How to use OnEventUnhandledAsync method of Microsoft.Coyote.Actors.BugFinding.Tests.Bad class

Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.Bad.OnEventUnhandledAsync

PushStateTransitionTests.cs

Source:PushStateTransitionTests.cs Github

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...275 private void OnBad()276 {277 this.Log.WriteLine("Entering Bad state");278 }279 protected override Task OnEventUnhandledAsync(Event e, string state)280 {281 this.Log.WriteLine("Unhandled event {0} in state {1}", e.GetType().Name, state);282 return base.OnEventUnhandledAsync(e, state);283 }284 public static void RunTest(IActorRuntime runtime, LogEvent initEvent)285 {286 var actor = runtime.CreateActor(typeof(M7), initEvent);287 runtime.SendEvent(actor, new E1()); // should be handled by Init state, and trigger push to Ready288 runtime.SendEvent(actor, new E1()); // should be handled by Ready with OnEventPushState to Active289 runtime.SendEvent(actor, new E2()); // Now OnEventGotoState(E2) should not be inherited so this should pop us back to the Init state.290 runtime.SendEvent(actor, new E3()); // just to prove we are no longer in the Active state, this should raise an unhandled event error.291 }292 }293 [Fact(Timeout = 5000)]294 public void TestPushStateNotInheritGoto()295 {296 string expectedError = "M7() received event 'E3' that cannot be handled.";297 var log = new LogEvent();298 this.TestWithError(r =>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 {...

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OnEventUnhandledAsync

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Testing;6using Microsoft.Coyote.TestingServices;7using Microsoft.Coyote.Actors.BugFinding.Tests;8using System.Threading;9{10 {11 public static async Task Main(string[] args)12 {13 var configuration = Configuration.Create();14 configuration.TestingIterations = 1;15 configuration.SchedulingIterations = 1000;16 configuration.MaxFairSchedulingSteps = 1000;17 configuration.LivenessTemperatureThreshold = 1000;18 configuration.ReportActivityCoverage = true;19 configuration.ReportSchedulingCoverage = true;20 configuration.ReportFairScheduling = true;21 configuration.ReportLivenessSafety = true;22 configuration.ReportLivenessLiveness = true;23 configuration.ReportDeadlocks = true;24 configuration.ReportUnhandledExceptions = true;

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OnEventUnhandledAsync

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1using Microsoft.Coyote.Actors;2using System;3using System.Threading.Tasks;4{5 {6 protected override Task OnInitializeAsync(Event initialEvent)7 {8 var e = new Event();9 this.SendEvent(this.Id, e);10 return Task.CompletedTask;11 }12 protected override Task OnEventUnhandledAsync(Event e)13 {14 this.SendEvent(this.Id, e);15 return Task.CompletedTask;16 }17 }18}19using Microsoft.Coyote.Actors;20using System;21using System.Threading.Tasks;22{23 {24 protected override Task OnInitializeAsync(Event initialEvent)25 {26 var e = new Event();27 this.SendEvent(this.Id, e);28 return Task.CompletedTask;29 }30 protected override Task OnEventUnhandledAsync(Event e)31 {32 this.SendEvent(this.Id, e);33 return Task.CompletedTask;34 }35 }36}37using Microsoft.Coyote.Actors;38using System;39using System.Threading.Tasks;40{41 {42 protected override Task OnInitializeAsync(Event initialEvent)43 {44 var e = new Event();45 this.SendEvent(this.Id, e);46 return Task.CompletedTask;47 }48 protected override Task OnEventUnhandledAsync(Event e)49 {50 this.SendEvent(this.Id, e);51 return Task.CompletedTask;52 }53 }54}55using Microsoft.Coyote.Actors;56using System;57using System.Threading.Tasks;58{59 {60 protected override Task OnInitializeAsync(Event initialEvent)61 {62 var e = new Event();63 this.SendEvent(this.Id, e);64 return Task.CompletedTask;65 }66 protected override Task OnEventUnhandledAsync(Event e)67 {68 this.SendEvent(this.Id, e);69 return Task.CompletedTask;70 }71 }72}

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OnEventUnhandledAsync

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.BugFinding.Tests;6{7 {8 static void Main(string[] args)9 {10 var task = Task.Run(async () =>11 {12 var runtime = await Runtime.CreateAsync();13 await runtime.CreateActorAsync(typeof(Bad));14 });15 task.Wait();16 Console.WriteLine("Hello World!");17 }18 }19}

