Best Coyote code snippet using Microsoft.Coyote.Rewriting.Types.Threading.Monitor.Pulse
Monitor.cs
Source:Monitor.cs
...91 }92 /// <summary>93 /// Notifies a thread in the waiting queue of a change in the locked object's state.94 /// </summary>95 public static void Pulse(object obj)96 {97 var runtime = CoyoteRuntime.Current;98 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)99 {100 var block = SynchronizedBlock.Find(obj) ??101 throw new SystemThreading.SynchronizationLockException();102 block.Pulse();103 }104 else105 {106 SystemThreading.Monitor.Pulse(obj);107 }108 }109 /// <summary>110 /// Notifies all waiting threads of a change in the object's state.111 /// </summary>112 public static void PulseAll(object obj)113 {114 var runtime = CoyoteRuntime.Current;115 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)116 {117 var block = SynchronizedBlock.Find(obj) ??118 throw new SystemThreading.SynchronizationLockException();119 block.PulseAll();120 }121 else122 {123 SystemThreading.Monitor.PulseAll(obj);124 }125 }126 /// <summary>127 /// Attempts, for the specified amount of time, to acquire an exclusive lock on the specified object,128 /// and atomically sets a value that indicates whether the lock was taken.129 /// </summary>130 public static void TryEnter(object obj, TimeSpan timeout, ref bool lockTaken)131 {132 var runtime = CoyoteRuntime.Current;133 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)134 {135 // TODO: how to implement this timeout?136 lockTaken = SynchronizedBlock.Lock(obj).IsLockTaken;137 }138 else139 {140 if (runtime.SchedulingPolicy is SchedulingPolicy.Fuzzing &&141 runtime.TryGetExecutingOperation(out ControlledOperation current))142 {143 runtime.DelayOperation(current);144 }145 SystemThreading.Monitor.TryEnter(obj, timeout, ref lockTaken);146 }147 }148 /// <summary>149 /// Attempts, for the specified amount of time, to acquire an exclusive lock on the specified object,150 /// and atomically sets a value that indicates whether the lock was taken.151 /// </summary>152 public static bool TryEnter(object obj, TimeSpan timeout)153 {154 var runtime = CoyoteRuntime.Current;155 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)156 {157 // TODO: how to implement this timeout?158 return SynchronizedBlock.Lock(obj).IsLockTaken;159 }160 else if (runtime.SchedulingPolicy is SchedulingPolicy.Fuzzing &&161 runtime.TryGetExecutingOperation(out ControlledOperation current))162 {163 runtime.DelayOperation(current);164 }165 return SystemThreading.Monitor.TryEnter(obj, timeout);166 }167 /// <summary>168 /// Attempts, for the specified number of milliseconds, to acquire an exclusive lock on the specified object,169 /// and atomically sets a value that indicates whether the lock was taken.170 /// </summary>171 public static void TryEnter(object obj, int millisecondsTimeout, ref bool lockTaken)172 {173 var runtime = CoyoteRuntime.Current;174 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)175 {176 // TODO: how to implement this timeout?177 lockTaken = SynchronizedBlock.Lock(obj).IsLockTaken;178 }179 else180 {181 if (runtime.SchedulingPolicy is SchedulingPolicy.Fuzzing &&182 runtime.TryGetExecutingOperation(out ControlledOperation current))183 {184 runtime.DelayOperation(current);185 }186 SystemThreading.Monitor.TryEnter(obj, millisecondsTimeout, ref lockTaken);187 }188 }189 /// <summary>190 /// Attempts to acquire an exclusive lock on the specified object, and atomically191 /// sets a value that indicates whether the lock was taken.192 /// </summary>193 public static void TryEnter(object obj, ref bool lockTaken)194 {195 var runtime = CoyoteRuntime.Current;196 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)197 {198 // TODO: how to implement this timeout?199 lockTaken = SynchronizedBlock.Lock(obj).IsLockTaken;200 }201 else202 {203 if (runtime.SchedulingPolicy is SchedulingPolicy.Fuzzing &&204 runtime.TryGetExecutingOperation(out ControlledOperation