How to use WriteLine method of Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests class

Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine

WildCardEventTests.cs

Source:WildCardEventTests.cs Github

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...15 }16 internal class LogEvent : Event17 {18 public List<string> Result = new List<string>();19 public void WriteLine(string msg, params object[] args)20 {21 this.Result.Add(string.Format(msg, args));22 }23 public override string ToString()24 {25 return string.Join(",", this.Result);26 }27 }28 private class E1 : Event29 {30 }31 private class E2 : Event32 {33 }34 private class E3 : Event35 {36 }37 private class E4 : Event38 {39 }40 [OnEventDoAction(typeof(WildCardEvent), nameof(Foo))]41 private class Aa : Actor42 {43 private LogEvent Config;44 internal override Task InitializeAsync(Event initialEvent)45 {46 this.Config = (LogEvent)initialEvent;47 return base.InitializeAsync(initialEvent);48 }49 private void Foo(Event e)50 {51 if (e is E2)52 {53 this.Config.WriteLine("E2");54 }55 else if (e is UnitEvent)56 {57 this.Config.WriteLine("UnitEvent");58 }59 else if (e is E1)60 {61 this.Config.WriteLine("E1");62 }63 }64 public static void RunTest(IActorRuntime r, LogEvent config)65 {66 var a = r.CreateActor(typeof(Aa), config);67 r.SendEvent(a, new E2());68 r.SendEvent(a, UnitEvent.Instance);69 r.SendEvent(a, new E1());70 }71 }72 [Fact(Timeout = 5000)]73 public void TestWildCardEventInActor()74 {75 var config = new LogEvent();76 this.Test(r =>77 {78 Aa.RunTest(r, config);79 });80 string actual = config.ToString();81 Assert.True(actual is "E2,UnitEvent,E1");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)379 {380 this.Config.WriteLine("Catch {0} in State {1}", e.GetType().Name, this.CurrentStateName);381 }382 internal static void RunTest(IActorRuntime runtime, LogEvent config)383 {384 var actor = runtime.CreateActor(typeof(X3), config);385 runtime.SendEvent(actor, new E1()); // ignored (and therefore dropped)386 runtime.SendEvent(actor, new E2()); // push state Active.387 runtime.SendEvent(actor, new E1()); // Catch by wildcard (overriding inherited IgnoreEvents)388 }389 }390 [Fact(Timeout = 5000)]391 public void TestWildcardOverrideIgnoreStateMachine()392 {393 var config = new LogEvent();394 this.Test(r =>...

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WriteLine

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1Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");2Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");3Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");4Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");5Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");6Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");7Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");8Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");9Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");10Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine("Hello World");

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