, j//STEP180 if mapArray[i][j].getCollision():181 # If the tile is a collision tile - set to grey182 loc = mapArray[i][j].getLocation()183 window.blit(grey, (loc))184 if mapArray[i][j].getSpawn():185 # If the tile is a spawn tile - set to green186 loc = mapArray[i][j].getLocation()187 window.blit(green, (loc))188 if mapArray[i][j].getOccupied():189 # If the tile is occupied - set to red190 loc = mapArray[i][j].getLocation()191 window.blit(red, (loc))192 if mapArray[i][j].getEmpty():193 # If set to neither - set to blue194 loc = mapArray[i][j].getLocation()195 window.blit(blue, (loc))196 pygame.display.update()197def saveJson():198 size = uniformSize()199 fileName = NAME + ".json"200 stream = os.path.join(assetDir, fileName)201 data = {}202 data["Dimensions"] = (size[0], size[1])203 #data["Dimensions"].append((str(size[0]), str(size[1])))204 for i in range(size[0]):205 for j in range(size[1]):206 # x, y = i//STEP, j//STEP207 #info = mapArray[i][j].getLocation()208 #key = info[0]//STEP, info[1]//STEP209 #data[str(key)] = (mapArray[i][j].getInfo())210 #data[str(key)].append(str(mapArray[i][j]))211 212 tup = i, j213 data[str(tup)] = mapArray[i][j].saveDict()214 215 with open(stream, 'w') as outFile:216 json.dump(data, outFile)217def savePNG(window):218 fileName = NAME + ".png"219 stream = os.path.join(assetDir, fileName)220 size = uniformSize()221 rect = pygame.Rect(0,0,size[0] * STEP, size[1] * STEP)222 sub = window.subsurface(rect)223 pygame.image.save(sub, stream)224# Create the map225if startMenu.loadToggle:226 loadMap(startMenu.name, WIN)227else:228 createMap(startMenu.name,startMenu.width,startMenu.height,"grass",grass,WIN) 229def moveMap(direction, distance):230 # Counters for each direction Up/Down(-/+), Right/Left(-/+)231 size = uniformSize()232 # e.g. size[0] = 12, 1000//STEP = 10, therefore scroll up to 2 spaces233 #maxDist = size[0] - 10, size[1] - 10 # (x, y)234 235 if direction == "Up": # Scroll Up236 for i in range(size[0]):237 for j in range(size[1]):238 mapArray[i][j].move(100, "Up")239 if direction == "Down": # Scroll Down 240 for i in range(size[0]):241 for j in range(size[1]):242 mapArray[i][j].move(100, "Down")243 if direction == "Right": # Scroll Right244 for i in range(size[0]):245 for j in range(size[1]):246 mapArray[i][j].move(100, "Right")247 if direction == "Left": # Scroll Left248 for i in range(size[0]):249 for j in range(size[1]):250 mapArray[i][j].move(100, "Left")251 252 # Check if maptile is offscreen253 '''254 for i in range(size[0]):255 for j in range(size[1]):256 if i * STEP >= 1000 or j * STEP >= 1000:257 mapArray[i][j].setVisible(False)258 else:259 mapArray[i][j].setVisible(True)260 '''261def redraw():262 263 size = uniformSize()264 for i in range(size[0]):265 for j in range(size[1]):266 mapArray[i][j].drawMapTile(WIN)267 # Draw properties268 viewProperties(WIN)269 # Draw Toolbar Rectangle270 toolbar = pygame.Rect(1000, 0, 1000, 1200)271 pygame.draw.rect(WIN, (0,0,0), toolbar)272 # Draw