current))205 {206 runtime.DelayOperation(current);207 }208 SystemThreading.Monitor.TryEnter(obj, ref lockTaken);209 }210 }211 /// <summary>212 /// Attempts to acquire an exclusive lock on the specified object.213 /// </summary>214 public static bool TryEnter(object obj)215 {216 var runtime = CoyoteRuntime.Current;217 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)218 {219 return SynchronizedBlock.Lock(obj).IsLockTaken;220 }221 else if (runtime.SchedulingPolicy is SchedulingPolicy.Fuzzing &&222 runtime.TryGetExecutingOperation(out ControlledOperation current))223 {224 runtime.DelayOperation(current);225 }226 return SystemThreading.Monitor.TryEnter(obj);227 }228 /// <summary>229 /// Releases the lock on an object and blocks the current thread until it reacquires the lock.230 /// </summary>231 public static bool Wait(object obj)232 {233 var runtime = CoyoteRuntime.Current;234 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)235 {236 var block = SynchronizedBlock.Find(obj) ??237 throw new SystemThreading.SynchronizationLockException();238 return block.Wait();239 }240 return SystemThreading.Monitor.Wait(obj);241 }242 /// <summary>243 /// Releases the lock on an object and blocks the current thread until it reacquires the lock.244 /// If the specified time-out interval elapses, the thread enters the ready queue.245 /// </summary>246 public static bool Wait(object obj, int millisecondsTimeout)247 {248 var runtime = CoyoteRuntime.Current;249 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)250 {251 var block = SynchronizedBlock.Find(obj) ??252 throw new SystemThreading.SynchronizationLockException();253 return block.Wait(millisecondsTimeout);254 }255 return SystemThreading.Monitor.Wait(obj, millisecondsTimeout);256 }257 /// <summary>258 /// Releases the lock on an object and blocks the current thread until it reacquires the lock. If the259 /// specified time-out interval elapses, the thread enters the ready queue. This method also specifies260 /// whether the synchronization domain for the context (if in a synchronized context) is exited before261 /// the wait and reacquired afterward.262 /// </summary>263 public static bool Wait(object obj, int millisecondsTimeout, bool exitContext)264 {265 var runtime = CoyoteRuntime.Current;266 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)267 {268 var block = SynchronizedBlock.Find(obj) ??269 throw new SystemThreading.SynchronizationLockException();270 // TODO: implement exitContext.271 return block.Wait(millisecondsTimeout);272 }273 return SystemThreading.Monitor.Wait(obj, millisecondsTimeout, exitContext);274 }275 /// <summary>276 /// Releases the lock on an object and blocks the current thread until it reacquires the lock.277 /// If the specified time-out interval elapses, the thread enters the ready queue.278 /// </summary>279 public static bool Wait(object obj, TimeSpan timeout)280 {281 var runtime = CoyoteRuntime.Current;282 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)283 {284 var block = SynchronizedBlock.Find(obj) ??285 throw new SystemThreading.SynchronizationLockException();286 return block.Wait(timeout);287 }288 return SystemThreading.Monitor.Wait(obj, timeout);289 }290 /// <summary>291 /// Releases the lock on an object and blocks the current thread until it reacquires the lock.292 /// If the specified time-out interval elapses, the thread enters the ready queue. Optionally293 /// exits the synchronization domain for the synchronized context before the wait and reacquires294 /// the domain afterward.295 /// </summary>296 public static bool Wait(object obj, TimeSpan timeout, bool exitContext)297 {298 var runtime = CoyoteRuntime.Current;299 if (runtime.SchedulingPolicy is SchedulingPolicy.Interleaving)300 {301 var block = SynchronizedBlock.Find(obj) ??302 throw new SystemThreading.SynchronizationLockException();303 // TODO: implement exitContext.304 return block.Wait(timeout);305 }306 return