Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.NotifyFailure.NotifyFailure
ReplicatingStorageTests.cs
Source:ReplicatingStorageTests.cs
...100 }101 int nodeId = this.RandomInteger(this.AliveNodes.Count);102 var node = this.AliveNodes[nodeId];103 this.SendEvent(node, new FaultInject());104 this.SendEvent(this.NodeManager, new NodeManager.NotifyFailure(node));105 this.AliveNodes.Remove(node);106 this.NumberOfFaults--;107 if (this.NumberOfFaults is 0)108 {109 this.SendEvent(this.FailureTimer, HaltEvent.Instance);110 }111 }112 }113 private class NodeManager : StateMachine114 {115 public class ConfigureEvent : Event116 {117 public ActorId Environment;118 public int NumberOfReplicas;119 public ConfigureEvent(ActorId env, int numOfReplicas)120 : base()121 {122 this.Environment = env;123 this.NumberOfReplicas = numOfReplicas;124 }125 }126 public class NotifyFailure : Event127 {128 public ActorId Node;129 public NotifyFailure(ActorId node)130 : base()131 {132 this.Node = node;133 }134 }135 internal class ShutDown : Event136 {137 }138 private class LocalEvent : Event139 {140 }141 private ActorId Environment;142 private List<ActorId> StorageNodes;143 private int NumberOfReplicas;144 private Dictionary<int, bool> StorageNodeMap;145 private Dictionary<int, int> DataMap;146 private ActorId RepairTimer;147 [Start]148 [OnEntry(nameof(EntryOnInit))]149 [OnEventDoAction(typeof(ConfigureEvent), nameof(SetupEvent))]150 [OnEventGotoState(typeof(LocalEvent), typeof(Active))]151 [DeferEvents(typeof(Client.Request), typeof(RepairTimer.Timeout))]152 private class Init : State153 {154 }155 private void EntryOnInit()156 {157 this.StorageNodes = new List<ActorId>();158 this.StorageNodeMap = new Dictionary<int, bool>();159 this.DataMap = new Dictionary<int, int>();160 this.RepairTimer = this.CreateActor(typeof(RepairTimer));161 this.SendEvent(this.RepairTimer, new RepairTimer.ConfigureEvent(this.Id));162 }163 private void SetupEvent(Event e)164 {165 this.Environment = (e as ConfigureEvent).Environment;166 this.NumberOfReplicas = (e as ConfigureEvent).NumberOfReplicas;167 for (int idx = 0; idx < this.NumberOfReplicas; idx++)168 {169 this.CreateNewNode();170 }171 this.RaiseEvent(new LocalEvent());172 }173 private void CreateNewNode()174 {175 var idx = this.StorageNodes.Count;176 var node = this.CreateActor(typeof(StorageNode));177 this.StorageNodes.Add(node);178 this.StorageNodeMap.Add(idx, true);179 this.SendEvent(node, new StorageNode.ConfigureEvent(this.Environment, this.Id, idx));180 }181 [OnEventDoAction(typeof(Client.Request), nameof(ProcessClientRequest))]182 [OnEventDoAction(typeof(RepairTimer.Timeout), nameof(RepairNodes))]183 [OnEventDoAction(typeof(StorageNode.SyncReport), nameof(ProcessSyncReport))]184 [OnEventDoAction(typeof(NotifyFailure), nameof(ProcessFailure))]185 private class Active : State186 {187 }188 private void ProcessClientRequest(Event e)189 {190 var command = (e as Client.Request).Command;191 var aliveNodeIds = this.StorageNodeMap.Where(n => n.Value).Select(n => n.Key);192 foreach (var nodeId in aliveNodeIds)193 {194 this.SendEvent(this.StorageNodes[nodeId], new StorageNode.StoreRequest(command));195 }196 }197 private void RepairNodes()198 {199 if (this.DataMap.Count is 0)200 {201 return;202 }203 var latestData = this.DataMap.Values.Max();204 var numOfReplicas = this.DataMap.Count(kvp => kvp.Value == latestData);205 if (numOfReplicas >= this.NumberOfReplicas)206 {207 return;208 }209 foreach (var node in this.DataMap)210 {211 if (node.Value != latestData)212 {213 this.SendEvent(this.StorageNodes[node.Key], new StorageNode.SyncRequest(latestData));214 numOfReplicas++;215 }216 if (numOfReplicas == this.NumberOfReplicas)217 {218 break;219 }220 }221 }222 private void ProcessSyncReport(Event e)223 {224 var nodeId = (e as StorageNode.SyncReport).NodeId;225 var data = (e as StorageNode.SyncReport).Data;226 // LIVENESS BUG: can fail to ever repair again as it thinks there227 // are enough replicas. Enable to introduce a bug fix.228 // if (!this.StorageNodeMap.ContainsKey(nodeId))229 // {230 // return;231 // }232 if (!this.DataMap.ContainsKey(nodeId))233 {234 this.DataMap.Add(nodeId, 0);235 }236 this.DataMap[nodeId] = data;237 }238 private void ProcessFailure(Event e)239 {240 var node = (e as NotifyFailure).Node;241 var nodeId = this.StorageNodes.IndexOf(node);242 this.StorageNodeMap.Remove(nodeId);243 this.DataMap.Remove(nodeId);244 this.CreateNewNode();245 }246 }247 private class StorageNode : StateMachine248 {249 public class ConfigureEvent : Event250 {251 public ActorId Environment;252 public ActorId NodeManager;253 public int Id;254 public ConfigureEvent(ActorId env, ActorId manager, int id)...
