How to use NodeFailed class of Microsoft.Coyote.Samples.Monitors package

Best Coyote code snippet using Microsoft.Coyote.Samples.Monitors.NodeFailed

FailureDetector.cs

Source:FailureDetector.cs Github

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...17 {18 this.Nodes = nodes;19 }20 }21 internal class NodeFailed : Event22 {23 public ActorId Node;24 public NodeFailed(ActorId node)25 {26 this.Node = node;27 }28 }29 private class TimerCancelled : Event { }30 private class RoundDone : Event { }31 private class Unit : Event { }32 /// <summary>33 /// Nodes to be monitored.34 /// </summary>35 private HashSet<ActorId> Nodes;36 /// <summary>37 /// Set of registered clients.38 /// </summary>39 private HashSet<ActorId> Clients;40 /// <summary>41 /// Number of made 'Ping' attempts.42 /// </summary>43 private int Attempts;44 /// <summary>45 /// Set of alive nodes.46 /// </summary>47 private HashSet<ActorId> Alive;48 /// <summary>49 /// Collected responses in one round.50 /// </summary>51 private HashSet<ActorId> Responses;52 /// <summary>53 /// Reference to the timer machine.54 /// </summary>55 private ActorId Timer;56 [Start]57 [OnEntry(nameof(InitOnEntry))]58 [OnEventDoAction(typeof(Driver.RegisterClient), nameof(RegisterClientAction))]59 [OnEventDoAction(typeof(Driver.UnregisterClient), nameof(UnregisterClientAction))]60 [OnEventPushState(typeof(Unit), typeof(SendPing))]61 private class Init : State { }62 private void InitOnEntry(Event e)63 {64 var nodes = (e as Config).Nodes;65 this.Nodes = new HashSet<ActorId>(nodes);66 this.Clients = new HashSet<ActorId>();67 this.Alive = new HashSet<ActorId>();68 this.Responses = new HashSet<ActorId>();69 // Initializes the alive set to contain all available nodes.70 foreach (var node in this.Nodes)71 {72 this.Alive.Add(node);73 }74 // Initializes the timer.75 this.Timer = this.CreateActor(typeof(Timer), new Timer.Config(this.Id));76 // Transitions to the 'SendPing' state after everything has initialized.77 this.RaiseEvent(new Unit());78 }79 private void RegisterClientAction(Event e)80 {81 var client = (e as Driver.RegisterClient).Client;82 this.Clients.Add(client);83 }84 private void UnregisterClientAction(Event e)85 {86 var client = (e as Driver.UnregisterClient).Client;87 if (this.Clients.Contains(client))88 {89 this.Clients.Remove(client);90 }91 }92 [OnEntry(nameof(SendPingOnEntry))]93 [OnEventGotoState(typeof(RoundDone), typeof(Reset))]94 [OnEventPushState(typeof(TimerCancelled), typeof(WaitForCancelResponse))]95 [OnEventDoAction(typeof(Node.Pong), nameof(PongAction))]96 [OnEventDoAction(typeof(Timer.TimeoutEvent), nameof(TimeoutAction))]97 private class SendPing : State { }98 private void SendPingOnEntry()99 {100 foreach (var node in this.Nodes)101 {102 // Sends a 'Ping' event to any machine that has not responded.103 if (this.Alive.Contains(node) && !this.Responses.Contains(node))104 {105 this.Monitor<Safety>(new Safety.Ping(node));106 this.SendEvent(node, new Node.Ping(this.Id));107 }108 }109 // Starts the timer with a given timeout value. Note that in this sample,110 // the timeout value is not actually used, because the timer is abstracted111 // away using Coyote to enable systematic testing (i.e. timeouts are triggered112 // nondeterministically). In production, this model timer machine will be113 // replaced by a real timer.114 this.SendEvent(this.Timer, new Timer.StartTimerEvent(100));115 }116 /// <summary>117 /// This action is triggered whenever a node replies with a 'Pong' event.118 /// </summary>119 private void PongAction(Event e)120 {121 var node = (e as Node.Pong).Node;122 if (this.Alive.Contains(node))123 {124 this.Responses.Add(node);125 // Checks if the status of alive nodes has changed.126 if (this.Responses.Count == this.Alive.Count)127 {128 this.SendEvent(this.Timer, new Timer.CancelTimerEvent());129 this.RaiseEvent(new TimerCancelled());130 }131 }132 }133 private void TimeoutAction()134 {135 // One attempt is done for this round.136 this.Attempts++;137 // Each round has a maximum number of 2 attempts.138 if (this.Responses.Count < this.Alive.Count && this.Attempts < 2)139 {140 // Retry by looping back to same state.141 this.RaiseGotoStateEvent<SendPing>();142 return;143 }144 foreach (var node in this.Nodes)145 {146 if (this.Alive.Contains(node) && !this.Responses.Contains(node))147 {148 this.Alive.Remove(node);149 // Send failure notification to any clients.150 foreach (var client in this.Clients)151 {152 this.SendEvent(client, new NodeFailed(node));153 }154 }155 }156 this.RaiseEvent(new RoundDone());157 }158 [OnEventDoAction(typeof(Timer.CancelSuccess), nameof(CancelSuccessAction))]159 [OnEventDoAction(typeof(Timer.CancelFailure), nameof(CancelFailure))]160 [DeferEvents(typeof(Timer.TimeoutEvent), typeof(Node.Pong))]161 private class WaitForCancelResponse : State { }162 private void CancelSuccessAction()163 {164 this.RaiseEvent(new RoundDone());165 }166 private void CancelFailure()...