Buttons273 274 vp_Button.drawButton(WIN)275 spawn_Button.drawButton(WIN)276 json_Button.drawButton(WIN)277 save_Button.drawButton(WIN)278 changeOc_Button.drawButton(WIN)279 empty_Button.drawButton(WIN)280 collision_Button.drawButton(WIN)281 # Update 282 pygame.display.update()283# Run Loop284running = True285size = uniformSize()286maxDist = size[0] - 10, size[1] - 10 # (x, y)287mapX, mapY = 0, 0288while running:289 redraw()290 keys = pygame.key.get_pressed()291 for event in pygame.event.get():292 if event.type == pygame.QUIT:293 running = False294 pygame.quit()295 quit()296 if event.type == pygame.VIDEORESIZE:297 WIN = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)298 299 # If Buttons are clicked300 if event.type == pygame.MOUSEBUTTONDOWN:301 if vp_Button.mouseOver(): # View Properties Button302 viewToggle = not viewToggle303 if spawn_Button.mouseOver(): # Spawn Button304 spawnToggle = not spawnToggle305 occupiedToggle = True306 emptyToggle = True307 collToggle = True308 if changeOc_Button.mouseOver(): # Change Occupied Button309 occupiedToggle = not occupiedToggle310 spawnToggle = True311 emptyToggle = True312 collToggle = True313 if collision_Button.mouseOver(): # Set Collision Button314 collToggle = not collToggle315 spawnToggle = True316 occupiedToggle = True317 emptyToggle = True318 if empty_Button.mouseOver(): # Set Empty Button319 emptyToggle = not emptyToggle320 spawnToggle = True321 occupiedToggle = True322 collToggle = True323 if json_Button.mouseOver():324 saveJson()325 if save_Button.mouseOver():326 savePNG(WIN)327 328 if keys[pygame.K_UP] and mapY > -maxDist[1]:329 mapY -= 1330 moveMap("Up", 100)331 332 if keys[pygame.K_DOWN] and mapY < 0:333 mapY += 1334 moveMap("Down", 100)335 336 if keys[pygame.K_RIGHT] and mapX > -maxDist[0]:337 mapX -= 1338 moveMap("Right", 100)339 340 if keys[pygame.K_LEFT] and mapX < 0:341 mapX += 1342 moveMap("Left", 100)343 344 # Run Tools345 setSpawn()346 setOccupied()347 setCollision()348 setEmpty()349 # Update Display350 pygame.display.update()...
asset_opener.py
Source: asset_opener.py
1import os, sys2from guerilla import Document3from PySide import QtGui4from variables import *5class assetOpener(QtGui.QWidget):6 def __init__(self):7 super(assetOpener, self).__init__()8 self.setWindowTitle('Liquerilla Opener')9 QtGui.QApplication.setStyle(QtGui.QStyleFactory.create('Cleanlooks'))10 self.resize(200,200)11 # scroll buttons12 self.assSeq = QtGui.QComboBox(self)13 self.typeBox = QtGui.QComboBox(self)14 self.assetBox = QtGui.QComboBox(self)15 self.versionBox = QtGui.QComboBox(self)16 self.openButton = QtGui.QPushButton('Open Scene File !')17 self.folderButton = QtGui.QPushButton('The Mighty Folder Opener')18 # ...in a vertical layout19 vbox = QtGui.QVBoxLayout()20 vbox.addWidget(self.assSeq)21 vbox.addWidget(self.typeBox)22 vbox.addWidget(self.assetBox)23 vbox.addWidget(self.versionBox)24 vbox.addWidget(self.openButton)25 vbox.addWidget(self.folderButton)26 # set our vertical