SystemThreading.Monitor.Wait(obj, timeout, exitContext);307 }308 /// <summary>309 /// Provides a mechanism that synchronizes access to objects.310 /// </summary>311 internal class SynchronizedBlock : IDisposable312 {313 /// <summary>314 /// Cache from synchronized objects to synchronized block instances.315 /// </summary>316 private static readonly ConcurrentDictionary<object, Lazy<SynchronizedBlock>> Cache =317 new ConcurrentDictionary<object, Lazy<SynchronizedBlock>>();318 /// <summary>319 /// The object used for synchronization.320 /// </summary>321 protected readonly object SyncObject;322 /// <summary>323 /// True if the lock was taken, else false.324 /// </summary>325 internal bool IsLockTaken;326 /// <summary>327 /// The resource associated with this synchronization object.328 /// </summary>329 private readonly Resource Resource;330 /// <summary>331 /// The current owner of this synchronization object.332 /// </summary>333 private ControlledOperation Owner;334 /// <summary>335 /// Wait queue of asynchronous operations.336 /// </summary>337 private readonly List<ControlledOperation> WaitQueue;338 /// <summary>339 /// Ready queue of asynchronous operations.340 /// </summary>341 private readonly List<ControlledOperation> ReadyQueue;342 /// <summary>343 /// Queue of nondeterministically buffered pulse operations to be performed after releasing344 /// the lock. This allows modeling delayed pulse operations by the operation system.345 /// </summary>346 private readonly Queue<PulseOperation> PulseQueue;347 /// <summary>348 /// The number of times that the lock has been acquired per owner. The lock can only349 /// be acquired more than one times by the same owner. A count > 1 indicates that the350 /// invocation by the current owner is reentrant.351 /// </summary>352 private readonly Dictionary<ControlledOperation, int> LockCountMap;353 /// <summary>354 /// Used to reference count accesses to this synchronized block355 /// so that it can be removed from the cache.356 /// </summary>357 private int UseCount;358 /// <summary>359 /// Initializes a new instance of the <see cref="SynchronizedBlock"/> class.360 /// </summary>361 private SynchronizedBlock(object syncObject)362 {363 if (syncObject is null)364 {365 throw new ArgumentNullException(nameof(syncObject));366 }367 this.SyncObject = syncObject;368 this.Resource = new Resource();369 this.WaitQueue = new List<ControlledOperation>();370 this.ReadyQueue = new List<ControlledOperation>();371 this.PulseQueue = new Queue<PulseOperation>();372 this.LockCountMap = new Dictionary<ControlledOperation, int>();373 this.UseCount = 0;374 }375 /// <summary>376 /// Creates a new <see cref="SynchronizedBlock"/> for synchronizing access377 /// to the specified object and enters the lock.378 /// </summary>379 internal static SynchronizedBlock Lock(object syncObject) =>380 Cache.GetOrAdd(syncObject, key => new Lazy<SynchronizedBlock>(381 () => new SynchronizedBlock(key))).Value.EnterLock();382 /// <summary>383 /// Finds the synchronized block associated with the specified synchronization object.384 /// </summary>385 internal static SynchronizedBlock Find(object syncObject) =>386 Cache.TryGetValue(syncObject, out Lazy<SynchronizedBlock> lazyMock) ? lazyMock.Value : null;387 /// <summary>388 /// Determines whether the current thread holds the lock on the sync object.389 /// </summary>390 internal bool IsEntered()391 {392 if (this.Owner != null)393 {394 var op = this.Resource.Runtime.GetExecutingOperation();395 return this.Owner == op;396 }397 return false;398 }399 private SynchronizedBlock EnterLock()400 {401 this.IsLockTaken = true;402 SystemInterlocked.Increment(ref this.UseCount);403 if (this.Owner is null)404 {405 // If this operation is trying to acquire this lock while it is free, then inject a scheduling406 // point to give another enabled operation the chance to race and acquire this lock.407 this.Resource.Runtime.ScheduleNextOperation(default, SchedulingPointType.Acquire);408 }409 if (this.Owner != null)410 {411 var op = this.Resource.Runtime.GetExecutingOperation();412 if (this.Owner == op)413 {414 // The owner is re-entering the lock.415 this.LockCountMap[op]++;416 return this;417 }418 else419 {420 // Another op has the lock right now, so add the executing op421 // to the ready queue and block it.422 this.WaitQueue.Remove(op);423 if (!this.ReadyQueue.Contains(op))424 {425 this.ReadyQueue.Add(op);426 }427 this.Resource.Wait();428 this.LockCountMap.Add(op, 1);429 return this;430 }431 }432 // The executing op acquired the lock and can proceed.433 this.Owner = this.Resource.Runtime.GetExecutingOperation();434 this.LockCountMap.Add(this.Owner, 1);435 return this;436 }437 /// <summary>438 /// Notifies a thread in the waiting queue of a change in the locked object's state.439 /// </summary>440 internal void Pulse() => this.SchedulePulse(PulseOperation.Next);441 /// <summary>442 /// Notifies all waiting threads of a change in the object's state.443 /// </summary>444 internal void PulseAll() => this.SchedulePulse(PulseOperation.All);445 /// <summary>446 /// Schedules a pulse operation that will either execute immediately or be scheduled447 /// to execute after the current owner releases the lock. This nondeterministic action448 /// is controlled by the runtime to simulate scenarios where the pulse is delayed by449 /// the operation system.450 /// </summary>451 private void SchedulePulse(PulseOperation pulseOperation)452 {453 var op = this.Resource.Runtime.GetExecutingOperation();454 if (this.Owner != op)455 {456 throw new SystemSynchronizationLockException();457 }458 // Pulse has a delay in the operating system, we can simulate that here459 // by scheduling the pulse operation to be executed nondeterministically.460 this.PulseQueue.Enqueue(pulseOperation);461 if (this.PulseQueue.Count is 1)462 {463 // Create a task for draining the queue. To optimize the testing performance,464 // we create and maintain a single task to perform this role.465 Task.Run(this.DrainPulseQueue);466 }467 }468 /// <summary>469 /// Drains the pulse queue, if it contains one or more buffered pulse operations.470 /// </summary>471 private void DrainPulseQueue()472 {473 while (this.PulseQueue.Count > 0)474 {475 // Pulses can happen nondeterministically while other operations execute,476 // which models delays by the OS.477 this.Resource.Runtime.ScheduleNextOperation(default, SchedulingPointType.Default);478 var pulseOperation = this.PulseQueue.Dequeue();479 this.Pulse(pulseOperation);480 if (this.Owner is null)481 {482 this.UnlockNextReady();483 }484 }485 }486 /// <summary>487 /// Invokes the pulse operation.488 /// </summary>489 private void Pulse(PulseOperation pulseOperation)490 {491 if (pulseOperation is PulseOperation.Next)492 {493 if (this.WaitQueue.Count > 0)494 {495 // System.Threading.Monitor has FIFO semantics.496 var waitingOp = this.WaitQueue[0];497 this.WaitQueue.RemoveAt(0);498 this.ReadyQueue.Add(waitingOp);499 IO.Debug.WriteLine("[coyote::debug] Operation '{0}' is pulsed by task '{1}'.",500 waitingOp.Id, SystemTask.CurrentId);501 }502 }503 else504 {505 foreach (var waitingOp in this.WaitQueue)506 {507 this.ReadyQueue.Add(waitingOp);508 IO.Debug.WriteLine("[coyote::debug] Operation '{0}' is pulsed by task '{1}'.",509 waitingOp.Id, SystemTask.CurrentId);510 }511 this.WaitQueue.Clear();512 }513 }514 /// <summary>515 /// Releases the lock on an object and blocks the current thread until it reacquires516 /// the lock.517 /// </summary>518 internal bool Wait()519 {520 var op = this.Resource.Runtime.GetExecutingOperation();521 if (this.Owner != op)522 {523 throw new SystemSynchronizationLockException();524 }525 this.ReadyQueue.Remove(op);526 if (!this.WaitQueue.Contains(op))527 {528 this.WaitQueue.Add(op);529 }530 this.UnlockNextReady();531 IO.Debug.WriteLine("[coyote::debug] Operation '{0}' with task id '{1}' is waiting.",532 op.Id, SystemTask.CurrentId);533 // Block