Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.OnInit
WildCardEventTests.cs
Source:WildCardEventTests.cs
...82 }83 private class Ma : StateMachine84 {85 private LogEvent Config;86 protected override Task OnInitializeAsync(Event initialEvent)87 {88 this.Config = (LogEvent)initialEvent;89 return base.OnInitializeAsync(initialEvent);90 }91 [Start]92 [OnEventDoAction(typeof(UnitEvent), nameof(Foo))]93 [OnEventGotoState(typeof(E1), typeof(S1))]94 [DeferEvents(typeof(WildCardEvent))]95 private class S0 : State96 {97 }98 [OnEntry(nameof(OnS1))]99 [OnEventDoAction(typeof(E2), nameof(Bar))]100 private class S1 : State101 {102 }103 private void OnS1()104 {105 this.Config.WriteLine("Enter S1");106 }107 private void Foo()108 {109 this.Config.WriteLine("Foo");110 }111 private void Bar()112 {113 this.Config.WriteLine("Bar");114 }115 public static void RunTest(IActorRuntime r, LogEvent config)116 {117 var a = r.CreateActor(typeof(Ma), config);118 r.SendEvent(a, new E2());119 r.SendEvent(a, UnitEvent.Instance);120 r.SendEvent(a, new E1());121 }122 }123 [Fact(Timeout = 5000)]124 public void TestWildCardEventInStateMachine()125 {126 var config = new LogEvent();127 this.Test(r =>128 {129 Ma.RunTest(r, config);130 });131 string actual = config.ToString();132 Assert.True(actual is "Foo,Enter S1,Bar");133 }134 /// <summary>135 /// Test that we can "do something specific for E1, but goto state for everything else".136 /// In otherwords that WildCardEvent does not take precedence over a more specific137 /// even typed action if defined on the same state.138 /// </summary>139 internal class W : StateMachine140 {141 private LogEvent Config;142 [Start]143 [OnEntry(nameof(OnInitEntry))]144 [OnEventDoAction(typeof(E1), nameof(HandleE1))]145 [OnEventGotoState(typeof(WildCardEvent), typeof(CatchAll))]146 public class Init : State147 {148 }149 public void OnInitEntry(Event initialEvent)150 {151 this.Config = (LogEvent)initialEvent;152 }153 private void HandleE1()154 {155 this.Config.WriteLine("handle E1");156 }157 [OnEntry(nameof(OnCatchAll))]158 public class CatchAll : State159 {160 }161 private void OnCatchAll(Event e)162 {163 this.Config.WriteLine("catch " + e.GetType().Name);164 }165 public static void RunTest(IActorRuntime r, LogEvent config)166 {167 var actor = r.CreateActor(typeof(W), config);168 r.SendEvent(actor, new E1());169 r.SendEvent(actor, new E2());170 }171 }172 [Fact(Timeout = 5000)]173 public void TestWildGotoInStateMachine()174 {175 var config = new LogEvent();176 this.Test(r =>177 {178 W.RunTest(r, config);179 });180 string actual = config.ToString();181 Assert.True(actual is "handle E1,catch E2");182 }183 /// <summary>184 /// Test that wildcard can be overridden by push.185 /// </summary>186 internal class X : StateMachine187 {188 private LogEvent Config;189 [Start]190 [OnEntry(nameof(OnInit))]191 [OnEventDoAction(typeof(E1), nameof(HandleEvent))]192 [OnEventDoAction(typeof(WildCardEvent), nameof(CatchAll))]193 public class Init : State194 {195 }196 public void OnInit(Event initialEvent)197 {198 this.Config = (LogEvent)initialEvent;199 }200 private void HandleEvent(Event e)201 {202 this.Config.WriteLine("handle " + e.GetType().Name);203 }204 private void CatchAll(Event e)205 {206 this.Config.WriteLine("catch " + e.GetType().Name);207 if (e.GetType() == typeof(E2))208 {209 // test specific handler for E3 takes over from wildcard210 this.RaisePushStateEvent(typeof(Ready));211 }212 else if (e.GetType() == typeof(E4))213 {214 // test wild card is re-instated for E3.215 this.RaisePopStateEvent();216 }217 }218 [OnEventDoAction(typeof(E3), nameof(HandleEvent))]219 public class Ready : State220 {221 }222 internal static void RunTest(IActorRuntime runtime, LogEvent config)223 {224 var actor = runtime.CreateActor(typeof(X), config);225 runtime.SendEvent(actor, new E1()); // handle226 runtime.SendEvent(actor, new E3()); // catch227 runtime.SendEvent(actor, new E2()); // catch & push to ready228 runtime.SendEvent(actor, new E3()); // handled by Ready (overriding wildcard)229 runtime.SendEvent(actor, new E4()); // catch, wildcard still in effect230 runtime.SendEvent(actor, new