How to use Join class of Microsoft.Coyote.Actors.BugFinding.Tests package

Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.Join

ChordTests.cs

Source:ChordTests.cs Github

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...79 }80 [OnEventDoAction(typeof(ChordNode.FindSuccessor), nameof(ForwardFindSuccessor))]81 [OnEventDoAction(typeof(CreateNewNode), nameof(ProcessCreateNewNode))]82 [OnEventDoAction(typeof(TerminateNode), nameof(ProcessTerminateNode))]83 [OnEventDoAction(typeof(ChordNode.JoinAck), nameof(QueryStabilize))]84 private class Waiting : State85 {86 }87 private void ForwardFindSuccessor(Event e)88 {89 this.SendEvent(this.ChordNodes[0], e);90 }91 private void ProcessCreateNewNode()92 {93 int newId = -1;94 while ((newId < 0 || this.NodeIds.Contains(newId)) &&95 this.NodeIds.Count < this.NumOfIds)96 {97 for (int i = 0; i < this.NumOfIds; i++)98 {99 if (this.RandomBoolean())100 {101 newId = i;102 }103 }104 }105 this.Assert(newId >= 0, "Cannot create a new node, no ids available.");106 var newNode = this.CreateActor(typeof(ChordNode));107 this.NumOfNodes++;108 this.NodeIds.Add(newId);109 this.ChordNodes.Add(newNode);110 this.SendEvent(newNode, new ChordNode.Join(newId, new List<ActorId>(this.ChordNodes),111 new List<int>(this.NodeIds), this.NumOfIds, this.Id));112 }113 private void ProcessTerminateNode()114 {115 int endId = -1;116 while ((endId < 0 || !this.NodeIds.Contains(endId)) &&117 this.NodeIds.Count > 0)118 {119 for (int i = 0; i < this.ChordNodes.Count; i++)120 {121 if (this.RandomBoolean())122 {123 endId = i;124 }125 }126 }127 this.Assert(endId >= 0, "Cannot find a node to terminate.");128 var endNode = this.ChordNodes[endId];129 this.NumOfNodes--;130 this.NodeIds.Remove(endId);131 this.ChordNodes.Remove(endNode);132 this.SendEvent(endNode, new ChordNode.Terminate());133 }134 private void QueryStabilize()135 {136 foreach (var node in this.ChordNodes)137 {138 this.SendEvent(node, new ChordNode.Stabilize());139 }140 }141 private Dictionary<int, List<int>> AssignKeysToNodes()142 {143 var nodeKeys = new Dictionary<int, List<int>>();144 for (int i = this.Keys.Count - 1; i >= 0; i--)145 {146 bool assigned = false;147 for (int j = 0; j < this.NodeIds.Count; j++)148 {149 if (this.Keys[i] <= this.NodeIds[j])150 {151 if (nodeKeys.ContainsKey(this.NodeIds[j]))152 {153 nodeKeys[this.NodeIds[j]].Add(this.Keys[i]);154 }155 else156 {157 nodeKeys.Add(this.NodeIds[j], new List<int>());158 nodeKeys[this.NodeIds[j]].Add(this.Keys[i]);159 }160 assigned = true;161 break;162 }163 }164 if (!assigned)165 {166 if (nodeKeys.ContainsKey(this.NodeIds[0]))167 {168 nodeKeys[this.NodeIds[0]].Add(this.Keys[i]);169 }170 else171 {172 nodeKeys.Add(this.NodeIds[0], new List<int>());173 nodeKeys[this.NodeIds[0]].Add(this.Keys[i]);174 }175 }176 }177 return