Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.Bad.OnEventUnhandledAsync
PushStateTransitionTests.cs
Source:PushStateTransitionTests.cs
...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 {334 this.Log.WriteLine("Exiting Ready state");335 }336 protected override Task OnEventUnhandledAsync(Event e, string state)337 {338 this.Log.WriteLine("Unhandled event {0} in state {1}", e.GetType().Name, state);339 return base.OnEventUnhandledAsync(e, state);340 }341 public static void RunTest(IActorRuntime runtime, LogEvent initEvent)342 {343 var actor = runtime.CreateActor(typeof(M8), initEvent);344 runtime.SendEvent(actor, new E1()); // should be handled by Init state, and trigger push to Ready345 runtime.SendEvent(actor, new E1()); // should pop Active and go back to Init where it will be handled.346 }347 }348 [Fact(Timeout = 5000)]349 public void TestPushStateNotInheritPush()350 {351 var log = new LogEvent();352 this.Test(r =>353 {...
OnEventUnhandledAsync
Using AI Code Generation
1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Testing;6using Microsoft.Coyote.TestingServices;7using Microsoft.Coyote.Actors.BugFinding.Tests;8using System.Threading;9{10 {11 public static async Task Main(string[] args)12 {13 var configuration = Configuration.Create();14 configuration.TestingIterations = 1;15 configuration.SchedulingIterations = 1000;16 configuration.MaxFairSchedulingSteps = 1000;17 configuration.LivenessTemperatureThreshold = 1000;18 configuration.ReportActivityCoverage = true;19 configuration.ReportSchedulingCoverage = true;20 configuration.ReportFairScheduling = true;21 configuration.ReportLivenessSafety = true;22 configuration.ReportLivenessLiveness = true;23 configuration.ReportDeadlocks = true;24 configuration.ReportUnhandledExceptions = true;
OnEventUnhandledAsync
Using AI Code Generation
1using Microsoft.Coyote.Actors;2using System;3using System.Threading.Tasks;4{5 {6 protected override Task OnInitializeAsync(Event initialEvent)7 {8 var e = new Event();9 this.SendEvent(this.Id, e);10 return Task.CompletedTask;11 }12 protected override Task OnEventUnhandledAsync(Event e)13 {14 this.SendEvent(this.Id, e);15 return Task.CompletedTask;16 }17 }18}19using Microsoft.Coyote.Actors;20using System;21using System.Threading.Tasks;22{23 {24 protected override Task OnInitializeAsync(Event initialEvent)25 {26 var e = new Event();27 this.SendEvent(this.Id, e);28 return Task.CompletedTask;29 }30 protected override Task OnEventUnhandledAsync(Event e)31 {32 this.SendEvent(this.Id, e);33 return Task.CompletedTask;34 }35 }36}37using Microsoft.Coyote.Actors;38using System;39using System.Threading.Tasks;40{41 {42 protected override Task OnInitializeAsync(Event initialEvent)43 {44 var e = new Event();45 this.SendEvent(this.Id, e);46 return Task.CompletedTask;47 }48 protected override Task OnEventUnhandledAsync(Event e)49 {50 this.SendEvent(this.Id, e);51 return Task.CompletedTask;52 }53 }54}55using Microsoft.Coyote.Actors;56using System;57using System.Threading.Tasks;58{59 {60 protected override Task OnInitializeAsync(Event initialEvent)61 {62 var e = new Event();63 this.SendEvent(this.Id, e);64 return Task.CompletedTask;65 }66 protected override Task OnEventUnhandledAsync(Event e)67 {68 this.SendEvent(this.Id, e);69 return Task.CompletedTask;70 }71 }72}
OnEventUnhandledAsync
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 task = Task.Run(async () =>11 {12 var runtime = await Runtime.CreateAsync();13 await runtime.CreateActorAsync(typeof(Bad));14 });15 task.Wait();16 Console.WriteLine("Hello World!");17 }18 }19}
OnEventUnhandledAsync
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 using (var runtime = RuntimeFactory.Create())11 {12 var id = runtime.CreateActor(typeof(Bad));13 runtime.SendEvent(id, new E());14 runtime.Wait();15 }16 }17 }18}19using System;20using System.Threading.Tasks;21using Microsoft.Coyote;22using Microsoft.Coyote.Actors;23using Microsoft.Coyote.Actors.BugFinding.Tests;24{25 {26 static void Main(string[] args)27 {28 using (var runtime = RuntimeFactory.Create())29 {30 var id = runtime.CreateActor(typeof(Good));31 runtime.SendEvent(id, new E());32 runtime.Wait();33 }34 }35 }36}
