Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.Success.PredSucc
ChainReplicationTests.cs
Source:ChainReplicationTests.cs  
...91                    else92                    {93                        succ = this.Servers[this.NumOfServers - 1];94                    }95                    this.SendEvent(this.Servers[i], new ChainReplicationServer.PredSucc(pred, succ));96                }97                this.Clients.Add(this.CreateActor(typeof(Client),98                    new Client.SetupEvent(0, this.Servers[0], this.Servers[this.NumOfServers - 1], 1)));99                this.Clients.Add(this.CreateActor(typeof(Client),100                    new Client.SetupEvent(1, this.Servers[0], this.Servers[this.NumOfServers - 1], 100)));101                this.CreateActor(typeof(ChainReplicationMaster),102                    new ChainReplicationMaster.SetupEvent(this.Servers, this.Clients));103                this.SendEvent(this.Id, HaltEvent.Instance);104                return Task.CompletedTask;105            }106        }107        private class FailureDetector : StateMachine108        {109            internal class SetupEvent : Event110            {111                public ActorId Main;112                public List<ActorId> Servers;113                public SetupEvent(ActorId main, List<ActorId> servers)114                    : base()115                {116                    this.Main = main;117                    this.Servers = servers;118                }119            }120            internal class FailureDetected : Event121            {122                public ActorId Server;123                public FailureDetected(ActorId server)124                    : base()125                {126                    this.Server = server;127                }128            }129            internal class FailureCorrected : Event130            {131                public List<ActorId> Servers;132                public FailureCorrected(List<ActorId> servers)133                    : base()134                {135                    this.Servers = servers;136                }137            }138            internal class Ping : Event139            {140                public ActorId Target;141                public Ping(ActorId target)142                    : base()143                {144                    this.Target = target;145                }146            }147            internal class Pong : Event148            {149            }150            private class InjectFailure : Event151            {152            }153            private class Local : Event154            {155            }156            private ActorId Main;157            private List<ActorId> Servers;158            private int CheckNodeIdx;159            private int Failures;160            [Start]161            [OnEntry(nameof(InitOnEntry))]162            [OnEventGotoState(typeof(Local), typeof(StartMonitoring))]163            private class Init : State164            {165            }166            private void InitOnEntry(Event e)167            {168                this.Main = (e as SetupEvent).Main;169                this.Servers = (e as SetupEvent).Servers;170                this.CheckNodeIdx = 0;171                this.Failures = 100;172                this.RaiseEvent(new Local());173            }174            [OnEntry(nameof(StartMonitoringOnEntry))]175            [OnEventGotoState(typeof(Pong), typeof(StartMonitoring), nameof(HandlePong))]176            [OnEventGotoState(typeof(InjectFailure), typeof(HandleFailure))]177            private class StartMonitoring : State178            {179            }180            private void StartMonitoringOnEntry()181            {182                if (this.Failures < 1)183                {184                    this.RaiseHaltEvent();185                }186                else187                {188                    this.SendEvent(this.Servers[this.CheckNodeIdx], new Ping(this.Id));189                    if (this.Servers.Count > 1)190                    {191                        if (this.RandomBoolean())192                        {193                            this.SendEvent(this.Id, new InjectFailure());194                        }195                        else196                        {197                            this.SendEvent(this.Id, new Pong());198                        }199                    }200                    else201                    {202                        this.SendEvent(this.Id, new Pong());203                    }204                    