nodeKeys;178 }179 }180 private class ChordNode : StateMachine181 {182 internal class SetupEvent : Event183 {184 public int Id;185 public HashSet<int> Keys;186 public List<ActorId> Nodes;187 public List<int> NodeIds;188 public ActorId ManagerId;189 public SetupEvent(int id, HashSet<int> keys, List<ActorId> nodes,190 List<int> nodeIds, ActorId managerId)191 : base()192 {193 this.Id = id;194 this.Keys = keys;195 this.Nodes = nodes;196 this.NodeIds = nodeIds;197 this.ManagerId = managerId;198 }199 }200 internal class Join : Event201 {202 public int Id;203 public List<ActorId> Nodes;204 public List<int> NodeIds;205 public int NumOfIds;206 public ActorId ManagerId;207 public Join(int id, List<ActorId> nodes, List<int> nodeIds,208 int numOfIds, ActorId managerId)209 : base()210 {211 this.Id = id;212 this.Nodes = nodes;213 this.NodeIds = nodeIds;214 this.NumOfIds = numOfIds;215 this.ManagerId = managerId;216 }217 }218 internal class FindSuccessor : Event219 {220 public ActorId Sender;221 public int Key;222 public FindSuccessor(ActorId sender, int key)223 : base()224 {225 this.Sender = sender;226 this.Key = key;227 }228 }229 internal class FindSuccessorResp : Event230 {231 public ActorId Node;232 public int Key;233 public FindSuccessorResp(ActorId node, int key)234 : base()235 {236 this.Node = node;237 this.Key = key;238 }239 }240 internal class FindPredecessor : Event241 {242 public ActorId Sender;243 public FindPredecessor(ActorId sender)244 : base()245 {246 this.Sender = sender;247 }248 }249 internal class FindPredecessorResp : Event250 {251 public ActorId Node;252 public FindPredecessorResp(ActorId node)253 : base()254 {255 this.Node = node;256 }257 }258 internal class QueryId : Event259 {260 public ActorId Sender;261 public QueryId(ActorId sender)262 : base()263 {264 this.Sender = sender;265 }266 }267 internal class QueryIdResp : Event268 {269 public int Id;270 public QueryIdResp(int id)271 : base()272 {273 this.Id = id;274 }275 }276 internal class AskForKeys : Event277 {278 public ActorId Node;279 public int Id;280 public AskForKeys(ActorId node, int id)281 : base()282 {283 this.Node = node;284 this.Id = id;285 }286 }287 internal class AskForKeysResp : Event288 {289 public List<int> Keys;290 public AskForKeysResp(List<int> keys)291 : base()292 {293 this.Keys = keys;294 }295 }296 private class NotifySuccessor : Event297 {298 public ActorId Node;299 public NotifySuccessor(ActorId node)300 : base()301 {302 this.Node = node;303 }304 }305 internal class JoinAck : Event306 {307 }308 internal class Stabilize : Event309 {310 }311 internal class Terminate : Event312 {313 }314 private class Local : Event315 {316 }317 private int NodeId;318 private HashSet<int> Keys;319 private int NumOfIds;320 private Dictionary<int, Finger> FingerTable;321 private ActorId