OnEventUnhandledAsync
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 public static async Task Main(string[] args)9 {10 var configuration = Configuration.Create();11 configuration.BugFinding.ReportBugsToStandardError = true;12 configuration.BugFinding.SchedulingIterations = 100;13 configuration.BugFinding.SchedulingStrategy = SchedulingStrategy.DFS;14 configuration.BugFinding.VerificationStrategy = VerificationStrategy.DFS;15 configuration.BugFinding.VerificationIterations = 100;16 configuration.BugFinding.VerificationDepth = 100;17 configuration.BugFinding.VerificationTimeout = 1000;18 configuration.BugFinding.VerificationMaxTraceLength = 100;19 configuration.BugFinding.VerificationMaxFairSchedulingSteps = 100;20 configuration.BugFinding.VerificationMaxUnfairSchedulingSteps = 100;21 configuration.BugFinding.VerificationMaxFairSchedulingStepsPerIteration = 100;22 configuration.BugFinding.VerificationMaxUnfairSchedulingStepsPerIteration = 100;23 await BugFindingRuntime.Create(configuration).RunAsync(async () =>24 {25 var m = Actor.CreateActor(typeof(M));26 await Actor.SendMessageEventAsync(m, new E());27 });28 }29 }30 {31 protected override Task OnInitializeAsync(Event initialEvent)32 {33 return Task.CompletedTask;34 }35 protected override Task OnEventAsync(Event e)36 {37 return Task.CompletedTask;38 }39 }40 {41 }42}43 0. M() created44 1. M() sent E() to M()45 2. M() received E()46 0. M() created47 1. M() sent E() to M()48 2. M() received E()
OnEventUnhandledAsync
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 using (var runtime = RuntimeFactory.Create())11 {12 var id = runtime.CreateActor(typeof(Bad));13 runtime.SendEvent(id, new E());14 runtime.Wait();15 }16 }17 }18}19using System;20using System.Threading.Tasks;21using Microsoft.Coyote;22using Microsoft.Coyote.Actors;23using Microsoft.Coyote.Actors.BugFinding.Tests;24{25 {26 static void Main(string[] args)27 {28 using (var runtime = RuntimeFactory.Create())29 {30 var id = runtime.CreateActor(typeof(Good));31 runtime.SendEvent(id, new E());32 runtime.Wait();33 }34 }35 }36}
OnEventUnhandledAsync
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 public static async Task Main(string[] args)9 {10 var configuration = Configuration.Create();11 configuration.BugFinding.ReportBugsToStandardError = true;12 configuration.BugFinding.SchedulingIterations = 100;13 configuration.BugFinding.SchedulingStrategy = SchedulingStrategy.DFS;14 configuration.BugFinding.VerificationStrategy = VerificationStrategy.DFS;15 configuration.BugFinding.VerificationIterations = 100;16 configuration.BugFinding.VerificationDepth = 100;17 configuration.BugFinding.VerificationTimeout = 1000;18 configuration.BugFinding.VerificationMaxTraceLength = 100;19 configuration.BugFinding.VerificationMaxFairSchedulingSteps = 100;20 configuration.BugFinding.VerificationMaxUnfairSchedulingSteps = 100;21 configuration.BugFinding.VerificationMaxFairSchedulingStepsPerIteration = 100;22 configuration.BugFinding.VerificationMaxUnfairSchedulingStepsPerIteration = 100;23 await BugFindingRuntime.Create(configuration).RunAsync(async () =>24 {25 var m = Actor.CreateActor(typeof(M));26 await Actor.SendMessageEventAsync(m, new E());27 });28 }29 }30 {31 protected override Task OnInitializeAsync(Event initialEvent)32 {33 return Task.CompletedTask;34 }35 protected override Task OnEventAsync(Event e)36 {37 return Task.CompletedTask;38 }39 }40 {41 }42}43 0. M() created44 1. M() sent E() to M()45 2. M() received E()46 0. M() created47 1. M() sent E() to M()48 2. M() received E()
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