E3()); // catch, wildcard still in effect231 }232 }233 [Fact(Timeout = 5000)]234 public void TestWildcardPushInStateMachine()235 {236 var config = new LogEvent();237 this.Test(r =>238 {239 X.RunTest(r, config);240 });241 string actual = config.ToString();242 Assert.True(actual is "handle E1,catch E3,catch E2,handle E3,catch E4,catch E3");243 }244 /// <summary>245 /// Test that wildcard can override inherited action.246 /// </summary>247 internal class X2 : StateMachine248 {249 private LogEvent Config;250 [Start]251 [OnEntry(nameof(OnInit))]252 [OnEventDoAction(typeof(E1), nameof(HandleE1))]253 public class Init : State254 {255 }256 public void OnInit(Event initialEvent)257 {258 this.Config = (LogEvent)initialEvent;259 }260 private void HandleE1()261 {262 this.Config.WriteLine("Handling E1 in State {0}", this.CurrentStateName);263 this.RaisePushStateEvent<Active>();264 }265 [OnEntry(nameof(OnActive))]266 [OnEventDoAction(typeof(E2), nameof(HandleE2))]267 [OnEventDoAction(typeof(WildCardEvent), nameof(CatchAll))]268 public class Active : State269 {270 }271 private void OnActive()272 {273 this.Config.WriteLine("Active");274 }275 private void HandleE2()276 {277 this.Config.WriteLine("Handling E2 in State {0}", this.CurrentStateName);278 }279 private void CatchAll(Event e)280 {281 this.Config.WriteLine("Catch " + e.GetType().Name);282 }283 internal static void RunTest(IActorRuntime runtime, LogEvent config)284 {285 var actor = runtime.CreateActor(typeof(X2), config);286 runtime.SendEvent(actor, new E1()); // handle E1 & push active287 runtime.SendEvent(actor, new E1()); // catch E1, by wildcard288 runtime.SendEvent(actor, new E2()); // handle E2, specific handler wins289 }290 }291 [Fact(Timeout = 5000)]292 public void TestWildcardOverrideActionStateMachine()293 {294 var config = new LogEvent();295 this.Test(r =>296 {297 X2.RunTest(r, config);298 });299 string actual = config.ToString();300 Assert.True(actual is "Handling E1 in State Init,Active,Catch E1,Handling E2 in State Active");301 }302 /// <summary>303 /// Test that wildcard can override deferred event action using a pushed state.304 /// </summary>305 internal class X3 : StateMachine306 {307 private LogEvent Config;308 [Start]309 [OnEntry(nameof(OnInit))]310 [DeferEvents(typeof(E1))]311 [OnEventPushState(typeof(E2), typeof(Active))]312 public class Init : State313 {314 }315 public void OnInit(Event initialEvent)316 {317 this.Config = (LogEvent)initialEvent;318 this.Config.WriteLine("Init");319 }320 [OnEntry(nameof(OnActive))]321 [OnEventDoAction(typeof(WildCardEvent), nameof(CatchAll))]322 public class Active : State323 {324 }325 private void OnActive()326 {327 this.Config.WriteLine("Active");328 }329 private void CatchAll(Event e)330 {331 this.Config.WriteLine("Catch {0} in State {1}", e.GetType().Name, this.CurrentStateName);332 }333 internal static void RunTest(IActorRuntime runtime, LogEvent config)334 {335 var actor = runtime.CreateActor(typeof(X3), config);336 runtime.SendEvent(actor, new E1()); // deferred337 runtime.SendEvent(actor, new E2()); // push state Active, and allow handling of deferred event.338 }339 }340 [Fact(Timeout = 5000)]341 public void TestWildcardOverrideDeferStateMachine()342 {343 var config = new LogEvent();344 this.Test(r =>345 {346 X3.RunTest(r, config);347 });348 string actual = config.ToString();349 Assert.True(actual is "Init,Active,Catch E1 in State Active");350 }351 /// <summary>352 /// Test that wildcard can override ignored event action using a pushed state.353 /// </summary>354 internal class X4 : StateMachine355 {356 private LogEvent Config;357 [Start]358 [OnEntry(nameof(OnInit))]359 [IgnoreEvents(typeof(E1))]360 [OnEventPushState(typeof(E2), typeof(Active))]361 public class Init : State362 {363 }364 public void OnInit(Event initialEvent)365 {366 this.Config = (LogEvent)initialEvent;367 this.Config.WriteLine("Init");368 }369 [OnEntry(nameof(OnActive))]370 [OnEventDoAction(typeof(WildCardEvent), nameof(CatchAll))]371 public class Active : State372 {373 }374 private void OnActive()375 {376 this.Config.WriteLine("Active");377 }378 private void CatchAll(Event e)...