Predecessor;322 private ActorId ManagerId;323 [Start]324 [OnEntry(nameof(InitOnEntry))]325 [OnEventGotoState(typeof(Local), typeof(Waiting))]326 [OnEventDoAction(typeof(SetupEvent), nameof(Setup))]327 [OnEventDoAction(typeof(Join), nameof(JoinCluster))]328 [DeferEvents(typeof(AskForKeys), typeof(NotifySuccessor), typeof(Stabilize))]329 private class Init : State330 {331 }332 private void InitOnEntry()333 {334 this.FingerTable = new Dictionary<int, Finger>();335 }336 private void Setup(Event e)337 {338 this.NodeId = (e as SetupEvent).Id;339 this.Keys = (e as SetupEvent).Keys;340 this.ManagerId = (e as SetupEvent).ManagerId;341 var nodes = (e as SetupEvent).Nodes;342 var nodeIds = (e as SetupEvent).NodeIds;343 this.NumOfIds = (int)Math.Pow(2, nodes.Count);344 for (var idx = 1; idx <= nodes.Count; idx++)345 {346 var start = (this.NodeId + (int)Math.Pow(2, idx - 1)) % this.NumOfIds;347 var end = (this.NodeId + (int)Math.Pow(2, idx)) % this.NumOfIds;348 var nodeId = GetSuccessorNodeId(start, nodeIds);349 this.FingerTable.Add(start, new Finger(start, end, nodes[nodeId]));350 }351 for (var idx = 0; idx < nodeIds.Count; idx++)352 {353 if (nodeIds[idx] == this.NodeId)354 {355 this.Predecessor = nodes[WrapSubtract(idx, 1, nodeIds.Count)];356 break;357 }358 }359 this.RaiseEvent(new Local());360 }361 private void JoinCluster(Event e)362 {363 this.NodeId = (e as Join).Id;364 this.ManagerId = (e as Join).ManagerId;365 this.NumOfIds = (e as Join).NumOfIds;366 var nodes = (e as Join).Nodes;367 var nodeIds = (e as Join).NodeIds;368 for (var idx = 1; idx <= nodes.Count; idx++)369 {370 var start = (this.NodeId + (int)Math.Pow(2, idx - 1)) % this.NumOfIds;371 var end = (this.NodeId + (int)Math.Pow(2, idx)) % this.NumOfIds;372 var nodeId = GetSuccessorNodeId(start, nodeIds);373 this.FingerTable.Add(start, new Finger(start, end, nodes[nodeId]));374 }375 var successor = this.FingerTable[(this.NodeId + 1) % this.NumOfIds].Node;376 this.SendEvent(this.ManagerId, new JoinAck());377 this.SendEvent(successor, new NotifySuccessor(this.Id));378 }379 [OnEventDoAction(typeof(FindSuccessor), nameof(ProcessFindSuccessor))]380 [OnEventDoAction(typeof(FindSuccessorResp), nameof(ProcessFindSuccessorResp))]381 [OnEventDoAction(typeof(FindPredecessor), nameof(ProcessFindPredecessor))]382 [OnEventDoAction(typeof(FindPredecessorResp), nameof(ProcessFindPredecessorResp))]383 [OnEventDoAction(typeof(QueryId), nameof(ProcessQueryId))]384 [OnEventDoAction(typeof(AskForKeys), nameof(SendKeys))]385 [OnEventDoAction(typeof(AskForKeysResp), nameof(UpdateKeys))]386 [OnEventDoAction(typeof(NotifySuccessor), nameof(UpdatePredecessor))]387 [OnEventDoAction(typeof(Stabilize), nameof(ProcessStabilize))]388 [OnEventDoAction(typeof(Terminate), nameof(ProcessTerminate))]389 private class Waiting : State390 {...

