How to use OnInit method of Microsoft.Coyote.Actors.BugFinding.Tests.Done class

Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.Done.OnInit

ActivityCoverageTests.cs

Source:ActivityCoverageTests.cs Github

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...316 }317 internal class M6 : StateMachine318 {319 [Start]320 [OnEntry(nameof(OnInit))]321 [OnEventDoAction(typeof(E1), nameof(HandleE1))]322 public class Init : State323 {324 }325 private void HandleE1()326 {327 Debug.WriteLine("Handling E1 in State {0}", this.CurrentState);328 }329 private void OnInit()330 {331 this.RaisePushStateEvent<Ready>();332 }333 [OnEventDoAction(typeof(E2), nameof(HandleE2))]334 public class Ready : State335 {336 }337 private void HandleE2()338 {339 Debug.WriteLine("Handling E2 in State {0}", this.CurrentState);340 }341 }342 [Fact(Timeout = 5000)]343 public void TestPushStateActivityCoverage()344 {345 var configuration = this.GetConfiguration();346 configuration.IsActivityCoverageReported = true;347 string report = this.TestCoverage(r =>348 {349 var actor = r.CreateActor(typeof(M6));350 r.SendEvent(actor, new E1()); // even though Ready state is pushed E1 can still be handled by Init state because Init state is still active.351 r.SendEvent(actor, new E2()); // and that handling does not pop the Ready state, so Ready can still handle E2.352 },353 configuration);354 string result = report.RemoveExcessiveEmptySpace();355 var expected = @"Total event coverage: 100.0%356============================357StateMachine: M6358========================================================================================359Event coverage: 100.0%360 State: Init361 State event coverage: 100.0%362 Events received: E1363 Next states: Ready364 State: Ready365 State event coverage: 100.0%366 Events received: E2367 Previous states: Init368StateMachine: ExternalCode369==========================370Event coverage: 100.0%371 State: ExternalState372 State has no expected events, so coverage is 100%373 Events sent: E1, E2374";375 expected = expected.RemoveExcessiveEmptySpace();376 Assert.Equal(expected, result);377 }378 internal class Monitor1 : Monitor379 {380 [Cold]381 [Start]382 [OnEventGotoState(typeof(E1), typeof(Busy))]383 internal class Idle : State384 {385 }386 [Hot]387 [OnEventGotoState(typeof(E2), typeof(Idle))]388 internal class Busy : State389 {390 }391 }392 internal class M7 : StateMachine393 {394 [Start]395 [OnEntry(nameof(OnInit))]396 [OnEventDoAction(typeof(E1), nameof(HandleE1))]397 public class Init : State398 {399 }400#pragma warning disable CA1822 // Mark members as static401 private void OnInit()402#pragma warning restore CA1822 // Mark members as static403 {404 }405 private void HandleE1(Event e)406 {407 this.Monitor<Monitor1>(e);408 this.RaiseGotoStateEvent<Ready>();409 }410 [OnEventDoAction(typeof(E2), nameof(HandleE2))]411 public class Ready : State412 {413 }414 private void HandleE2(Event e)415 {...

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PushStateTransitionTests.cs

Source:PushStateTransitionTests.cs Github

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...220 private class M7 : StateMachine221 {222 private LogEvent Log;223 [Start]224 [OnEntry(nameof(OnInit))]225 [OnEventDoAction(typeof(E1), nameof(HandleE1))]226 [OnEventGotoState(typeof(E2), typeof(Bad))]227 public class Init : State228 {229 }230 private void HandleE1()231 {232 this.Log.WriteLine(string.Format("Handling E1 in state {0}", this.CurrentStateName));233 this.RaisePushStateEvent<Ready>();234 }235 private void OnInit(Event e)236 {237 this.Log = (LogEvent)e;238 }239 [OnEntry(nameof(OnReady))]240 [OnExit(nameof(OnReadyExit))]241 [OnEventPushState(typeof(E1), typeof(Active))]242 [OnEventDoAction(typeof(E3), nameof(HandleE3))]243 public class Ready : State244 {245 }246 private void OnReady()247 {248 this.Log.WriteLine("Entering Ready state");249 }250 private void OnReadyExit()251 {252 this.Log.WriteLine("Exiting Ready state");253 }254 [OnEntry(nameof(OnActive))]255 [OnExit(nameof(OnActiveExit))]256 public class Active : State257 {258 }259 private void OnActive()260 {261 this.Log.WriteLine("Entering Active state");262 }263 private void OnActiveExit()264 {265 this.Log.WriteLine("Exiting Active state");266 }267 private void HandleE3()268 {269 this.Log.WriteLine("Handling E3 in State {0}", this.CurrentState);270 }271 [OnEntry(nameof(OnBad))]272 public class Bad : State273 {274 }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 {...