NotifyFailure
Using AI Code Generation
1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Microsoft.Coyote;7using Microsoft.Coyote.Actors;8{9 {10 protected override async Task OnInitializeAsync(Event initialEvent)11 {12 await this.NotifyFailureAsync(new Exception("Test"));13 }14 }15}16using System;17using System.Collections.Generic;18using System.Linq;19using System.Text;20using System.Threading.Tasks;21using Microsoft.Coyote;22using Microsoft.Coyote.Actors;23{24 {25 protected override async Task OnInitializeAsync(Event initialEvent)26 {
NotifyFailure
Using AI Code Generation
1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Microsoft.Coyote.Actors;7using Microsoft.Coyote.Actors.BugFinding.Tests;8{9 {10 static void Main(string[] args)11 {12 ActorRuntime runtime = RuntimeFactory.Create();13 ActorId actor = runtime.CreateActor(typeof(NotifyFailure));14 runtime.SendEvent(actor, new NotifyFailure());15 Console.WriteLine("Press any key to exit...");16 Console.ReadKey();17 }18 }19}20using System;21using System.Collections.Generic;22using System.Linq;23using System.Text;24using System.Threading.Tasks;25using Microsoft.Coyote.Actors;26using Microsoft.Coyote.Actors.BugFinding.Tests;27{28 {29 static void Main(string[] args)30 {31 ActorRuntime runtime = RuntimeFactory.Create();32 ActorId actor = runtime.CreateActor(typeof(NotifyFailure));33 runtime.SendEvent(actor, new NotifyFailure());34 Console.WriteLine("Press any key to exit...");35 Console.ReadKey();36 }37 }38}39using System;40using System.Collections.Generic;41using System.Linq;42using System.Text;43using System.Threading.Tasks;44using Microsoft.Coyote.Actors;45using Microsoft.Coyote.Actors.BugFinding.Tests;46{47 {48 static void Main(string[] args)49 {50 ActorRuntime runtime = RuntimeFactory.Create();51 ActorId actor = runtime.CreateActor(typeof(NotifyFailure));52 runtime.SendEvent(actor, new NotifyFailure());53 Console.WriteLine("Press any key to exit...");54 Console.ReadKey();55 }56 }57}58using System;
NotifyFailure
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 NotifyFailure notifyFailure = new NotifyFailure();13 notifyFailure.NotifyFailureMethod();14 }15 }16}17using Microsoft.Coyote.Actors;18using Microsoft.Coyote.Actors.BugFinding.Tests;19using System;20using System.Collections.Generic;21using System.Linq;22using System.Text;23using System.Threading.Tasks;24{25 {26 static void Main(string[] args)27 {28 NotifyFailure notifyFailure = new NotifyFailure();29 notifyFailure.NotifyFailureMethod();30 }31 }32}33using Microsoft.Coyote.Actors;34using Microsoft.Coyote.Actors.BugFinding.Tests;35using System;36using System.Collections.Generic;37using System.Linq;38using System.Text;39using System.Threading.Tasks;40{41 {42 static void Main(string[] args)43 {44 NotifyFailure notifyFailure = new NotifyFailure();45 notifyFailure.NotifyFailureMethod();46 }47 }48}49using Microsoft.Coyote.Actors;50using Microsoft.Coyote.Actors.BugFinding.Tests;51using System;52using System.Collections.Generic;53using System.Linq;54using System.Text;55using System.Threading.Tasks;56{57 {58 static void Main(string[] args)59 {60 NotifyFailure notifyFailure = new NotifyFailure();61 notifyFailure.NotifyFailureMethod();62 }63 }64}65using Microsoft.Coyote.Actors;66using Microsoft.Coyote.Actors.BugFinding.Tests;67using System;68using System.Collections.Generic;69using System.Linq;70using System.Text;71using System.Threading.Tasks;72{
NotifyFailure
Using AI Code Generation