this operation and schedule the next enabled operation.534 this.Resource.Wait();535 return true;536 }537 /// <summary>538 /// Releases the lock on an object and blocks the current thread until it reacquires539 /// the lock. If the specified time-out interval elapses, the thread enters the ready540 /// queue.541 /// </summary>542#pragma warning disable CA1801 // Parameter not used543 internal bool Wait(int millisecondsTimeout)544 {545 // TODO: how to implement timeout?546 // This is a bit more tricky to model, one way is to have a loop that checks547 // for controlled random boolean choice, and if it becomes true then it fails548 // the wait. This would be similar to timers in actors, so we want to use a549 // lower probability to not fail very frequently during systematic testing.550 // In the future we might want to introduce a RandomTimeout choice (similar to551 // RandomBoolean and RandomInteger), with the benefit being that the underlying552 // testing strategy will know that this is a timeout and perhaps treat it in a553 // more intelligent manner, but for now piggybacking on the other randoms should554 // work (as long as its not with a high probability).555 return this.Wait();556 }557#pragma warning restore CA1801 // Parameter not used558 /// <summary>559 /// Releases the lock on an object and blocks the current thread until it reacquires560 /// the lock. If the specified time-out interval elapses, the thread enters the ready561 /// queue.562 /// </summary>563#pragma warning disable CA1801 // Parameter not used564 internal bool Wait(TimeSpan timeout)565 {566 // TODO: how to implement timeout?567 return this.Wait();568 }569#pragma warning restore CA1801 // Parameter not used570 /// <summary>571 /// Assigns the lock to the next operation waiting in the ready queue, if there is one,572 /// following the FIFO semantics of monitor.573 /// </summary>574 private void UnlockNextReady()575 {576 // Preparing to unlock so give up ownership.577 this.Owner = null;578 if (this.ReadyQueue.Count > 0)579 {580 // If there is a operation waiting in the ready queue, then signal it.581 ControlledOperation op = this.ReadyQueue[0];582 this.ReadyQueue.RemoveAt(0);583 this.Owner = op;584 this.Resource.Signal(op);585 }586 }587 internal void Exit()588 {589 var op = this.Resource.Runtime.GetExecutingOperation();590 this.Resource.Runtime.Assert(this.LockCountMap.ContainsKey(op),591 "Cannot invoke Dispose without acquiring the lock.");592 this.LockCountMap[op]--;593 if (this.LockCountMap[op] is 0)594 {595 // Only release the lock if the invocation is not reentrant.596 this.LockCountMap.Remove(op);597 this.UnlockNextReady();598 this.Resource.Runtime.ScheduleNextOperation(op, SchedulingPointType.Release);599 }600 int useCount = SystemInterlocked.Decrement(ref this.UseCount);601 if (useCount is 0 && Cache[this.SyncObject].Value == this)602 {603 // It is safe to remove this instance from the cache.604 Cache.TryRemove(this.SyncObject, out _);605 }606 }607 /// <summary>608 /// Releases resources used by the synchronized block.609 /// </summary>610 protected void Dispose(bool disposing)611 {612 if (disposing)613 {614 this.Exit();615 }616 }617 /// <summary>618 /// Releases resources used by the synchronized block.619 /// </summary>620 public void Dispose()621 {622 this.Dispose(true);623 GC.SuppressFinalize(this);624 }625 /// <summary>626 /// The type of a pulse operation.627 /// </summary>628 private enum PulseOperation629 {630 /// <summary>631 /// Pulses the next waiting operation.632 /// </summary>633 Next,634 /// <summary>635 /// Pulses all waiting operations.636 /// </summary>637 All638 }639 }640 }641}...
MonitorTests.cs
Source:MonitorTests.cs