this.Failures--;205                }206            }207            private void HandlePong()208            {209                this.CheckNodeIdx++;210                if (this.CheckNodeIdx == this.Servers.Count)211                {212                    this.CheckNodeIdx = 0;213                }214            }215            [OnEntry(nameof(HandleFailureOnEntry))]216            [OnEventGotoState(typeof(FailureCorrected), typeof(StartMonitoring), nameof(ProcessFailureCorrected))]217            [IgnoreEvents(typeof(Pong), typeof(InjectFailure))]218            private class HandleFailure : State219            {220            }221            private void HandleFailureOnEntry()222            {223                this.SendEvent(this.Main, new FailureDetected(this.Servers[this.CheckNodeIdx]));224            }225            private void ProcessFailureCorrected(Event e)226            {227                this.CheckNodeIdx = 0;228                this.Servers = (e as FailureCorrected).Servers;229            }230        }231        private class ChainReplicationMaster : StateMachine232        {233            internal class SetupEvent : Event234            {235                public List<ActorId> Servers;236                public List<ActorId> Clients;237                public SetupEvent(List<ActorId> servers, List<ActorId> clients)238                    : base()239                {240                    this.Servers = servers;241                    this.Clients = clients;242                }243            }244            internal class BecomeHead : Event245            {246                public ActorId Target;247                public BecomeHead(ActorId target)248                    : base()249                {250                    this.Target = target;251                }252            }253            internal class BecomeTail : Event254            {255                public ActorId Target;256                public BecomeTail(ActorId target)257                    : base()258                {259                    this.Target = target;260                }261            }262            internal class Success : Event263            {264            }265            internal class HeadChanged : Event266            {267            }268            internal class TailChanged : Event269            {270            }271            private class HeadFailed : Event272            {273            }274            private class TailFailed : Event275            {276            }277            private class ServerFailed : Event278            {279            }280            private class FixSuccessor : Event281            {282            }283            private class FixPredecessor : Event284            {285            }286            private class Local : Event287            {288            }289            private class Done : Event290            {291            }292            private List<ActorId> Servers;293            private List<ActorId> Clients;294            private ActorId FailureDetector;295            private ActorId Head;296            private ActorId Tail;297            private int FaultyNodeIndex;298            private int LastUpdateReceivedSucc;299            private int LastAckSent;300            [Start]301            [OnEntry(nameof(InitOnEntry))]302            [OnEventGotoState(typeof(Local), typeof(WaitForFailure))]303            private class Init : State304            {305            }306            private void InitOnEntry(Event e)307            {308                this.Servers = (e as SetupEvent).Servers;309                this.Clients = (e as SetupEvent).Clients;310                this.FailureDetector = this.CreateActor(311                    typeof(FailureDetector),312                    new FailureDetector.SetupEvent(this.Id, this.Servers));313                this.Head = this.Servers[0];314                this.Tail = this.Servers[this.Servers.Count - 1];315                this.RaiseEvent(new Local());316            }317            [OnEventGotoState(typeof(HeadFailed), typeof(CorrectHeadFailure))]318            [OnEventGotoState(typeof(TailFailed), typeof(CorrectTailFailure))]319            [OnEventGotoState(typeof(ServerFailed), typeof(CorrectServerFailure))]320            [OnEventDoAction(typeof(FailureDetector.FailureDetected), nameof(CheckWhichNodeFailed))]321            private class WaitForFailure : State322            {323            }324            private void CheckWhichNodeFailed(Event e)325            {326                this.Assert(this.Servers.Count > 1, "All