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OnEventUnhandledAsync

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.BugFinding.Tests;6{7 {8 static void Main(string[] args)9 {10 using (var runtime = RuntimeFactory.Create())11 {12 var id = runtime.CreateActor(typeof(Bad));13 runtime.SendEvent(id, new E());14 runtime.Wait();15 }16 }17 }18}19using System;20using System.Threading.Tasks;21using Microsoft.Coyote;22using Microsoft.Coyote.Actors;23using Microsoft.Coyote.Actors.BugFinding.Tests;24{25 {26 static void Main(string[] args)27 {28 using (var runtime = RuntimeFactory.Create())29 {30 var id = runtime.CreateActor(typeof(Good));31 runtime.SendEvent(id, new E());32 runtime.Wait();33 }34 }35 }36}

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OnEventUnhandledAsync

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.BugFinding.Tests;6{7 {8 public static async Task Main(string[] args)9 {10 var configuration = Configuration.Create();11 configuration.BugFinding.ReportBugsToStandardError = true;12 configuration.BugFinding.SchedulingIterations = 100;13 configuration.BugFinding.SchedulingStrategy = SchedulingStrategy.DFS;14 configuration.BugFinding.VerificationStrategy = VerificationStrategy.DFS;15 configuration.BugFinding.VerificationIterations = 100;16 configuration.BugFinding.VerificationDepth = 100;17 configuration.BugFinding.VerificationTimeout = 1000;18 configuration.BugFinding.VerificationMaxTraceLength = 100;19 configuration.BugFinding.VerificationMaxFairSchedulingSteps = 100;20 configuration.BugFinding.VerificationMaxUnfairSchedulingSteps = 100;21 configuration.BugFinding.VerificationMaxFairSchedulingStepsPerIteration = 100;22 configuration.BugFinding.VerificationMaxUnfairSchedulingStepsPerIteration = 100;23 await BugFindingRuntime.Create(configuration).RunAsync(async () =>24 {25 var m = Actor.CreateActor(typeof(M));26 await Actor.SendMessageEventAsync(m, new E());27 });28 }29 }30 {31 protected override Task OnInitializeAsync(Event initialEvent)32 {33 return Task.CompletedTask;34 }35 protected override Task OnEventAsync(Event e)36 {37 return Task.CompletedTask;38 }39 }40 {41 }42}43 0. M() created44 1. M() sent E() to M()45 2. M() received E()46 0. M() created47 1. M() sent E() to M()48 2. M() received E()

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OnEventUnhandledAsync

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.BugFinding.Tests;6{7 {8 static void Main(string[] args)9 {10 using (var runtime = RuntimeFactory.Create())11 {12 var id = runtime.CreateActor(typeof(Bad));13 runtime.SendEvent(id, new E());14 runtime.Wait();15 }16 }17 }18}19using System;20using System.Threading.Tasks;21using Microsoft.Coyote;22using Microsoft.Coyote.Actors;23using Microsoft.Coyote.Actors.BugFinding.Tests;24{25 {26 static void Main(string[] args)27 {28 using (var runtime = RuntimeFactory.Create())29 {30 var id = runtime.CreateActor(typeof(Good));31 runtime.SendEvent(id, new E());32 runtime.Wait();33 }34 }35 }36}

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OnEventUnhandledAsync

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.BugFinding.Tests;6{7 {8 public static async Task Main(string[] args)9 {10 var configuration = Configuration.Create();11 configuration.BugFinding.ReportBugsToStandardError = true;12 configuration.BugFinding.SchedulingIterations = 100;13 configuration.BugFinding.SchedulingStrategy = SchedulingStrategy.DFS;14 configuration.BugFinding.VerificationStrategy = VerificationStrategy.DFS;15 configuration.BugFinding.VerificationIterations = 100;16 configuration.BugFinding.VerificationDepth = 100;17 configuration.BugFinding.VerificationTimeout = 1000;18 configuration.BugFinding.VerificationMaxTraceLength = 100;19 configuration.BugFinding.VerificationMaxFairSchedulingSteps = 100;20 configuration.BugFinding.VerificationMaxUnfairSchedulingSteps = 100;21 configuration.BugFinding.VerificationMaxFairSchedulingStepsPerIteration = 100;22 configuration.BugFinding.VerificationMaxUnfairSchedulingStepsPerIteration = 100;23 await BugFindingRuntime.Create(configuration).RunAsync(async () =>24 {25 var m = Actor.CreateActor(typeof(M));26 await Actor.SendMessageEventAsync(m, new E());27 });28 }29 }30 {31 protected override Task OnInitializeAsync(Event initialEvent)32 {33 return Task.CompletedTask;34 }35 protected override Task OnEventAsync(Event e)36 {37 return Task.CompletedTask;38 }39 }40 {41 }42}43 0. M() created44 1. M() sent E() to M()45 2. M() received E()46 0. M() created47 1. M() sent E() to M()48 2. M() received E()

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