layout27 self.setLayout(vbox)28 self.fillAssSeq()29 self.fillTypes()30 self.fillAssets()31 self.fillVersions()32 # connect signals33 self.assSeq.currentIndexChanged.connect(self.fillTypes)34 self.typeBox.currentIndexChanged.connect(self.fillAssets)35 self.assetBox.currentIndexChanged.connect(self.fillVersions)36 self.openButton.clicked.connect(self.openAsset)37 self.folderButton.clicked.connect(self.openFolder)38 def fillAssSeq(self):39 self.assSeq.clear()40 dirs = ['assets', 'seq']41 for each in dirs:42 self.assSeq.addItem(each)43 def fillTypes(self):44 self.typeBox.clear()45 assSeq = self.assSeq.currentText()46 dirs = os.listdir(project_dir + '/prod/' + assSeq)47 for each in dirs:48 self.typeBox.addItem(each)49 def fillAssets(self):50 self.assetBox.clear()51 assSeq = self.assSeq.currentText()52 assetDir = project_dir + '/prod/' + assSeq53 assetType = self.typeBox.currentText()54 if assSeq == 'assets':55 dirs = os.listdir(assetDir + '/' + assetType)56 else:57 dirs = os.listdir(assetDir + '/' + assetType + '/shots')58 self.assetBox.addItem('lookdev')59 for each in dirs:60 self.assetBox.addItem(each)61 def fillVersions(self):62 self.versionBox.clear()63 assSeq = self.assSeq.currentText()64 assetDir = project_dir + '/prod/' + assSeq65 assetType = self.typeBox.currentText()66 assetName = self.assetBox.currentText()67 if assSeq == 'assets':68 dirs = os.listdir(assetDir + '/' + assetType + '/' + assetName + '/lookdev/guerilla')69 else:70 if assetName == 'lookdev':71 dirs = os.listdir(assetDir + '/' + assetType + '/' + assetName + '/guerilla')72 else:73 dirs = os.listdir(assetDir + '/' + assetType + '/shots/' + assetName + '/lookdev/guerilla')74 if not dirs == []:75 for each in dirs:76 self.versionBox.addItem(each)77 def printVer(self):78 assetIndex = self.versionBox.currentIndex()79 assetType = self.versionBox.currentText()80 def openAsset(self):81 assSeq = str(self.assSeq.currentText())82 assetDir = project_dir + '/prod/' + assSeq83 assetType = str(self.typeBox.currentText())84 assetName = str(self.assetBox.currentText())85 assetVersion= str(self.versionBox.currentText())86 if assSeq == 'assets':87 asset_file = assetDir + '/' + assetType + '/' + assetName + '/lookdev/guerilla/' + assetVersion + '/lookdev.gproject'88 elif assetName == 'lookdev':89 asset_file = assetDir + '/' + assetType + '/' + assetName + '/guerilla/' + assetVersion + '/lookdev.gproject'90 else:91 asset_file = assetDir + '/' + assetType + '/shots/' + assetName + '/lookdev/guerilla/' + assetVersion + '/lookdev.gproject'92 d = Document()93 d.load(asset_file)94 def openFolder(self):95 import subprocess96 doc = Document()97 file_name = doc.getfilename()98 charvalue = str(file_name).split('/')99 charvalue.pop(-1)100 charvalue.pop(-1)101 charvalue.pop(-1)102 file_name = '\\'.join(charvalue)103 subprocess.call('explorer ' + file_name, shell=True)104app = QtGui.QApplication.instance()105if app is None:106 app = QtGui.QApplication(sys.argv)107aO = assetOpener()...