nodes have failed.");327                var failedServer = (e as FailureDetector.FailureDetected).Server;328                if (this.Head.Equals(failedServer))329                {330                    this.RaiseEvent(new HeadFailed());331                }332                else if (this.Tail.Equals(failedServer))333                {334                    this.RaiseEvent(new TailFailed());335                }336                else337                {338                    for (int i = 0; i < this.Servers.Count - 1; i++)339                    {340                        if (this.Servers[i].Equals(failedServer))341                        {342                            this.FaultyNodeIndex = i;343                        }344                    }345                    this.RaiseEvent(new ServerFailed());346                }347            }348            [OnEntry(nameof(CorrectHeadFailureOnEntry))]349            [OnEventGotoState(typeof(Done), typeof(WaitForFailure), nameof(UpdateFailureDetector))]350            [OnEventDoAction(typeof(HeadChanged), nameof(UpdateClients))]351            private class CorrectHeadFailure : State352            {353            }354            private void CorrectHeadFailureOnEntry()355            {356                this.Servers.RemoveAt(0);357                this.Monitor<InvariantMonitor>(358                    new InvariantMonitor.UpdateServers(this.Servers));359                this.Monitor<ServerResponseSeqMonitor>(360                    new ServerResponseSeqMonitor.UpdateServers(this.Servers));361                this.Head = this.Servers[0];362                this.SendEvent(this.Head, new BecomeHead(this.Id));363            }364            private void UpdateClients()365            {366                for (int i = 0; i < this.Clients.Count; i++)367                {368                    this.SendEvent(this.Clients[i], new Client.UpdateHeadTail(this.Head, this.Tail));369                }370                this.RaiseEvent(new Done());371            }372            private void UpdateFailureDetector()373            {374                this.SendEvent(this.FailureDetector, new FailureDetector.FailureCorrected(this.Servers));375            }376            [OnEntry(nameof(CorrectTailFailureOnEntry))]377            [OnEventGotoState(typeof(Done), typeof(WaitForFailure), nameof(UpdateFailureDetector))]378            [OnEventDoAction(typeof(TailChanged), nameof(UpdateClients))]379            private class CorrectTailFailure : State380            {381            }382            private void CorrectTailFailureOnEntry()383            {384                this.Servers.RemoveAt(this.Servers.Count - 1);385                this.Monitor<InvariantMonitor>(386                    new InvariantMonitor.UpdateServers(this.Servers));387                this.Monitor<ServerResponseSeqMonitor>(388                    new ServerResponseSeqMonitor.UpdateServers(this.Servers));389                this.Tail = this.Servers[this.Servers.Count - 1];390                this.SendEvent(this.Tail, new BecomeTail(this.Id));391            }392            [OnEntry(nameof(CorrectServerFailureOnEntry))]393            [OnEventGotoState(typeof(Done), typeof(WaitForFailure), nameof(UpdateFailureDetector))]394            [OnEventDoAction(typeof(FixSuccessor), nameof(UpdateClients))]395            [OnEventDoAction(typeof(FixPredecessor), nameof(ProcessFixPredecessor))]396            [OnEventDoAction(typeof(ChainReplicationServer.NewSuccInfo), nameof(SetLastUpdate))]397            [OnEventDoAction(typeof(Success), nameof(ProcessSuccess))]398            private class CorrectServerFailure : State399            {400            }401            private void CorrectServerFailureOnEntry()402            {403                this.Servers.RemoveAt(this.FaultyNodeIndex);404                this.Monitor<InvariantMonitor>(405                    new InvariantMonitor.UpdateServers(this.Servers));406                this.Monitor<ServerResponseSeqMonitor>(407                    new ServerResponseSeqMonitor.UpdateServers(this.Servers));408                this.RaiseEvent(new FixSuccessor());409            }410            private void ProcessFixPredecessor()411            {412                this.SendEvent(this.Servers[this.FaultyNodeIndex - 1], new ChainReplicationServer.NewSuccessor(413                    this.Id, this.Servers[this.FaultyNodeIndex], this.LastAckSent, this.LastUpdateReceivedSucc));414            }415            private void SetLastUpdate(Event e)416            {417                this.LastUpdateReceivedSucc = (e as418                    ChainReplicationServer.NewSuccInfo).LastUpdateReceivedSucc;419                this.LastAckSent = (e as420                    ChainReplicationServer.NewSuccInfo).LastAckSent;421                this.RaiseEvent(new FixPredecessor());422            }423            private void ProcessSuccess() => this.RaiseEvent(new Done());424        }425        private class ChainReplicationServer : StateMachine426        {427            internal class SetupEvent : Event428            {429                public int Id;430                public bool IsHead;431                public bool IsTail;432                public SetupEvent(int id, bool isHead, bool isTail)433                    : base()434                {435                    this.Id = id;436                    this.IsHead = isHead;437                    this.IsTail = isTail;438                }439            }440            internal class PredSucc : Event441            {442                public ActorId Predecessor;443                public ActorId Successor;444                public PredSucc(ActorId pred, ActorId succ)445                    : base()446                {447                    this.Predecessor = pred;448                    this.Successor = succ;449                }450            }451            internal class ForwardUpdate : Event452            {453                public ActorId Predecessor;454                public int NextSeqId;455                public ActorId Client;456                public int Key;457                public int Value;458                public ForwardUpdate(ActorId pred, int nextSeqId, ActorId client, int key, int val)459                    : base()460                {461                    this.Predecessor = pred;462                    this.NextSeqId = nextSeqId;463                    this.Client = client;464                    this.Key = key;465                    this.Value = val;466                }467            }468            internal class BackwardAck : Event469            {470                public int NextSeqId;471                public BackwardAck(int nextSeqId)472                    : base()473                {474                    this.NextSeqId = nextSeqId;475                }476            }477            internal class NewPredecessor : Event478            {479                public ActorId Main;480                public ActorId Predecessor;481                public NewPredecessor(ActorId main, ActorId pred)482                    : base()483                {484                    this.Main = main;485                    this.Predecessor = pred;486                }487            }488            internal class NewSuccessor : Event489            {490                public ActorId Main;491                public ActorId Successor;492                public int LastUpdateReceivedSucc;493                public int LastAckSent;494                public NewSuccessor(ActorId main, ActorId succ,495                    int lastUpdateReceivedSucc, int lastAckSent)496                    : base()497                {498                    this.Main = main;499                    this.Successor = succ;500                    this.LastUpdateReceivedSucc = lastUpdateReceivedSucc;501                    this.LastAckSent = lastAckSent;502                }503            }504            internal class NewSuccInfo : Event505            {506                public int LastUpdateReceivedSucc;507                public int LastAckSent;508                public NewSuccInfo(int lastUpdateReceivedSucc, int lastAckSent)509                    : base()510                {511                    this.LastUpdateReceivedSucc = lastUpdateReceivedSucc;512                    this.LastAckSent = lastAckSent;513                }514            }515            internal class ResponseToQuery : Event516            {517                public int Value;518                public ResponseToQuery(int val)519                    : base()520                {521                    this.Value = val;522                }523            }524            internal class ResponseToUpdate : Event525            {526            }527            private class Local : Event528            {529            }530            private int ServerId;531            private bool IsHead;532            private bool IsTail;533            private ActorId Predecessor;534            private ActorId Successor;535            private Dictionary<int, int> KeyValueStore;536            private List<int> History;537            private