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WildCardEventTests.cs

Source:WildCardEventTests.cs Github

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...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 }...

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PushStateTransitionTests.cs

Source:PushStateTransitionTests.cs Github

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...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 =>353 {354 M8.RunTest(r, log);355 });356 string actual = string.Join(", ", log.Log);357 Assert.Equal(@"Entering Ready state, Exiting Ready state, Entering Ready state", actual);358 }359 }360}...

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Join

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 static async Task Main(string[] args)7 {8 var join = new Join();9 await join.RunAsync();10 }11 }12}13using Microsoft.Coyote.Actors;14using Microsoft.Coyote.Actors.BugFinding.Tests;15using System;16using System.Threading.Tasks;17{18 {19 private readonly ActorId A;20 private readonly ActorId B;21 private readonly ActorId C;22 public Join()23 {24 this.A = this.CreateActor(typeof(A));25 this.B = this.CreateActor(typeof(B));26 this.C = this.CreateActor(typeof(C));27 }28 [OnEventDoAction(typeof(UnitEvent), nameof(Configure))]29 private class Init : Event { }30 private void Configure()31 {32 this.SendEvent(this.A, new E(this.B));33 this.SendEvent(this.B, new E(this.C));34 this.SendEvent(this.C, new E(this.A));35 }36 {37 private ActorId B;38 [OnEventDoAction(typeof(E), nameof(Configure))]39 private class Init : Event { }40 private void Configure()41 {42 this.B = (this.ReceivedEvent as E).B;43 this.SendEvent(this.B, new F(this.Id));44 }45 [OnEventDoAction(typeof(F), nameof(Configure))]46 private class Configured : Event { }47 }48 {49 private ActorId C;50 [OnEventDoAction(typeof(E), nameof(Configure))]51 private class Init : Event { }52 private void Configure()53 {54 this.C = (this.ReceivedEvent as E).B;55 this.SendEvent(this.C, new F(this.Id));56 }57 [OnEventDoAction(typeof(F), nameof(Configure))]58 private class Configured : Event { }59 }60 {61 private ActorId A;62 [OnEventDoAction(typeof(E), nameof(Configure))]

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Join

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 static async Task Main(string[] args)7 {8 Console.WriteLine("Hello World!");9 var join = new Join();10 await join.Run();11 }12 }13}14using Microsoft.Coyote.Actors.BugFinding;15using System;16using System.Threading.Tasks;17{18 {19 static async Task Main(string[] args)20 {21 Console.WriteLine("Hello World!");22 var join = new Join();23 await join.Run();24 }25 }26}

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Join

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors;3using System;4using System.Threading.Tasks;5{6 {7 static void Main(string[] args)8 {9 var runtime = RuntimeFactory.Create();10 runtime.CreateActor(typeof(Join));11 runtime.Wait();12 }13 }14}15using Microsoft.Coyote.Actors.BugFinding;16using Microsoft.Coyote.Actors;17using System;18using System.Threading.Tasks;19{20 {21 static void Main(string[] args)22 {23 var runtime = RuntimeFactory.Create();24 runtime.CreateActor(typeof(Join));25 runtime.Wait();26 }27 }28}29using Microsoft.Coyote.Actors;30using System;31using System.Threading.Tasks;32{33 {34 static void Main(string[] args)35 {36 var runtime = RuntimeFactory.Create();37 runtime.CreateActor(typeof(Join));38 runtime.Wait();39 }40 }41}42**Desktop (please complete the following information):**

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Join

Using AI Code Generation

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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 private int _x;10 private int _y;11 private int _z;12 private int _w;13 private int _v;14 private int _u;15 private int _t;16 private int _s;17 private int _r;18 private int _q;19 private int _p;20 private int _n;21 private int _m;22 private int _l;23 private int _k;24 private int _j;25 private int _i;26 private int _h;27 private int _g;28 private int _f;29 private int _e;30 private int _d;31 private int _c;32 private int _b;33 private int _a;34 protected override async Task OnInitializeAsync(Event initialEvent)35 {36 _x = 0;37 _y = 0;38 _z = 0;39 _w = 0;40 _v = 0;41 _u = 0;42 _t = 0;43 _s = 0;44 _r = 0;45 _q = 0;46 _p = 0;47 _n = 0;48 _m = 0;49 _l = 0;50 _k = 0;51 _j = 0;52 _i = 0;53 _h = 0;54 _g = 0;55 _f = 0;56 _e = 0;57 _d = 0;58 _c = 0;59 _b = 0;60 _a = 0;61 await Task.CompletedTask;62 }63 protected override async Task OnEventAsync(Event e)64 {65 if (e is E1)66 {67 var e1 = (E1)e;68 _x = 1;69 _y = 1;70 _z = 1;71 _w = 1;72 _v = 1;73 _u = 1;74 _t = 1;75 _s = 1;76 _r = 1;77 _q = 1;

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Join

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 public static async Task Main()7 {8 var join = new Join();9 await join.RunAsync();10 }11 }12}13using Microsoft.Coyote.Actors.BugFinding;14using System;15using System.Threading.Tasks;16{17 {18 public static async Task Main()19 {20 var join = new Join();21 await join.RunAsync();22 }23 }24}