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Liveness.cs

Source:Liveness.cs Github

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...15 /// This monitor is itself a special type of state machine and it starts in the state 'Init'16 /// and transitions to the state 'Wait' upon receiving the event 'RegisterNodes', which contains17 /// references to all nodes in the program.18 ///19 /// Whenever the 'Driver' machine receives a 'NodeFailed' event from the 'FailureDetector'20 /// machine, it forwards that event to the this monitor which then removes the machine whose21 /// failure was detected from the set of nodes.22 ///23 /// The monitor exits the 'Hot' 'Init' state only when all nodes becomes empty, i.e., when24 /// the failure of all node machines has been detected. Thus, this monitor expresses the25 /// specification that failure of every node machine must be eventually detected.26 ///27 /// Read our documentation (https://microsoft.github.io/coyote/)28 /// to learn more about liveness checking in Coyote.29 /// </summary>30 internal class Liveness : Monitor31 {32 internal class RegisterNodes : Event33 {34 public HashSet<ActorId> Nodes;35 public RegisterNodes(HashSet<ActorId> nodes)36 {37 this.Nodes = nodes;38 }39 }40 private HashSet<ActorId> Nodes;41 [Start]42 [OnEventDoAction(typeof(RegisterNodes), nameof(RegisterNodesAction))]43 private class Init : State { }44 private void RegisterNodesAction(Event e)45 {46 var nodes = (e as RegisterNodes).Nodes;47 this.Nodes = new HashSet<ActorId>(nodes);48 this.RaiseGotoStateEvent<Wait>();49 }50 /// <summary>51 /// A hot state denotes that the liveness property is not52 /// currently satisfied.53 /// </summary>54 [Hot]55 [OnEventDoAction(typeof(FailureDetector.NodeFailed), nameof(NodeDownAction))]56 private class Wait : State { }57 private void NodeDownAction(Event e)58 {59 var node = (e as FailureDetector.NodeFailed).Node;60 this.Nodes.Remove(node);61 if (this.Nodes.Count == 0)62 {63 // When the liveness property has been satisfied64 // transition out of the hot state.65 this.RaiseGotoStateEvent<Done>();66 }67 }68 private class Done : State { }69 }70}...