List<SentLog> SentHistory;538            private int NextSeqId;539            [Start]540            [OnEntry(nameof(InitOnEntry))]541            [OnEventGotoState(typeof(Local), typeof(WaitForRequest))]542            [OnEventDoAction(typeof(PredSucc), nameof(SetupPredSucc))]543            [DeferEvents(typeof(Client.Update), typeof(Client.Query),544                typeof(BackwardAck), typeof(ForwardUpdate))]545            private class Init : State546            {547            }548            private void InitOnEntry(Event e)549            {550                this.ServerId = (e as SetupEvent).Id;551                this.IsHead = (e as SetupEvent).IsHead;552                this.IsTail = (e as SetupEvent).IsTail;553                this.KeyValueStore = new Dictionary<int, int>();554                this.History = new List<int>();555                this.SentHistory = new List<SentLog>();556                this.NextSeqId = 0;557            }558            private void SetupPredSucc(Event e)559            {560                this.Predecessor = (e as PredSucc).Predecessor;561                this.Successor = (e as PredSucc).Successor;562                this.RaiseEvent(new Local());563            }564            [OnEventGotoState(typeof(Client.Update), typeof(ProcessUpdate), nameof(ProcessUpdateAction))]565            [OnEventGotoState(typeof(ForwardUpdate), typeof(ProcessFwdUpdate))]566            [OnEventGotoState(typeof(BackwardAck), typeof(ProcessBckAck))]567            [OnEventDoAction(typeof(Client.Query), nameof(ProcessQueryAction))]568            [OnEventDoAction(typeof(NewPredecessor), nameof(UpdatePredecessor))]569            [OnEventDoAction(typeof(NewSuccessor), nameof(UpdateSuccessor))]570            [OnEventDoAction(typeof(ChainReplicationMaster.BecomeHead), nameof(ProcessBecomeHead))]571            [OnEventDoAction(typeof(ChainReplicationMaster.BecomeTail), nameof(ProcessBecomeTail))]572            [OnEventDoAction(typeof(FailureDetector.Ping), nameof(SendPong))]573            private class WaitForRequest : State574            {575            }...PredSucc
Using AI Code Generation
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 runtime = RuntimeFactory.Create();11            runtime.RegisterMonitor(typeof(Monitor));12            runtime.CreateActor(typeof(Success));13            runtime.Start();14        }15    }16    {17        [OnEventDoAction(typeof(Event), nameof(Handler))]18        class Init : MonitorState { }19        void Handler()20        {21            this.Assert(false);22        }23    }24}25using System;26using System.Threading.Tasks;27using Microsoft.Coyote;28using Microsoft.Coyote.Actors;29using Microsoft.Coyote.Actors.BugFinding.Tests;30{31    {32        static void Main(string[] args)33        {34            var runtime = RuntimeFactory.Create();35            runtime.RegisterMonitor(typeof(Monitor));36            runtime.CreateActor(typeof(Success));37            runtime.Start();38        }39    }40    {41        [OnEventDoAction(typeof(Event), nameof(Handler))]42        class Init : MonitorState { }43        void Handler()44        {45            this.Assert(true);46        }47    }48}49using System;50using System.Threading.Tasks;51using Microsoft.Coyote;52using Microsoft.Coyote.Actors;53using Microsoft.Coyote.Actors.BugFinding.Tests;54{55    {56        static void Main(string[] args)57        {58            var runtime = RuntimeFactory.Create();59            runtime.RegisterMonitor(typeof(Monitor));60            runtime.CreateActor(typeof(Success));61            runtime.Start();62        }63    }64    {65        [OnEventDoAction(typeof(Event), nameof(Handler))]66        class Init : MonitorState { }67        void Handler()68        {69            this.Assert(false);70        }71    }72}PredSucc
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Collections.Generic;4using System.Linq;5using System.Text;6using System.Threading.Tasks;7{8    {9        static void Main(string[] args)10        {11            int x = Success.PredSucc(3);12        }13    }14}15using Microsoft.Coyote.Actors.BugFinding.Tests;16using System;17using System.Collections.Generic;18using System.Linq;19using System.Text;20using System.Threading.Tasks;21{22    {23        static void Main(string[] args)24        {25            int x = Success.PredSucc(3);26        }27    }28}29using Microsoft.Coyote.Actors.BugFinding.Tests;30using System;31using System.Collections.Generic;32using System.Linq;33using System.Text;34using System.Threading.Tasks;35{36    {37        static void