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OnInit

Using AI Code Generation

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

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OnInit

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Microsoft.Coyote.Actors;7{8 {9 public ActorId Id;10 public Done(ActorId id)11 {12 this.Id = id;13 }14 }15}16using System;17using System.Collections.Generic;18using System.Linq;19using System.Text;20using System.Threading.Tasks;21using Microsoft.Coyote.Actors;22{23 {24 public ActorId Id;25 public Done(ActorId id)26 {27 this.Id = id;28 }29 }30}31using System;32using System.Collections.Generic;33using System.Linq;34using System.Text;35using System.Threading.Tasks;36using Microsoft.Coyote.Actors;37{38 {39 public ActorId Id;40 public Done(ActorId id)41 {42 this.Id = id;43 }44 }45}46using System;47using System.Collections.Generic;48using System.Linq;49using System.Text;50using System.Threading.Tasks;51using Microsoft.Coyote.Actors;52{53 {54 public ActorId Id;55 public Done(ActorId id)56 {57 this.Id = id;58 }59 }60}61using System;62using System.Collections.Generic;63using System.Linq;64using System.Text;65using System.Threading.Tasks;66using Microsoft.Coyote.Actors;67{68 {69 public ActorId Id;70 public Done(ActorId id)71 {

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OnInit

Using AI Code Generation

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1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using System;4using System.Collections.Generic;5using System.Linq;6using System.Text;7using System.Threading.Tasks;8{9 {10 public static void Main(string[] args)11 {12 Console.WriteLine("Hello World!");13 BugFindingTests.Done test = new BugFindingTests.Done();14 test.OnInit();15 Console.WriteLine("Hello World!");16 }17 }18}19using Microsoft.Coyote.Actors;20using Microsoft.Coyote.Actors.BugFinding.Tests;21using System;22using System.Collections.Generic;23using System.Linq;24using System.Text;25using System.Threading.Tasks;26{27 {28 public static void Main(string[] args)29 {30 Console.WriteLine("Hello World!");31 BugFindingTests.Done test = new BugFindingTests.Done();32 test.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.Done.Halt());33 Console.WriteLine("Hello World!");34 }35 }36}37using Microsoft.Coyote.Actors;38using Microsoft.Coyote.Actors.BugFinding.Tests;39using System;40using System.Collections.Generic;41using System.Linq;42using System.Text;43using System.Threading.Tasks;44{45 {46 public static void Main(string[] args)47 {48 Console.WriteLine("Hello World!");49 BugFindingTests.Done test = new BugFindingTests.Done();50 test.OnHalt();51 Console.WriteLine("Hello World!");52 }53 }54}55using Microsoft.Coyote.Actors;56using Microsoft.Coyote.Actors.BugFinding.Tests;57using System;58using System.Collections.Generic;59using System.Linq;60using System.Text;61using System.Threading.Tasks;62{63 {64 public static void Main(string[] args)65 {66 Console.WriteLine("Hello World!");67 BugFindingTests.Done test = new BugFindingTests.Done();