PushStateTransitionTests.cs
Source:PushStateTransitionTests.cs
...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 {...
OnInit
Using AI Code Generation
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;8{9 {10 static void Main(string[] args)11 {12 var runtime = RuntimeFactory.Create();13 runtime.CreateActor(typeof(LogEvent));14 runtime.Wait();15 }16 }17}18using System;19using System.Collections.Generic;20using System.Linq;21using System.Text;22using System.Threading.Tasks;23using Microsoft.Coyote.Actors;24using Microsoft.Coyote.Actors.BugFinding.Tests;25{26 {27 static void Main(string[] args)28 {29 var runtime = RuntimeFactory.Create();30 runtime.CreateActor(typeof(LogEvent));31 runtime.SendEvent(runtime.GetActor(typeof(LogEvent)), new LogEvent());32 runtime.Wait();33 }34 }35}36using System;37using System.Collections.Generic;38using System.Linq;39using System.Text;40using System.Threading.Tasks;41using Microsoft.Coyote.Actors;42using Microsoft.Coyote.Actors.BugFinding.Tests;43{44 {45 static void Main(string[] args)46 {47 var runtime = RuntimeFactory.Create();48 runtime.CreateActor(typeof(LogEvent));49 runtime.SendEvent(runtime.GetActor(typeof(LogEvent)), new LogEvent());50 runtime.Wait();51 }52 }53}54using System;55using System.Collections.Generic;56using System.Linq;57using System.Text;58using System.Threading.Tasks;59using Microsoft.Coyote.Actors;60using Microsoft.Coyote.Actors.BugFinding.Tests;61{62 {63 static void Main(string[] args)64 {65 var runtime = RuntimeFactory.Create();66 runtime.CreateActor(typeof(LogEvent));67 runtime.SendEvent(runtime.GetActor(typeof(LogEvent)), new LogEvent());68 runtime.Wait();69 }70 }71}
OnInit
Using AI Code Generation
1{2 {3 public string Message { get; private set; }4 public LogEvent(string message)5 {6 this.Message = message;7 }8 }9}10using Microsoft.Coyote.Actors.BugFinding.Tests;11{12 {13 static void Main(string[] args)14 {15 var machine = new LogEvent("Hello World!");16 }17 }18}
OnInit
Using AI Code Generation
1{2 public static void Main(string[] args)3 {4 var runtime = Microsoft.Coyote.Runtime.CoyoteRuntime.Create();5 runtime.CreateActor(typeof(Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent));6 runtime.Run();7 }8}9{10 public static void Main(string[] args)11 {12 var runtime = Microsoft.Coyote.Runtime.CoyoteRuntime.Create();13 runtime.CreateActor(typeof(Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent));14 runtime.Run();15 }16}17{18 public static void Main(string[] args)19 {20 var runtime = Microsoft.Coyote.Runtime.CoyoteRuntime.Create();21 runtime.CreateActor(typeof(Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent));22 runtime.Run();23 }24}25{26 public static void Main(string[] args)27 {28 var runtime = Microsoft.Coyote.Runtime.CoyoteRuntime.Create();29 runtime.CreateActor(typeof(Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent));30 runtime.Run();31 }32}33{34 public static void Main(string[] args)35 {36 var runtime = Microsoft.Coyote.Runtime.CoyoteRuntime.Create();37 runtime.CreateActor(typeof(Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent));38 runtime.Run();39 }40}41{42 public static void Main(string[] args)43 {44 var runtime = Microsoft.Coyote.Runtime.CoyoteRuntime.Create();45 runtime.CreateActor(typeof(Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent));46 runtime.Run();47 }48}
OnInit
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 static async Task Main(string[] args)7 {8 var runtime = Microsoft.Coyote.RuntimeFactory.Create();9 var machine = runtime.CreateActor(typeof(LogEvent));10 await runtime.WaitAsync();11 }12 }13}14using Microsoft.Coyote.Actors.BugFinding.Tests;15using System;16using System.Threading.Tasks;17{18 {19 static async Task Main(string[] args)20 {21 var runtime = Microsoft.Coyote.RuntimeFactory.Create();22 var machine = runtime.CreateActor(typeof(LogEvent));23 await runtime.WaitAsync();24 machine.SendEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent());25 }26 }27}28using Microsoft.Coyote.Actors.BugFinding.Tests;29using System;30using System.Threading.Tasks;31{32 {33 static async Task Main(string[] args)34 {35 var runtime = Microsoft.Coyote.RuntimeFactory.Create();36 var machine = runtime.CreateActor(typeof(LogEvent));37 await runtime.WaitAsync();38 machine.SendEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent());39 await runtime.WaitAsync();40 }41 }42}43using Microsoft.Coyote.Actors.BugFinding.Tests;44using System;45using System.Threading.Tasks;46{47 {48 static async Task Main(string[] args)49 {50 var runtime = Microsoft.Coyote.RuntimeFactory.Create();51 var machine = runtime.CreateActor(typeof(LogEvent));52 await runtime.WaitAsync();53 machine.SendEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent());54 await runtime.WaitAsync();55 machine.SendEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent());56 }57 }58}
