Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.WildCardEventTests.WriteLine
WildCardEventTests.cs
Source:WildCardEventTests.cs  
...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 =>...WriteLine
Using AI Code Generation
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