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OnInit

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors;3using System;4{5 {6 public static void Main(string[] args)7 {8 var runtime = RuntimeFactory.Create();9 var config = Configuration.Create();10 config.MaxSchedulingSteps = 100000;11 config.MaxFairSchedulingSteps = 100000;12 config.MaxStepsFromBugFinding = 100000;13 config.RandomSchedulingSeed = 0;14 config.TestingIterations = 1;15 config.Verbose = 2;16 config.ThrowOnFailure = true;17 config.EnableCycleDetection = true;18 config.EnableDataRaceDetection = true;19 config.EnableIntegerOverflowDetection = true;20 config.EnableDeadlockDetection = true;21 config.EnableLivenessChecking = true;22 config.EnableActorGarbageCollection = true;23 config.EnableHotStateDetection = true;24 config.EnableOperationInterleavings = true;25 config.EnableOperationTimeouts = true;26 config.EnableStateGraphChecking = true;27 config.EnableActorStateExploration = true;28 config.EnableBuggyImplExploration = true;29 config.EnableFairScheduling = true;30 config.EnableRandomScheduling = true;31 config.EnableDeterministicTesting = true;32 config.EnableUnfairScheduling = true;33 config.EnableFullExploration = true;34 config.EnableStateGraphPruning = true;35 config.EnableFairScheduling = true;36 config.EnableRandomScheduling = true;37 config.EnableDeterministicTesting = true;38 config.EnableUnfairScheduling = true;39 config.EnableFullExploration = true;40 config.EnableStateGraphPruning = true;41 config.EnableFairScheduling = true;42 config.EnableRandomScheduling = true;43 config.EnableDeterministicTesting = true;44 config.EnableUnfairScheduling = true;45 config.EnableFullExploration = true;46 config.EnableStateGraphPruning = true;47 config.EnableFairScheduling = true;48 config.EnableRandomScheduling = true;49 config.EnableDeterministicTesting = true;50 config.EnableUnfairScheduling = true;51 config.EnableFullExploration = true;52 config.EnableStateGraphPruning = true;53 config.EnableFairScheduling = true;54 config.EnableRandomScheduling = true;55 config.EnableDeterministicTesting = true;

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OnInit

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()7 {8 Done done = new Done();9 done.OnInit();10 }11 }12}13 at Microsoft.Coyote.Actors.Runtime.SchedulingStrategies.DPORStrategy..cctor()14 at Microsoft.Coyote.Actors.Runtime.SchedulingStrategies.DPORStrategy..ctor()15 at Microsoft.Coyote.Actors.Runtime.ActorRuntime..cctor()16 at Microsoft.Coyote.Actors.Runtime.ActorRuntime..ctor()17 at Microsoft.Coyote.Actors.ActorRuntime..cctor()18 at Microsoft.Coyote.Actors.ActorRuntime..ctor()19 at Microsoft.Coyote.Actors.BugFinding.Tests.Done..cctor()20 at Microsoft.Coyote.Actors.BugFinding.Tests.Done..ctor()21 at Test.Program.Main()22The fix is to initialize the Coyote runtime before using any Coyote APIs. This is done by calling CoyoteRuntime.Initialize() in the static constructor of the Done class:23using Microsoft.Coyote.Actors.BugFinding.Tests;24using System;25using System.Threading.Tasks;26{27 {28 static void Main()29 {

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OnInit

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Microsoft.Coyote.Actors.BugFinding.Tests;7{8 {9 public void OnInit()10 {11 Done done = new Done();12 done.OnInit();13 }14 }15}16using System;17using System.Collections.Generic;18using System.Linq;19using System.Text;20using System.Threading.Tasks;21using Microsoft.Coyote.Actors.BugFinding.Tests;22{23 {24 public void OnInit()25 {26 Done done = new Done();27 done.OnInit();28 }29 }30}31using System;32using System.Collections.Generic;33using System.Linq;34using System.Text;35using System.Threading.Tasks;36using Microsoft.Coyote.Actors.BugFinding.Tests;37{38 {39 public void OnInit()40 {41 Done done = new Done();42 done.OnInit();43 }44 }45}46using System;47using System.Collections.Generic;48using System.Linq;49using System.Text;50using System.Threading.Tasks;51using Microsoft.Coyote.Actors.BugFinding.Tests;52{53 {54 public void OnInit()55 {

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