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NodeFailed

Using AI Code Generation

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1using Microsoft.Coyote.Samples.Monitors;2using System;3using System.Threading.Tasks;4{5 {6 static void Main(string[] args)7 {8 Console.WriteLine("Hello World!");9 Console.WriteLine("Press any key to continue...");10 Console.ReadKey();11 }12 public async Task DoSomething()13 {14 await Task.Delay(1000);15 throw new Exception("Error in DoSomething");16 }17 }18}19using Microsoft.Coyote.Samples.Monitors;20using System;21using System.Threading.Tasks;22{23 {24 static void Main(string[] args)25 {26 Console.WriteLine("Hello World!");27 Console.WriteLine("Press any key to continue...");28 Console.ReadKey();29 }30 public async Task DoSomething()31 {32 await Task.Delay(1000);33 throw new Exception("Error in DoSomething");34 }35 }36}37{38 using System;39 using System.Collections.Generic;40 using System.Linq;41 using Microsoft.Coyote.Actors;42 using Microsoft.Coyote.Runtime;43 using Microsoft.Coyote.Specifications;44 using Microsoft.Coyote.Tasks;45 {46 {47 public ActorId NodeId;48 public NodeFailedEvent(ActorId nodeId)49 {50 this.NodeId = nodeId;51 }52 }53 {54 public ActorId NodeId;55 public NodeRecoveredEvent(ActorId nodeId)56 {57 this.NodeId = nodeId;58 }59 }60 {61 public ActorId NodeId;62 public NodeIsUpEvent(ActorId nodeId)63 {64 this.NodeId = nodeId;65 }66 }67 private Dictionary<ActorId, bool> NodeStatus;68 [OnEventDoAction(typeof(NodeIsUpEvent), nameof(NodeIsUp))]69 {

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NodeFailed

Using AI Code Generation

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1using System;2using Microsoft.Coyote;3using Microsoft.Coyote.Actors;4using Microsoft.Coyote.Samples.Monitors;5{6 {7 static void Main(string[] args)8 {9 var monitor = new NodeFailedMonitor();10 var runtime = RuntimeFactory.Create();11 runtime.RegisterMonitor(monitor);12 var actor = runtime.CreateActor(typeof(MyActor));13 runtime.SendEvent(actor, new MyEvent());14 monitor.Wait();15 runtime.Shutdown();16 }17 }18 {19 }20 {21 [OnEventDoAction(typeof(MyEvent), nameof(MyAction))]22 {23 }24 private void MyAction()25 {26 throw new Exception("Failed");27 }28 }29}30using System;31using System.Collections.Generic;32using System.Linq;33using System.Text;34using System.Threading;35using System.Threading.Tasks;36using Microsoft.Coyote;37using Microsoft.Coyote.Actors;38using Microsoft.Coyote.Samples.Monitors;39{40 {41 static void Main(string[] args)42 {43 var monitor = new NodeFailedMonitor();44 var runtime = RuntimeFactory.Create();45 runtime.RegisterMonitor(monitor);46 var actor = runtime.CreateActor(typeof(MyActor));47 runtime.SendEvent(actor, new MyEvent());48 monitor.Wait();49 runtime.Shutdown();50 }51 }52 {53 }54 {55 [OnEventDoAction(typeof(MyEvent), nameof

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NodeFailed

Using AI Code Generation

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1using Microsoft.Coyote.Samples.Monitors;2using System;3using System.Threading.Tasks;4{5 {6 static async Task Main(string[] args)7 {8 await Task.Run(() => {9 Console.WriteLine("Hello World!");10 });11 }12 }13}14using Microsoft.Coyote.Samples.Monitors;15using System;16using System.Threading.Tasks;17{18 {19 static async Task Main(string[] args)20 {21 await Task.Run(() => {22 Console.WriteLine("Hello World!");23 });24 }25 }26}27The type or namespace name 'NodeFailed' could not be found (are you missing a using directive or an assembly reference?)28The type or namespace name 'NodeFailed' could not be found (are you missing a using directive or an assembly reference?)