1using System;2using Microsoft.Coyote;3using Microsoft.Coyote.Actors;4using Microsoft.Coyote.Actors.BugFinding.Tests;5{6 {7 static void Main(string[] args)8 {9 var runtime = RuntimeFactory.Create();10 var config = Configuration.Create();11 config.EnableFailureInjection = true;12 config.EnableStateExploration = true;13 config.EnableDataRaceDetection = true;14 config.EnableDeadlockDetection = true;15 config.EnableRandomExecution = true;16 config.EnableLivenessTesting = true;17 config.EnableActivityTesting = true;18 config.EnableBuggyImplementationTesting = true;19 config.EnableActorTesting = true;20 config.EnableBugFinding = true;21 config.EnableActorTesting = true;22 config.MaxSchedulingSteps = 1000;23 config.MaxFairSchedulingSteps = 1000;24 config.MaxUnfairSchedulingSteps = 1000;25 config.MaxStepsFromAnyEntryToExit = 1000;26 config.MaxUnfairStepsFromAnyEntryToExit = 1000;27 config.MaxFairStepsFromAnyEntryToExit = 1000;28 config.MaxFairStepsFromAnyEntryToExitPerIteration = 1000;29 config.MaxUnfairStepsFromAnyEntryToExitPerIteration = 1000;30 config.MaxStepsFromAnyEntryToExitPerIteration = 1000;31 config.MaxFairStepsFromAnyEntryToExitPerScheduling = 1000;32 config.MaxUnfairStepsFromAnyEntryToExitPerScheduling = 1000;33 config.MaxStepsFromAnyEntryToExitPerScheduling = 1000;34 config.MaxFairStepsFromAnyEntryToExitPerFairScheduling = 1000;35 config.MaxUnfairStepsFromAnyEntryToExitPerUnfairScheduling = 1000;36 config.MaxStepsFromAnyEntryToExitPerFairScheduling = 1000;37 config.MaxStepsFromAnyEntryToExitPerUnfairScheduling = 1000;38 config.MaxFairStepsFromAnyEntryToExitPerUnfairScheduling = 1000;39 config.MaxUnfairStepsFromAnyEntryToExitPerFairScheduling = 1000;40 config.MaxFairStepsFromAnyEntryToExitPerFairSchedulingPerIteration = 1000;
NotifyFailure
Using AI Code Generation
1using System;2using Microsoft.Coyote.Actors;3using Microsoft.Coyote.Actors.BugFinding.Tests;4using Microsoft.Coyote.Actors.BugFinding;5using System.Threading.Tasks;6{7 {8 static void Main(string[] args)9 {10 var configuration = Configuration.Create();11 configuration.TestingIterations = 1000;12 configuration.SchedulingIterations = 1000;13 configuration.EnableCycleDetection = true;14 configuration.EnableDataRaceDetection = true;15 configuration.EnableIntegerOverflowDetection = true;16 configuration.EnableDeadlockDetection = true;17 configuration.EnableActorGarbageCollection = true;18 configuration.EnableActorStatePrinting = true;19 configuration.EnableHotStatePrinting = true;20 configuration.EnableOperationInterleavingsPrinting = true;21 configuration.EnableStateGraphPrinting = true;22 configuration.EnableBulkingScheduling = true;23 configuration.EnableFairScheduling = true;24 configuration.EnableRandomScheduling = true;25 configuration.EnableProbingTesting = true;26 configuration.ProbingTimeout = 100;27 configuration.EnableStateGraphTesting = true;28 configuration.EnableHotStateTesting = true;29 configuration.EnableOperationInterleavingsTesting = true;30 configuration.EnableDataRaceTesting = true;31 configuration.EnableIntegerOverflowTesting = true;32 configuration.EnableDeadlockTesting = true;33 configuration.EnableCycleTesting = true;34 configuration.EnableActorGarbageCollectionTesting = true;35 configuration.EnableFullExploration = true;36 configuration.EnableFullExplorationTesting = true;37 configuration.MaxFairSchedulingSteps = 10;38 configuration.MaxUnfairSchedulingSteps = 10;39 configuration.MaxFairSchedulingStepsBound = 100;40 configuration.MaxUnfairSchedulingStepsBound = 100;41 configuration.MaxFairSchedulingStepsFactor = 10;42 configuration.MaxUnfairSchedulingStepsFactor = 10;43 configuration.MaxUnfairSchedulingStepsPerIteration = 10;44 configuration.MaxFairSchedulingStepsPerIteration = 10;45 configuration.MaxUnfairSchedulingStepsPerIterationBound = 100;46 configuration.MaxFairSchedulingStepsPerIterationBound = 100;47 configuration.MaxUnfairSchedulingStepsPerIterationFactor = 10;48 configuration.MaxFairSchedulingStepsPerIterationFactor = 10;49 configuration.MaxFairSchedulingStepsPerThread = 10;50 configuration.MaxUnfairSchedulingStepsPerThread = 10;