Main(string[] args)38        {39            int x = Success.PredSucc(3);40        }41    }42}43using Microsoft.Coyote.Actors.BugFinding.Tests;44using System;45using System.Collections.Generic;46using System.Linq;47using System.Text;48using System.Threading.Tasks;49{50    {51        static void Main(string[] args)52        {53            int x = Success.PredSucc(3);54        }55    }56}57using Microsoft.Coyote.Actors.BugFinding.Tests;58using System;59using System.Collections.Generic;60using System.Linq;61using System.Text;62using System.Threading.Tasks;63{64    {65        static void Main(string[] args)66        {67            int x = Success.PredSucc(3);68        }69    }70}PredSucc
Using AI Code Generation
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        static void Main(string[] args)11        {12            var runtime = RuntimeFactory.Create();13            runtime.CreateActor(typeof(Success));14            Console.ReadKey();15        }16    }17}18using Microsoft.Coyote.Actors;19using Microsoft.Coyote.Actors.BugFinding.Tests;20using System;21using System.Collections.Generic;22using System.Linq;23using System.Text;24using System.Threading.Tasks;25{26    {27        static void Main(string[] args)28        {29            var runtime = RuntimeFactory.Create();30            runtime.CreateActor(typeof(Success));31            Console.ReadKey();32        }33    }34}35using Microsoft.Coyote.Actors;36using Microsoft.Coyote.Actors.BugFinding.Tests;37using System;38using System.Collections.Generic;39using System.Linq;40using System.Text;41using System.Threading.Tasks;42{43    {44        static void Main(string[] args)45        {46            var runtime = RuntimeFactory.Create();47            runtime.CreateActor(typeof(Success));48            Console.ReadKey();49        }50    }51}52using Microsoft.Coyote.Actors;53using Microsoft.Coyote.Actors.BugFinding.Tests;54using System;55using System.Collections.Generic;56using System.Linq;57using System.Text;58using System.Threading.Tasks;59{60    {61        static void Main(string[] args)62        {63            var runtime = RuntimeFactory.Create();64            runtime.CreateActor(typeof(Success));65            Console.ReadKey();66        }67    }68}69using Microsoft.Coyote.Actors;70using Microsoft.Coyote.Actors.BugFinding.Tests;71using System;72using System.Collections.Generic;73using System.Linq;74using System.Text;PredSucc
Using AI Code Generation
1using Microsoft.Coyote;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using System;4using System.Threading.Tasks;5{6    {7        static async Task Main(string[] args)8        {9            var result = await CoyoteRuntime.ExecuteAsync(async () =>10            {11                var machine = new Success();12                await CoyoteRuntime.CreateActorAsync(machine);13                await machine.PredSucc();14            });15        }16    }17}18using Microsoft.Coyote;19using Microsoft.Coyote.Actors.BugFinding.Tests;20using System;21using System.Threading.Tasks;22{23    {24        static async Task Main(string[] args)25        {26            var result = await CoyoteRuntime.ExecuteAsync(async () =>27            {28                var machine = new Success();29                await CoyoteRuntime.CreateActorAsync(machine);30                await machine.PredSucc();31            });32        }33    }34}35using Microsoft.Coyote;36using Microsoft.Coyote.Actors.BugFinding.Tests;37using System;38using System.Threading.Tasks;39{40    {41        static async Task Main(string[] args)42        {43            var result = await CoyoteRuntime.ExecuteAsync(async () =>44            {45                var machine = new Success();46                await CoyoteRuntime.CreateActorAsync(machine);47                await machine.PredSucc();48            });49        }50    }51}52using Microsoft.Coyote;53using Microsoft.Coyote.Actors.BugFinding.Tests;54using System;55using System.Threading.Tasks;56{57    {58        static async Task Main(string[] args)59        {60            var result = await CoyoteRuntime.ExecuteAsync(async () =>61            {62                var machine = new Success();63                await CoyoteRuntime.CreateActorAsync(machine);64                await machine.PredSucc();65            });66        }67    }68}PredSucc