OnInit
Using AI Code Generation
1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6{7 {8 static void Main(string[] args)9 {10 var runtime = new CoyoteRuntime();11 runtime.CreateActor(typeof(LogEvent));12 }13 }14}15using System;16using System.Collections.Generic;17using System.Linq;18using System.Text;19using System.Threading.Tasks;20using Microsoft.Coyote.Actors;21{22 {23 protected override Task OnInitializeAsync(Event initialEvent)24 {25 this.Log("Actor initialized.");26 return Task.CompletedTask;27 }28 protected override Task OnEventAsync(Event e)29 {30 this.Log("Received event {0}.", e.GetType().Name);31 return Task.CompletedTask;32 }33 }34}35using System;36using System.Collections.Generic;37using System.Linq;38using System.Text;39using System.Threading.Tasks;40using Microsoft.Coyote.Actors;41{42 {43 protected override Task OnInitializeAsync(Event initialEvent)44 {45 this.Log("Actor initialized.");46 return Task.CompletedTask;47 }48 protected override Task OnEventAsync(Event e)49 {50 this.Log("Received event {0}.", e.GetType().Name);51 return Task.CompletedTask;52 }53 }54}55using System;56using System.Collections.Generic;57using System.Linq;58using System.Text;59using System.Threading.Tasks;60using Microsoft.Coyote.Actors;61{62 {63 protected override Task OnInitializeAsync(Event initialEvent)64 {65 this.Log("Actor initialized.");66 return Task.CompletedTask;67 }68 protected override Task OnEventAsync(Event e)
OnInit
Using AI Code Generation
1using System;2using Microsoft.Coyote.Actors;3{4 {5 public string Message;6 public LogEvent(string message)7 {8 this.Message = message;9 }10 }11 {12 protected override void OnInitialize(Event initialEvent)13 {14 this.SendEvent(this.Id, new LogEvent("Hello world!"));15 }16 protected override void OnEvent(Event e)17 {18 if (e is LogEvent)19 {20 Console.WriteLine((e as LogEvent).Message);21 }22 }23 }24}25using System;26using Microsoft.Coyote.Actors;27{28 {29 public string Message;30 public LogEvent(string message)31 {32 this.Message = message;33 }34 }35 {36 protected override void OnInitialize(Event initialEvent)37 {38 this.SendEvent(this.Id, new LogEvent("Hello world!"));39 }40 protected override void OnEvent(Event e)41 {42 if (e is LogEvent)43 {44 Console.WriteLine((e as LogEvent).Message);45 }46 }47 }48}49using System;50using Microsoft.Coyote.Actors;51{52 {53 public string Message;54 public LogEvent(string message)55 {56 this.Message = message;57 }58 }59 {60 protected override void OnInitialize(Event initialEvent)61 {62 this.SendEvent(this.Id, new LogEvent("Hello world!"));63 }64 protected override void OnEvent(Event e)65 {66 if (e is LogEvent)67 {68 Console.WriteLine((e as LogEvent).Message);69 }
OnInit
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors.BugFinding.Tests.Examples;3using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.Banking;4using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.BankingWithMonitors;5using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.Channels;6using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithMonitors;7using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithMonitorsAndEvents;8using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithMonitorsAndEventsWithInvocations;9using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithMonitorsAndEventsWithInvocationsAndTimers;10using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimers;11using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndEvents;12using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndEventsWithInvocations;13using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndInvocations;14using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndInvocationsAndEvents;15using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndInvocationsAndEventsWithMonitors;16using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndInvocationsWithMonitors;17using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndInvocationsWithMonitorsAndEvents;18using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndInvocationsWithMonitorsAndEventsWithInvocations;19using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndInvocationsWithMonitorsAndEventsWithInvocationsAndTimers;20using Microsoft.Coyote.Actors.BugFinding.Tests.Examples.ChannelsWithTimersAndInvocationsWithMonitorsAndEventsWithInvocationsAndTimersWithInvocations;
OnInit
Using AI Code Generation
1var e = new Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent();2e.OnInit();3Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.OnInit(out var e);4Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.OnInit(out var e);5Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.OnInit(out var e);6Microsoft.Coyote.Actors.BugFinding.Tests.LogEvent.OnInit(out var e);
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