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NodeFailed

Using AI Code Generation

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1using Microsoft.Coyote.Samples.Monitors;2using System;3using System.Threading.Tasks;4using Microsoft.Coyote;5using Microsoft.Coyote.Actors;6{7 {8 public static async Task Main(string[] args)9 {10 var runtime = await RuntimeFactory.Create();11 await runtime.CreateActor(typeof(Monitor), new ActorId("Monitor"));12 await runtime.CreateActor(typeof(Node), new ActorId("Node1"));13 await runtime.CreateActor(typeof(Node), new ActorId("Node2"));14 await runtime.CreateActor(typeof(Node), new ActorId("Node3"));15 await runtime.CreateActor(typeof(Node), new ActorId("Node4"));16 await runtime.CreateActor(typeof(Node), new ActorId("Node5"));17 await runtime.CreateActor(typeof(Node), new ActorId("Node6"));18 await runtime.CreateActor(typeof(Node), new ActorId("Node7"));19 await runtime.CreateActor(typeof(Node), new ActorId("Node8"));20 await runtime.CreateActor(typeof(Node), new ActorId("Node9"));21 await runtime.CreateActor(typeof(Node), new ActorId("Node10"));22 await runtime.CreateActor(typeof(Node), new ActorId("Node11"));23 await runtime.CreateActor(typeof(Node), new ActorId("Node12"));24 await runtime.CreateActor(typeof(Node), new ActorId("Node13"));25 await runtime.CreateActor(typeof(Node), new ActorId("Node14"));26 await runtime.CreateActor(typeof(Node), new ActorId("Node15"));27 await runtime.CreateActor(typeof(Node), new ActorId("Node16"));28 await runtime.CreateActor(typeof(Node), new ActorId("Node17"));29 await runtime.CreateActor(typeof(Node), new ActorId("Node18"));30 await runtime.CreateActor(typeof(Node), new ActorId("Node19"));31 await runtime.CreateActor(typeof(Node), new ActorId("Node20"));32 await runtime.CreateActor(typeof(Node), new ActorId("Node21"));33 await runtime.CreateActor(typeof(Node), new ActorId("Node22"));34 await runtime.CreateActor(typeof(Node), new ActorId("Node23"));35 await runtime.CreateActor(typeof(Node), new ActorId("Node24"));36 await runtime.CreateActor(typeof(Node), new ActorId("Node25"));37 await runtime.CreateActor(typeof(Node), new ActorId("Node26"));38 await runtime.CreateActor(typeof(Node), new ActorId("Node27"));39 await runtime.CreateActor(typeof(Node), new ActorId("

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NodeFailed

Using AI Code Generation

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1using Microsoft.Coyote.Samples.Monitors;2using Microsoft.Coyote;3using Microsoft.Coyote.Tasks;4using System.Threading.Tasks;5{6 {7 static void Main(string[] args)8 {9 var config = Configuration.Create().WithVerbosityEnabled();10 var runtime = RuntimeFactory.Create(config);11 runtime.RegisterMonitor<NodeFailed>();12 runtime.CreateActor(typeof(Node));13 runtime.CreateActor(typeof(Node));14 runtime.CreateActor(typeof(Node));15 runtime.CreateActor(typeof(Node));16 runtime.Wait();17 }18 }19 {20 [OnEntry(nameof(InitOnEntry))]21 [OnEventDoAction(typeof(Start), nameof(StartAction))]22 [OnEventDoAction(typeof(NodeFailed), nameof(NodeFailedAction))]23 class Init : State { }24 void InitOnEntry()25 {26 this.Monitor<NodeFailed>(new NodeFailedEvent(this.Id));27 }28 void StartAction()29 {30 this.RaiseEvent(new Halt());31 }32 void NodeFailedAction()33 {