...86 },87 replay: true);88 }89 [Fact(Timeout = 5000)]90 public void TestMonitorWithInvalidPulseState()91 {92 this.TestWithException<SynchronizationLockException>(() =>93 {94 SynchronizedBlock monitor;95 using (monitor = SynchronizedBlock.Lock(new object()))96 {97 }98 monitor.Pulse();99 },100 replay: true);101 }102 [Fact(Timeout = 5000)]103 public void TestMonitorWithInvalidPulseAllState()104 {105 this.TestWithException<SynchronizationLockException>(() =>106 {107 SynchronizedBlock monitor;108 using (monitor = SynchronizedBlock.Lock(new object()))109 {110 }111 monitor.PulseAll();112 },113 replay: true);114 }115 [Fact(Timeout = 5000)]116 public void TestMonitorWithInvalidUsage()117 {118 this.TestWithError(async () =>119 {120 try121 {122 var monitor = SynchronizedBlock.Lock(new object());123 // We yield to make sure the execution is asynchronous.124 await Task.Yield();125 monitor.Pulse();126 // We do not dispose inside a using statement, because the `SynchronizationLockException`127 // will trigger the disposal, which will fail because an await statement is not allowed128 // inside a synchronized block. The C# compiler normally prevents it when using the lock129 // statement, but we cannot prevent it when directly using the mock.130 monitor.Dispose();131 }132 catch (SynchronizationLockException)133 {134 Specification.Assert(false, "Expected exception thrown.");135 }136 },137 expectedError: "Expected exception thrown.",138 replay: true);139 }140 [Fact(Timeout = 5000)]141 public void TestComplexMonitor()142 {143 this.Test(async () =>144 {145 object syncObject = new object();146 bool waiting = false;147 List<string> log = new List<string>();148 Task t1 = Task.Run(() =>149 {150 Monitor.Enter(syncObject);151 log.Add("waiting");152 waiting = true;153 Monitor.Wait(syncObject);154 log.Add("received pulse");155 Monitor.Exit(syncObject);156 });157 Task t2 = Task.Run(async () =>158 {159 while (!waiting)160 {161 await Task.Delay(1);162 }163 Monitor.Enter(syncObject);164 Monitor.Pulse(syncObject);165 log.Add("pulsed");166 Monitor.Exit(syncObject);167 });168 await Task.WhenAll(t1, t2);169 string expected = "waiting, pulsed, received pulse";170 string actual = string.Join(", ", log);171 Specification.Assert(expected == actual, "ControlledMonitor out of order, '{0}' instead of '{1}'", actual, expected);172 },173 this.GetConfiguration());174 }175 private class SignalData176 {177 private readonly object SyncObject;178 internal bool Signalled;179 internal SignalData()180 {181 this.SyncObject = new object();182 this.Signalled = false;183 }184 internal void Signal()185 {186 using var monitor = SynchronizedBlock.Lock(this.SyncObject);187 this.Signalled = true;188 monitor.Pulse();189 }190 internal void Wait()191 {192 using var monitor = SynchronizedBlock.Lock(this.SyncObject);193 while (!this.Signalled)194 {195 bool result = monitor.Wait();196 Assert.True(result, "Wait returned false.");197 }198 }199 internal void ReentrantLock()200 {201 Debug.WriteLine("Entering lock on task {0}.", GetCurrentTaskId());202 using var monitor = SynchronizedBlock.Lock(this.SyncObject);...
Pulse
Using AI Code Generation
1Microsoft.Coyote.Rewriting.Types.Threading.Monitor.Pulse(obj);2Microsoft.Coyote.Rewriting.Types.Threading.Monitor.PulseAll(obj);3Microsoft.Coyote.Rewriting.Types.Threading.Monitor.Wait(obj);4Microsoft.Coyote.Rewriting.Types.Threading.Monitor.Wait(obj, 10);5Microsoft.Coyote.Rewriting.Types.Threading.Monitor.Wait(obj, new System.TimeSpan(10));6Microsoft.Coyote.Rewriting.Types.Threading.Monitor.Wait(obj, new System.TimeSpan(10), false);7Microsoft.Coyote.Rewriting.Types.Threading.Monitor.Wait(obj, 10, false);8Microsoft.Coyote.Rewriting.Types.Threading.Monitor.TryEnter(obj);9Microsoft.Coyote.Rewriting.Types.Threading.Monitor.TryEnter(obj, 10);10Microsoft.Coyote.Rewriting.Types.Threading.Monitor.TryEnter(obj, new System.TimeSpan(10));
Pulse
Using AI Code Generation
