Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.OnInit
ActivityCoverageTests.cs
Source:ActivityCoverageTests.cs
...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 {...
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 Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5 {6 static void Main(string[] args)7 {8 var a = new Ready();9 a.OnInit();10 }11 }12}13using Microsoft.Coyote.Actors.BugFinding.Tests;14using System;15using System.Threading.Tasks;16{17 {18 static void Main(string[] args)19 {20 var a = new Ready();21 a.OnInit();22 }23 }24}25using Microsoft.Coyote.Actors.BugFinding.Tests;26using System;27using System.Threading.Tasks;28{29 {30 static void Main(string[] args)31 {32 var a = new Ready();33 a.OnInit();34 }35 }36}37using Microsoft.Coyote.Actors.BugFinding.Tests;38using System;39using System.Threading.Tasks;40{41 {42 static void Main(string[] args)43 {44 var a = new Ready();45 a.OnInit();46 }47 }48}49using Microsoft.Coyote.Actors.BugFinding.Tests;50using System;51using System.Threading.Tasks;52{53 {54 static void Main(string[] args)55 {56 var a = new Ready();57 a.OnInit();58 }59 }60}61using Microsoft.Coyote.Actors.BugFinding.Tests;62using System;63using System.Threading.Tasks;
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 Microsoft.Coyote.Actors.BugFinding.Tests.Ready r = new Microsoft.Coyote.Actors.BugFinding.Tests.Ready();13 r.OnInit();14 }15 }16}
OnInit
Using AI Code Generation
1using System;2using System.IO;3using System.Threading.Tasks;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.BugFinding.Tests;6using Microsoft.Coyote.Actors.BugFinding.Tests.Ready;7using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor;8using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor;9using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor;10using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor;11using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor;12using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;13using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;14using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;15using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;16using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;17using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;18using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;19using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;20using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;21using Microsoft.Coyote.Actors.BugFinding.Tests.Ready.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor.Monitor;
OnInit
Using AI Code Generation
1using System;2using System.Collections.Generic;3using System.Text;4using Microsoft.Coyote.Actors;5{6 {7 public Ready(StateMachineId id)8 : base(id)9 {10 this.RegisterState(new State1(this));11 this.RegisterState(new State2(this));12 this.RegisterState(new State3(this));13 this.RegisterState(new State4(this));14 }15 [OnEntry(nameof(OnInit))]16 [OnEventGotoState(typeof(UnitEvent), typeof(State1))]17 {18 }19 void OnInit()20 {21 this.RaiseEvent(new UnitEvent());22 }23 [OnEntry(nameof(OnState1OnEntry))]24 [OnEventDoAction(typeof(UnitEvent), nameof(OnState1UnitEvent))]25 {26 public State1(StateMachine owner)27 : base(owner)28 {29 }30 void OnState1OnEntry()31 {32 this.Assert(false, "OnState1OnEntry");33 }34 void OnState1UnitEvent()35 {36 this.Assert(false, "OnState1UnitEvent");37 }38 }39 [OnEntry(nameof(OnState2OnEntry))]40 [OnEventDoAction(typeof(UnitEvent), nameof(OnState2UnitEvent))]41 {42 public State2(StateMachine owner)43 : base(owner)44 {45 }46 void OnState2OnEntry()47 {48 this.Assert(false, "OnState2OnEntry");49 }50 void OnState2UnitEvent()51 {52 this.Assert(false, "OnState2UnitEvent");53 }54 }55 [OnEntry(nameof(OnState3OnEntry))]56 [OnEventDoAction(typeof(UnitEvent), nameof(OnState3UnitEvent))]57 {58 public State3(StateMachine owner)59 : base(owner)60 {61 }62 void OnState3OnEntry()63 {64 this.Assert(false, "OnState3OnEntry");65 }66 void OnState3UnitEvent()67 {68 this.Assert(false, "OnState3UnitEvent");69 }70 }71 [OnEntry(nameof(OnState4OnEntry))]72 [OnEventDoAction(typeof(UnitEvent), nameof(OnState4UnitEvent))]