gen_config.py
Source: gen_config.py
1#!/usr/bin/env python32#-*- coding: utf-8 -*-3from genericpath import isfile4import json5import os6from posix import listdir7import sys8import tarfile9import subprocess10import time11import traceback12list = {}13games = [f for f in os.listdir("./games/") if os.path.isdir("./games/"+f)]14oldAssets = {}15with open("assets.json", 'r', encoding='utf-8') as oldAssetsFile:16 oldAssets = json.load(oldAssetsFile)17lastVersions = {}18# with open("last_versions.json", 'r', encoding='utf-8') as lastVersionsFile:19# lastVersions = json.load(lastVersionsFile)20for game in games:21 print("Game: "+game)22 path = "./games/"+game+"/"23 try:24 with open(path+"/base_files/config.json", 'r', encoding='utf-8') as configFile:25 config = json.load(configFile)26 list[game] = {27 "name": config["name"],28 "assets": {}29 }30 except Exception as e:31 print(e)32 continue33 34 assetDirs = [f for f in os.listdir(path) if os.path.isdir(path+f)]35 print("Assets: "+str(assetDirs))36 for assetDir in assetDirs:37 assetPath = "./games/"+game+"/"+assetDir+"/"38 modified = True if float(config.get("version", 0)) > float(lastVersions.get(f'{game}.{assetDir}', 0)) else False39 lastVersions[f'{game}.{assetDir}'] = config.get("version", 0)40 if modified:41 deleteOldZips = subprocess.Popen(42 ["rm "+path+"*"+assetDir+".7z*"],43 shell=True44 )45 deleteOldZips.communicate()46 print(">"+assetPath)47 print("Was modified", modified)48 try:49 with open(assetPath+"config.json", 'r', encoding='utf-8') as configFile:50 config = json.load(configFile)51 52 files = {}53 if modified:54 _zip = subprocess.Popen([55 "7z", "-r", "a",56 "./games/"+game+"/"+game+"."+assetDir+".7z",57 "./games/"+game+"/"+assetDir58 ])59 result = _zip.communicate()60 fileNames = [f for f in os.listdir("./games/"+game+"/") if f.startswith(game+"."+assetDir+".7z")]61 for f in fileNames:62 files[f] = {63 "name": f,64 "size": os.path.getsize("./games/"+game+"/"+f)65 }66 else:67 files = oldAssets[game]["assets"][assetDir]["files"]68 list[game]["assets"][assetDir] = {69 "name": config.get("name"),70 "credits": config.get("credits"),71 "description": config.get("description"),72 "files": files,73 "version": config.get("version"),74 "has_stage_data": len(config.get("stage_to_codename", {})) > 0,75 "has_eyesight_data": len(config.get("eyesights", {})) > 076 }77 with open(assetPath+"README.md", 'w', encoding='utf-8') as readme:78 readme.write("# "+config.get("name", "")+"\n\n")79 readme.write("## Description: \n\n"+config.get("description", "")+"\n\n")80 readme.write("## Credits: \n\n"+config.get("credits", "")+"\n\n")81 except Exception as e:82 print(traceback.format_exc())83with open('assets.json', 'w') as outfile:84 json.dump(list, outfile, indent=4, sort_keys=True)85with open('last_versions.json', 'w') as outfile:...
nuke_opener.py
Source: nuke_opener.py
1import os, sys2import nuke3from PySide import QtGui, QtCore4from variables import *5class assetOpener(QtGui.QWidget):6 def __init__(self):7 super(assetOpener, self).__init__()8 self.setWindowTitle('LiqueNuke Opener')9 QtGui.QApplication.setStyle(QtGui.QStyleFactory.create('Cleanlooks'))10 self.resize(250,200)11 # scroll buttons12 self.assSeq = QtGui.QComboBox(self)13 self.typeBox = QtGui.QComboBox(self)14 self.assetBox = QtGui.QComboBox(self)15 self.versionBox = QtGui.QComboBox(self)16 self.openButton = QtGui.QPushButton('Open Nuke Script !')17 # ...in a vertical layout18 vbox = QtGui.QVBoxLayout()19 vbox.addWidget(self.assSeq)20 vbox.addWidget(self.typeBox)21 vbox.addWidget(self.assetBox)22 vbox.addWidget(self.versionBox)23 vbox.addWidget(self.openButton)24 # set our vertical layout25 self.setLayout(vbox)26 self.fillAssSeq()27 self.fillTypes()28 self.fillAssets()29 self.fillVersions()30 # connect signals31 self.assSeq.currentIndexChanged.connect(self.fillTypes)32 self.typeBox.currentIndexChanged.connect(self.fillAssets)33 self.assetBox.currentIndexChanged.connect(self.fillVersions)34 self.openButton.clicked.connect(self.openAsset)35 def fillAssSeq(self):36 self.assSeq.clear()37 dirs = ['assets', 'seq']38 for each in dirs:39 self.assSeq.addItem(each)40 def fillTypes(self):41 