1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Rewriting.Types.Threading;6using Microsoft.Coyote.Specifications;7{8 {9 public static void Main(string[] args)10 {11 var runtime = RuntimeFactory.Create();12 runtime.CreateActor(typeof(Test));13 runtime.Run();14 }15 }16 {17 private int m = 0;18 [OnEntry(nameof(InitOnEntry))]19 [OnEventDoAction(typeof(UnitEvent), nameof(DoSomething))]20 {21 }22 private void InitOnEntry()23 {24 this.Monitor<M>(new M());25 this.RaiseEvent(new UnitEvent());26 }27 private void DoSomething()28 {29 this.Monitor<M>(new M());30 this.RaiseEvent(new UnitEvent());31 }32 }33 {34 [OnEventDoAction(typeof(M), nameof(DoSomething))]35 {36 }37 private void DoSomething()38 {39 this.Monitor<M>(new M());40 }41 }42}43using System;44using System.Threading.Tasks;45using Microsoft.Coyote;46using Microsoft.Coyote.Actors;47using Microsoft.Coyote.Rewriting.Types.Threading;48using Microsoft.Coyote.Specifications;49{50 {51 public static void Main(string[] args)52 {53 var runtime = RuntimeFactory.Create();54 runtime.CreateActor(typeof(Test));55 runtime.Run();56 }57 }58 {59 private int m = 0;60 [OnEntry(nameof(InitOnEntry))]61 [OnEventDoAction(typeof(UnitEvent), nameof(DoSomething))]62 {63 }64 private void InitOnEntry()65 {66 this.Monitor<M>(new M());67 this.RaiseEvent(new UnitEvent());68 }69 private void DoSomething()70 {71 this.Monitor<M>(new M());72 this.RaiseEvent(new UnitEvent());73 }74 }
Pulse
Using AI Code Generation
1using Microsoft.Coyote.Rewriting.Types.Threading;2using System;3using System.Threading;4{5 static void Main(string[] args)6 {7 var m = new object();8 var t = new Thread(() =>9 {10 Monitor.Enter(m);11 Monitor.Pulse(m);12 Monitor.Exit(m);13 });14 t.Start();15 Monitor.Enter(m);16 Monitor.Wait(m);17 Monitor.Exit(m);18 Console.WriteLine("done");19 }20}21using Microsoft.Coyote.Rewriting.Types.Threading;22using System;23using System.Threading;24{25 static void Main(string[] args)26 {27 var m = new object();28 var t = new Thread(() =>29 {30 Monitor.Enter(m);31 Monitor.PulseAll(m);32 Monitor.Exit(m);33 });34 t.Start();35 Monitor.Enter(m);36 Monitor.Wait(m);37 Monitor.Exit(m);38 Console.WriteLine("done");39 }40}41using Microsoft.Coyote.Rewriting.Types.Threading;42using System;43using System.Threading;44{45 static void Main(string[] args)46 {47 var m = new object();48 Monitor.Enter(m);49 var b = Monitor.TryEnter(m);50 Monitor.Exit(m);51 Console.WriteLine(b);52 }53}54using Microsoft.Coyote.Rewriting.Types.Threading;55using System;56using System.Threading;57{58 static void Main(string[] args)59 {60 var m = new object();61 Monitor.Enter(m);62 var b = Monitor.TryEnter(m, 1000);63 Monitor.Exit(m);64 Console.WriteLine(b);65 }66}67using Microsoft.Coyote.Rewriting.Types.Threading;68using System;69using System.Threading;70{71 static void Main(string[] args)72 {73 var m = new object();74 Monitor.Enter(m);75 var b = Monitor.TryEnter(m
Pulse
Using AI Code Generation
1using System;2using System.Threading;3using Microsoft.Coyote.Rewriting.Types.Threading;4{5 {6 static void Main(string[] args)7 {8 int x = 1;9 int y = 2;10 var t = new Thread(() =>11 {12 Monitor.Enter(x);13 Monitor.Enter(y);14 Monitor.Pulse(y);15 Monitor.Exit(y);16 Monitor.Exit(x);17 });18 t.Start();19 Monitor.Enter(y);20 Monitor.Enter(x);21 Monitor.Wait(x);22 Monitor.Exit(x);23 Monitor.Exit(y);24 }25 }26}27using System;28using System.Threading;29using Microsoft.Coyote.Rewriting.Types.Threading;30{31 {32 static void Main(string[] args)33 {34 int x = 1;35 int y = 2;36 var t = new Thread(() =>37 {38 Monitor.Enter(x);39 Monitor.Enter(y);40 Monitor.PulseAll(y);41 Monitor.Exit(y);42 Monitor.Exit(x);43 });44 t.Start();45 Monitor.Enter(y);46 Monitor.Enter(x);47 Monitor.Wait(x);48 Monitor.Exit(x);49 Monitor.Exit(y);50 }51 }52}53using System;54using System.Threading;55using Microsoft.Coyote.Rewriting.Types.Threading;56{57 {58 static void Main(string[] args)59 {60 int x = 1;61 int y = 2;62 var t = new Thread(() =>63 {64 Monitor.Enter(x);65 Monitor.Enter(y);66 Monitor.PulseAll(y);67 Monitor.Exit(y);68 Monitor.Exit(x);69 });70 t.Start();71 Monitor.Enter(y);72 Monitor.Enter(x);73 Monitor.Wait(x);74 Monitor.Exit(x);75 Monitor.Exit(y);76 }77 }78}79using System;80using System.Threading;
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