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 config = Configuration.Create();9 var runtime = RuntimeFactory.Create(config);10 await runtime.CreateActor(typeof(Ready));11 await runtime.WaitAsync();12 }13 }14}15using Microsoft.Coyote.Actors.BugFinding.Tests;16using System;17using System.Threading.Tasks;18{19 {20 static async Task Main(string[] args)21 {22 var config = Configuration.Create();23 var runtime = RuntimeFactory.Create(config);24 var actor = await runtime.CreateActor(typeof(Ready));25 await runtime.SendEvent(actor, new Event());26 await runtime.WaitAsync();27 }28 }29}30using Microsoft.Coyote.Actors.BugFinding.Tests;31using System;32using System.Threading.Tasks;33{34 {35 static async Task Main(string[] args)36 {37 var config = Configuration.Create();38 var runtime = RuntimeFactory.Create(config);39 var actor = await runtime.CreateActor(typeof(Ready));40 await runtime.SendEvent(actor, new Event());41 await runtime.SendEvent(actor, new Event());42 await runtime.WaitAsync();43 }44 }45}46using Microsoft.Coyote.Actors.BugFinding.Tests;47using System;48using System.Threading.Tasks;49{50 {51 static async Task Main(string[] args)52 {53 var config = Configuration.Create();54 var runtime = RuntimeFactory.Create(config);55 var actor = await runtime.CreateActor(typeof(Ready));56 await runtime.SendEvent(actor, new Event());57 await runtime.SendEvent(actor, new Event());58 await runtime.SendEvent(actor, new Event());59 await runtime.WaitAsync();60 }61 }62}
OnInit
Using AI Code Generation
1 {2 static void Main(string[] args)3 {4 var config = Configuration.Create();5 var runtime = RuntimeFactory.Create(config);6 runtime.RunAsync(async () =>7 {8 var machine = runtime.CreateActor(typeof(Ready), new Ready());9 await machine.ReceiveEventAsync(typeof(Ready));10 }).Wait();11 }12 }13}
OnInit
Using AI Code Generation
1Microsoft.Coyote.Actors.BugFinding.Tests.Ready actor = new Microsoft.Coyote.Actors.BugFinding.Tests.Ready();2actor.OnInit();3actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());4actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());5actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());6actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());7actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());8actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());9actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());10actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());11actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());12actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());13actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());14actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());15actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());16actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());17actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());18actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());19actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());20actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());21actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());22actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());23actor.OnEvent(new Microsoft.Coyote.Actors.BugFinding.Tests.E());24actor.OnEvent(new Microsoft.Coyote.A
OnInit
Using AI Code Generation
1{2 {3 private int _field;4 protected override Task OnInitializeAsync(Event initialEvent)5 {6 this._field = 1;7 return Task.CompletedTask;8 }9 }10}11{12 {13 private int _field;14 protected override Task OnInitializeAsync(Event initialEvent)15 {16 this._field = 1;17 return Task.CompletedTask;18 }19 protected override async Task OnEventAsync(Event e)20 {21 var value = this._field;22 await this.ReceiveEventAsync();23 }24 }25}26{27 {28 private int _field;29 protected override Task OnInitializeAsync(Event initialEvent)30 {31 this._field = 1;32 return Task.CompletedTask;33 }34 protected override async Task OnEventAsync(Event e)35 {36 var value = this._field;37 await this.ReceiveEventAsync();38 }39 }40}41{42 {43 private int _field;44 protected override Task OnInitializeAsync(Event initialEvent)45 {46 this._field = 1;47 return Task.CompletedTask;48 }49 protected override async Task OnEventAsync(Event e)50 {51 var value = this._field;52 await this.ReceiveEventAsync();53 }54 }55}
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