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NodeFailed

Using AI Code Generation

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1using Microsoft.Coyote.Samples.Monitors;2using System;3using System.Threading.Tasks;4{5 {6 static async Task Main(string[] args)7 {8 var nodeFailedMonitor = new NodeFailed();9 var runtime = Microsoft.Coyote.Runtime.Create();10 runtime.RegisterMonitor(nodeFailedMonitor);11 var crasher = runtime.CreateActor(typeof(Crasher));12 var sender = runtime.CreateActor(typeof(Sender), crasher);13 await nodeFailedMonitor.CrashTask;14 runtime.Dispose();15 }16 }17}18using Microsoft.Coyote;19using Microsoft.Coyote.Actors;20using System;21using System.Threading.Tasks;22{23 {24 protected override async Task OnInitializeAsync(Event initialEvent)25 {26 var delay = new Random().Next(100);27 await this.RandomDelayAsync(delay);28 this.RaiseHaltEvent();29 }30 }31}32using Microsoft.Coyote;33using Microsoft.Coyote.Actors;34using System;35{36 {37 private readonly ActorId Crasher;38 public Sender(ActorId crasher) => this.Crasher = crasher;39 protected override async Task OnInitializeAsync(Event initialEvent)40 {41 var delay = new Random().Next(100);42 await this.RandomDelayAsync(delay);43 this.SendEvent(this.Crasher, new E());44 }45 }46}

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NodeFailed

Using AI Code Generation

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1using Microsoft.Coyote.Samples.Monitors;2using Microsoft.CoyoteActors.TestingServices.Runtime;3using System;4using System.Threading.Tasks;5{6 {7 public static async Task Main(string[] args)8 {9 var configuration = Configuration.Create();10 configuration.SchedulingIterations = 100;11 configuration.SchedulingStrategy = SchedulingStrategy.PCT;12 configuration.SchedulingSeed = 0;13 configuration.SchedulingVerbosity = SchedulingVerbosity.Detailed;14 configuration.SchedulingIterationsToPrint = 10;15 configuration.EnableMonitorsInProduction = true;16 configuration.EnableDataRaceDetection = true;17 configuration.EnableDeadlockDetection = true;18 configuration.EnableOperationCanceledHandling = true;19 configuration.EnableActorGarbageCollection = true;20 configuration.EnableActorStatePrinting = true;21 configuration.EnableActorTaskDebugging = true;22 configuration.EnableActorTaskExceptionHandling = true;23 configuration.EnableActorTaskScheduling = true;24 configuration.EnableActorTaskSynchronization = true;25 configuration.EnableActorTaskWait = true;26 configuration.EnableActorTaskWaitAll = true;27 configuration.EnableActorTaskWaitAny = true;28 configuration.EnableActorTaskYield = true;29 configuration.EnableActorWaitEvent = true;30 configuration.EnableActorWaitEventAsync = true;31 configuration.EnableActorWaitEventGroup = true;32 configuration.EnableActorWaitEventGroupAsync = true;33 configuration.EnableActorWaitEventGroupTimeout = true;34 configuration.EnableActorWaitEventGroupTimeoutAsync = true;35 configuration.EnableActorWaitEventTimeout = true;36 configuration.EnableActorWaitEventTimeoutAsync = true;37 configuration.EnableActorWaitEventWithUnlimitedTimeout = true;38 configuration.EnableActorWaitEventWithUnlimitedTimeoutAsync = true;39 configuration.EnableActorWaitEventWithZeroTimeout = true;40 configuration.EnableActorWaitEventWithZeroTimeoutAsync = true;41 configuration.EnableActorWaitState = true;42 configuration.EnableActorWaitStateAsync = true;43 configuration.EnableActorWaitStateTimeout = true;44 configuration.EnableActorWaitStateTimeoutAsync = true;45 configuration.EnableActorWaitStateWithUnlimitedTimeout = true;46 configuration.EnableActorWaitStateWithUnlimitedTimeoutAsync = true;47 configuration.EnableActorWaitStateWithZeroTimeout = true;48 configuration.EnableActorWaitStateWithZeroTimeoutAsync = true;49 configuration.EnableActorWaitTask = true;

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