NotifyFailure
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 configuration = Configuration.Create();10 configuration.MaxSchedulingSteps = 100000;11 configuration.TestingIterations = 1;12 configuration.EnableCycleDetection = true;13 configuration.EnableDataRaceDetection = true;14 configuration.EnableDeadlockDetection = true;15 configuration.EnableLivelockDetection = true;16 configuration.EnableOperationInterleavings = true;17 configuration.EnableRandomExecution = true;18 configuration.EnableStateGraphTesting = true;19 configuration.EnableTaskInterleavings = true;20 configuration.EnableUnfairnessDetection = true;21 configuration.EnableUnrealisticMessageInterleavings = true;22 configuration.EnableUnrealisticTimerInterleavings = true;23 configuration.EnableUnrealisticTaskInterleavings = true;24 configuration.EnableUnrealisticOperationInterleavings = true;25 configuration.EnableUnrealisticActorInterleavings = true;26 configuration.EnableUnrealisticScheduling = true;27 configuration.DeterministicRandomScheduling = true;28 configuration.RandomSchedulingSeed = 0;29 configuration.EnableActorTesting = true;
NotifyFailure
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2using Microsoft.Coyote.Actors;3using System;4{5 {6 static void Main(string[] args)7 {8 ActorRuntime runtime = ActorRuntime.Create();9 runtime.RegisterMonitor(typeof(NotifyFailure));10 runtime.RegisterActor(typeof(Actor1));11 runtime.CreateActor(typeof(Actor1), new ActorId("Actor1"));12 }13 }14 {15 protected override async Task OnInitializeAsync(Event initialEvent)16 {17 await this.SendEventAsync(this.Id, new Halt());18 }19 protected override Task OnEventAsync(Event e)20 {21 switch (e)22 {23 this.NotifyFailure("Actor1 halted!");24 break;25 }26 return Task.CompletedTask;27 }28 }29}30using Microsoft.Coyote.Actors;31using System;32{33 {34 [OnEntry(nameof(InitOnEntry))]35 private class Init : MonitorState { }36 private void InitOnEntry()37 {38 this.RaiseGotoStateEvent<Idle>();39 }40 [OnEventDoAction(typeof(Failure), nameof(ReportFailure))]41 private class Idle : MonitorState { }42 private void ReportFailure(Event e)43 {44 this.NotifyFailure(e.Payload.ToString());45 }46 }47}
NotifyFailure
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2{3 {4 public static void NotifyFailure()5 {6 }7 }8}9using Microsoft.Coyote.Actors.BugFinding.Tests;10{11 {12 public static void NotifyFailure()13 {14 }15 }16}17using Microsoft.Coyote.Actors.BugFinding.Tests;18{19 {20 public static void NotifyFailure()21 {22 }23 }24}25using Microsoft.Coyote.Actors.BugFinding.Tests;26{27 {28 public static void NotifyFailure()29 {30 }31 }32}33using Microsoft.Coyote.Actors.BugFinding.Tests;34{35 {36 public static void NotifyFailure()37 {38 }39 }40}41using Microsoft.Coyote.Actors.BugFinding.Tests;42{43 {44 public static void NotifyFailure()45 {46 }47 }48}
NotifyFailure
Using AI Code Generation
1using Microsoft.Coyote.Actors.BugFinding.Tests;2{3 {4 static void Main(string[] args)5 {6 NotifyFailure.NotifyFailureMethod();7 }8 }9}10using Microsoft.Coyote.Actors.BugFinding.Tests;11{12 {13 static void Main(string[] args)14 {15 NotifyFailure.NotifyFailureMethod("Test failed");16 }17 }18}19using System;20using Microsoft.Coyote.Actors.BugFinding.Tests;21{22 {23 static void Main(string[] args)24 {25 NotifyFailure.NotifyFailureMethod(new Exception("Test failed"));26 }27 }28}
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