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Threading.Tasks;4{5    {6        public static void PredSucc()7        {8            int x = 0;9            int y = 0;10            int z = 0;11            if (x < 0)12            {13                y = 1;14            }15            {16                y = 2;17            }18            if (y < 0)19            {20                z = 1;21            }22            {23                z = 2;24            }25        }26    }27}28using Microsoft.Coyote.Actors.BugFinding.Tests;29using System;30using System.Threading.Tasks;31{32    {33        public static void PredSucc()34        {35            int x = 0;36            int y = 0;37            int z = 0;38            if (x < 0)39            {40                y = 1;41            }42            {43                y = 2;44            }45            if (y < 0)46            {47                z = 1;48            }49            {50                z = 2;51            }52        }53    }54}55using Microsoft.Coyote.Actors.BugFinding.Tests;56using System;57using System.Threading.Tasks;58{59    {60        public static void PredSucc()61        {62            int x = 0;63            int y = 0;64            int z = 0;65            if (x < 0)66            {67                y = 1;68            }69            {70                y = 2;71            }72            if (y < 0)73            {74                z = 1;75            }76            {77                z = 2;78            }79        }80    }81}PredSucc
Using AI Code Generation
1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using System;4using System.Threading.Tasks;5{6    {7        public static void Main(string[] args)8        {9            var runtime = RuntimeFactory.Create();10            runtime.CreateActor(typeof(Success));11            Console.WriteLine("Press any key to exit...");12            Console.ReadKey();13        }14    }15}16using Microsoft.Coyote.Actors;17using Microsoft.Coyote.Actors.BugFinding.Tests;18using System;19using System.Threading.Tasks;20{21    {22        public static void Main(string[] args)23        {24            var runtime = RuntimeFactory.Create();25            var actor = runtime.CreateActor(typeof(Success));26            runtime.SendEvent(actor, new Success.PredSucc());27            Console.WriteLine("Press any key to exit...");28            Console.ReadKey();29        }30    }31}32using Microsoft.Coyote.Actors;33using Microsoft.Coyote.Actors.BugFinding.Tests;34using System;35using System.Threading.Tasks;36{37    {38        public static void Main(string[] args)39        {40            var runtime = RuntimeFactory.Create();41            var actor = runtime.CreateActor(typeof(Success));42            runtime.SendEvent(actor, new Success.PredSucc());43            runtime.SendEvent(actor, new Success.PredSucc());44            Console.WriteLine("Press any key to exit...");45            Console.ReadKey();46        }47    }48}49using Microsoft.Coyote.Actors;50using Microsoft.Coyote.Actors.BugFinding.Tests;51using System;52using System.Threading.Tasks;53{54    {55        public static void Main(string[] args)56        {57            var runtime = RuntimeFactory.Create();58            var actor = runtime.CreateActor(typeof(Success));59            runtime.SendEvent(actor, new Success.PredSucc());60            runtime.SendEvent(actor, new Success.PredSucc());61            runtime.SendEvent(actor, new SuccessPredSucc
Using AI Code Generation
1using System;2using System.Threading.Tasks;3using Microsoft.Coyote.Actors;4using Microsoft.Coyote.Actors.BugFinding.Tests;5{6    {7        static void Main()8        {9            var runtime = RuntimeFactory.Create();10            var m = runtime.CreateActor(typeof(Machine));11            var t = runtime.CreateActor(typeof(Tester));12            runtime.SendEvent(m, new E());13            runtime.SendEvent(t, new E());14            runtime.Wait();15        }16    }17    {18        protected override Task OnInitializeAsync(Event initialEvent)19        {20            this.SendEvent(this.Id, new E());21            return Task.CompletedTask;22        }23    }24    {25        protected override Task OnInitializeAsync(Event initialEvent)26        {27            this.SendEvent(this.Id, new E());28            return Task.CompletedTask;29        }30    }31    class E : Event { }32}33using System;34using System.Threading.Tasks;35using Microsoft.Coyote.Actors;36using Microsoft.Coyote.Actors.BugFinding.Tests;37{38    {39        static void Main()40        {41            var runtime = RuntimeFactory.Create();42            var m = runtime.CreateActor(typeof(Machine));43            var t = runtime.CreateActor(typeof(Tester));44            runtime.SendEvent(m, new E());45            runtime.SendEvent(t, new