我在这里呆了一段时间,我不明白问题所在。有人在这个问题上启发了我。这是代码。
const puppeteer = require('puppeteer');
(async() => {
let infourl = 'https://www.imdb.com/title/tt0111161/?ref_=fn_al_tt_3';
let browser = await puppeteer.launch();
let page = await browser.newPage();
await page.goto(infourl, { waitUntil:'networkidle2' });
let data = await page.evaluate( () =>{
let stats = document.querySelector('div[class="title_wrapper"]').innerText;
return {stats};
});
console.log(data);
debugger;
await browser.close();
})();
这是日志::
internal/util.js:209
throw new errors.TypeError('ERR_INVALID_ARG_TYPE', 'original', 'function');
^
TypeError [ERR_INVALID_ARG_TYPE]: The "original" argument must be of type function
at promisify (internal/util.js:209:11)
at Object.<anonymous> (/home/hadi/Desktop/datachori/node_modules/extract-zip/index.js:11:18)
at Module._compile (module.js:652:30)
at Object.Module._extensions..js (module.js:663:10)
at Module.load (module.js:565:32)
at tryModuleLoad (module.js:505:12)
at Function.Module._load (module.js:497:3)
at Module.require (module.js:596:17)
at require (internal/module.js:11:18)
at Object.<anonymous> (/home/hadi/Desktop/datachori/node_modules/puppeteer/lib/BrowserFetcher.js:25:20)
答案 0 :(得分:3)
发生在最新版本的puppeteer中。
您的脚本将在较低版本中正常运行。
尝试以下脚本:
npm i -save puppeteer@1.7.0
答案 1 :(得分:0)
执行以下命令
#include <GL/glew.h>
#include <GL/glut.h>
#include <stdio.h>
const char* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char* fragmentShaderSource = "#version 330 core\n"
"in vec4 color;\n"
"out vec4 FragColor;\n"
"uniform vec3 figColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(figColor, 0.0f);\n"
"}\n\0";
// Set of vertices that draw the different figures:
float vertices1[] = {
-0.8f, 0.6f, 0.0f,
-0.8f, 0.4f, 0.0f,
-0.83f, 0.44f, 0.0f,
-0.87f, 0.51f, 0.0f,
-0.9f, 0.57f, 0.0f,
-0.93f, 0.63f, 0.0f,
-0.95f, 0.69f, 0.0f,
-0.97f, 0.75f, 0.0f,
-0.98f, 0.8f, 0.0f,
-0.91f, 0.8f, 0.0f,
-0.85f, 0.79f, 0.0f,
-0.8f, 0.77f, 0.0f,
};
float vertices2[] = {
-0.8f, -0.15f, 0.0f,
-1.0f, 0.0f, 0.0f,
-0.95f, 0.0f, 0.0f,
-0.86f, -0.01f, 0.0f,
-0.81f, -0.02f, 0.0f,
-0.75f, -0.03f, 0.0f,
};
GLuint vertexShader;
GLuint fragmentShader;
GLuint shaderProgram;
void display(void) {
// Background color.
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
GLint uniform = glGetUniformLocation(shaderProgram, "figColor");
glUniform3f(uniform, 1.0f, 0.0f, 0.0f);
glDrawArrays(GL_TRIANGLE_FAN, 0, 12);
glUniform3f(uniform, 0.0f, 0.749f, 1.0f);
glDrawArrays(GL_TRIANGLE_FAN, 0, 6);
glUseProgram(0);
glFlush();
}
// Main.
int main(int argc, char** argv) {
glutInit(&argc, argv);
// Color mode.
glutInitDisplayMode(GLUT_RGBA);
// Window size.
glutInitWindowSize(500, 500);
// Title.
glutCreateWindow("Tarea 3: Figura con curvas");
GLenum err = glewInit();
if (err != GLEW_OK) {
printf("glewInit failed: %s", glewGetErrorString(err));
exit(1);
}
// Compile vertex shader.
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// Check for vertex shader compilation errors.
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n");
}
// Compile fragment shader.
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// Check for fragment shader compile errors.
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n");
}
// Link and delete shaders.
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
//Separating the Vertex Buffer Objects.
GLuint VBOs[2];
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
// Specify a VertexArrayObject for each mesh.
GLuint VAOs[2];
glGenVertexArrays(2, VAOs);
glBindVertexArray(VAOs[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(VAOs[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Bind the VAO before the draw call.
glBindVertexArray(VAOs[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 12);
glBindVertexArray(VAOs[1]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 24);
// Displaying the figures.
glutDisplayFunc(display);
glutMainLoop();
}
然后:
npm config set PUPPETEER_SKIP_CHROMIUM_DOWNLOAD false
npm config set ignore-scripts false
改回忽略脚本的标志,因为如果保留为假,则会构成安全威胁