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Join

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 static void Main(string[] args)7 {8 var t1 = new Task(async () =>9 {10 await Task.Delay(1000);11 Console.WriteLine("Task 1");12 });13 var t2 = new Task(async () =>14 {15 await Task.Delay(1000);16 Console.WriteLine("Task 2");17 });18 var t3 = new Task(async () =>19 {20 await Task.Delay(1000);21 Console.WriteLine("Task 3");22 });23 var t = new Task(async () =>24 {25 await Join.JoinTasks(t1, t2, t3);26 Console.WriteLine("All tasks completed");27 });28 t1.Start();29 t2.Start();30 t3.Start();31 t.Start();32 Task.WaitAll(t);33 Console.ReadLine();34 }35 }36}37var t1 = new Task(async () =>38{39 await Task.Delay(1000);40 Console.WriteLine("Task 1");41});42var t2 = new Task(async () =>43{44 await Task.Delay(1000);45 Console.WriteLine("Task 2");46});47var t3 = new Task(async () =>48{49 await Task.Delay(1000);50 Console.WriteLine("Task 3");51});52var t = new Task(async () =>53{54 await Join.JoinTasks(t1, t2, t3);55 Console.WriteLine("All tasks completed");56});57t1.Start();58t2.Start();59t3.Start();60t.Start();61Task.WaitAll(t);62Console.ReadLine();

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Join

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 static async Task Main(string[] args)7 {8 var m = new Join();9 await m.RunAsync();10 }11 }12}13using Microsoft.Coyote.Actors.BugFinding;14using System;15using System.Threading.Tasks;16{17 {18 static async Task Main(string[] args)19 {20 var m = new Join();21 await m.RunAsync();22 }23 }24}25error CS0246: The type or namespace name 'Join' could not be found (are you missing a using directive or an assembly reference?)26error CS0246: The type or namespace name 'Join' could not be found (are you missing a using directive or an assembly reference?)

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Join

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 static void Main(string[] args)7 {8 using var runtime = TestingEngine.Create();9 runtime.Start();10 var taskScheduler = runtime.CreateTaskScheduler();11 Task.Run(() => MainTask()).Wait();12 runtime.Dispose();13 }14 static async Task MainTask()15 {16 var actor = TestingEngine.ActorOf<Actor>();17 await actor.SendEventAsync(new E());18 }19 }20}21using Microsoft.Coyote.Actors;22using System;23using System.Threading.Tasks;24{25 {26 static void Main(string[] args)27 {28 using var runtime = RuntimeFactory.Create();29 runtime.Start();30 var taskScheduler = runtime.CreateTaskScheduler();31 Task.Run(() => MainTask()).Wait();32 runtime.Dispose();33 }34 static async Task MainTask()35 {36 var actor = Actor.CreateFromTask(async () =>37 {38 await Task.CompletedTask;39 });40 await actor.SendEventAsync(new E());41 }42 }43}44using Microsoft.Coyote.Actors;45using System;46using System.Threading.Tasks;47{48 {49 static void Main(string[] args)50 {51 using var runtime = RuntimeFactory.Create();52 runtime.Start();53 var taskScheduler = runtime.CreateTaskScheduler();

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Join

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1{2 {3 public ActorId Id;4 public Join(ActorId id)5 {6 this.Id = id;7 }8 }9}10{11 {12 public ActorId Id;13 public Join(ActorId id)14 {15 this.Id = id;16 }17 }18}19{20 {21 public ActorId Id;22 public Join(ActorId id)23 {24 this.Id = id;25 }26 }27}28{29 {30 public ActorId Id;31 public Join(ActorId id)32 {33 this.Id = id;34 }35 }36}37{38 {39 public ActorId Id;40 public Join(ActorId id)41 {42 this.Id = id;43 }44 }45}

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