E());46            runtime.Wait();47        }48    }49    {50        protected override Task OnInitializeAsync(Event initialEvent)51        {52            this.SendEvent(this.Id, new E());53            return Task.CompletedTask;54        }55    }56    {57        protected override Task OnInitializeAsync(Event initialEvent)58        {59            this.SendEvent(this.Id, new E());60            return Task.CompletedTask;61        }62    }63    class E : Event { }64}65using System;66using System.Threading.Tasks;67using Microsoft.Coyote.Actors;68using Microsoft.Coyote.Actors.BugFinding.Tests;69{70    {71        static void Main()72        {73            var runtime = RuntimeFactory.Create();PredSucc
Using AI Code Generation
1using System;2using Microsoft.Coyote.Actors;3{4    {5        public static void Main(string[] args)6        {7            var runtime = RuntimeFactory.Create();8            var id = runtime.CreateActor(typeof(Success));9            runtime.SendEvent(id, new E());10            Console.WriteLine("Press any key to exit ...");11            Console.ReadKey();12        }13    }14    {15    }16    {17        protected override async Task OnInitializeAsync(Event initialEvent)18        {19            await this.PredSucc();20        }21        private async Task PredSucc()22        {23            var e = await this.ReceiveEventAsync<E>();24            this.SendEvent(this.Id, e);25        }26    }27}PredSucc
Using AI Code Generation
1using System;2using Microsoft.Coyote.Actors;3using Microsoft.Coyote.Actors.BugFinding.Tests;4{5    {6        static void Main(string[] args)7        {8            var runtime = RuntimeFactory.Create();9            var actor = runtime.CreateActor(typeof(Success));10            var result = runtime.SendEventAndExecuteTask<int>(actor, new PredSucc(500));11            Console.WriteLine("Predecessor of 500 is " + result.Item1 + " and successor is " + result.Item2);12        }13    }14}15using System;16using Microsoft.Coyote.Actors;17using Microsoft.Coyote.Actors.BugFinding.Tests;18{19    {20        [OnEventDoAction(typeof(PredSucc), nameof(Successor))]21        class Init : State { }22        void Successor()23        {24            var e = (PredSucc)ReceivedEvent;25            var pred = e.n - 1;26            var succ = e.n + 1;27            if (pred < 0) pred = 0;28            if (succ > 1000) succ = 1000;29            SendEvent(this.Id, new PredSuccResponse(pred, succ));30        }31    }32}33using System;34using Microsoft.Coyote.Actors;35using Microsoft.Coyote.Actors.BugFinding.Tests;36{37    {38        public int n;39        public PredSucc(int n)40        {41            this.n = n;42        }43    }44}45using System;46using Microsoft.Coyote.Actors;47using Microsoft.Coyote.Actors.BugFinding.Tests;48{49    {50        public int pred;51        public int succ;52        public PredSuccResponse(int pred, int succ)53        {54            this.pred = pred;PredSucc
Using AI Code Generation
1using System;2using System.Threading.Tasks;3using Microsoft.Coyote.Actors;4using Microsoft.Coyote.Actors.BugFinding.Tests;5{6    {7        private static async Task Main(string[] args)8        {9            var runtime = RuntimeFactory.Create();10            var actor = runtime.CreateActor(typeof(Success));11            var result = await runtime.SendEventAndExecuteAsync<int>(actor, new PredSucc(10));12            Console.WriteLine(result);13        }14    }15}16using System;17using System.Threading.Tasks;18using Microsoft.Coyote.Actors;19using Microsoft.Coyote.Actors.BugFinding.Tests;20{21    {22        private static async Task Main(string[] args)23        {24            var runtime = RuntimeFactory.Create();25            var actor = runtime.CreateActor(typeof(Success));26            var result = await runtime.SendEventAndExecuteAsync<int>(actor, new PredSucc(10));27            Console.WriteLine(result);28        }29    }30}31using System;32using System.Threading.Tasks;33using Microsoft.Coyote.Actors;34using Microsoft.Coyote.Actors.BugFinding.Tests;35{36    {37        private static async Task Main(string[] args)Learn to execute automation testing from scratch with LambdaTest Learning Hub. Right from setting up the prerequisites to run your first automation test, to following best practices and diving deeper into advanced test scenarios. LambdaTest Learning Hubs compile a list of step-by-step guides to help you be proficient with different test automation frameworks i.e. Selenium, Cypress, TestNG etc.
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