self.typeBox.clear()42 assSeq = self.assSeq.currentText()43 dirs = os.listdir(project_dir + '/post/compo/'+ assSeq)44 if 'compo_out' in dirs:45 dirs.remove('compo_out')46 for each in dirs:47 self.typeBox.addItem(each)48 def fillAssets(self):49 self.assetBox.clear()50 assSeq = self.assSeq.currentText()51 assetDir = project_dir + '/post/compo/' + assSeq52 assetType = self.typeBox.currentText()53 dirs = os.listdir(assetDir + '/' + assetType)54 if 'compo_out' in dirs:55 dirs.remove('compo_out')56 for each in dirs:57 self.assetBox.addItem(each)58 def fillVersions(self):59 self.versionBox.clear()60 assSeq = self.assSeq.currentText()61 assetDir = project_dir + '/post/compo/' + assSeq62 assetType = self.typeBox.currentText()63 assetName = self.assetBox.currentText()64 dirs = os.listdir(assetDir + '/' + assetType + '/' + assetName)65 if 'compo_out' in dirs:66 dirs.remove('compo_out')67 if not dirs == []:68 for each in dirs:69 self.versionBox.addItem(each)70 def printVer(self):71 assetIndex = self.versionBox.currentIndex()72 assetType = self.versionBox.currentText()73 def openAsset(self):74 assSeq = self.assSeq.currentText()75 assetDir = project_dir + '/post/compo/' + assSeq76 assetType = str(self.typeBox.currentText())77 assetName = str(self.assetBox.currentText())78 assetVersion= str(self.versionBox.currentText())79 if not assetVersion:80 asset_file = assetDir + '/' + assetType + '/' + assetName81 else:82 asset_file = assetDir + '/' + assetType + '/' + assetName + '/' + assetVersion83 print(asset_file)84 nuke.scriptOpen(asset_file)85def main():86 87 aO = assetOpener()88 aO.show()89 app = QtGui.QApplication.instance(aO)90 if app is None:91 app = QtGui.QApplication(sys.argv)92 sys.exit(app.exec_())93if __name__ == '__main__':...
Check out the latest blogs from LambdaTest on this topic:
Web applications continue to evolve at an unbelievable pace, and the architecture surrounding web apps get more complicated all of the time. With the growth in complexity of the web application and the development process, web application testing also needs to keep pace with the ever-changing demands.
The sky’s the limit (and even beyond that) when you want to run test automation. Technology has developed so much that you can reduce time and stay more productive than you used to 10 years ago. You needn’t put up with the limitations brought to you by Selenium if that’s your go-to automation testing tool. Instead, you can pick from various test automation frameworks and tools to write effective test cases and run them successfully.
A productive workspace is crucial in crafting code rather than just finding the right IDE. After several generations of IDEs and code editors, Visual Studio Code is considered one of the best web development IDEs used by developers.
Websites and web apps are growing in number day by day, and so are the expectations of people for a pleasant web experience. Even though the World Wide Web (WWW) was invented only in 1989 (32 years back), this technology has revolutionized the world we know back then. The best part is that it has made life easier for us. You no longer have to stand in long queues to pay your bills. You can get that done within a few minutes by visiting their website, web app, or mobile app.
With the rapidly evolving technology due to its ever-increasing demand in today’s world, Digital Security has become a major concern for the Software Industry. There are various ways through which Digital Security can be achieved, Captcha being one of them.Captcha is easy for humans to solve but hard for “bots” and other malicious software to figure out. However, Captcha has always been tricky for the testers to automate, as many of them don’t know how to handle captcha in Selenium or using any other test automation framework.
LambdaTest’s Playwright tutorial will give you a broader idea about the Playwright automation framework, its unique features, and use cases with examples to exceed your understanding of Playwright testing. This tutorial will give A to Z guidance, from installing the Playwright framework to some best practices and advanced concepts.
Get 100 minutes of automation test minutes FREE!!