Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.TerminateNode.JoinCluster
ChordTests.cs
Source:ChordTests.cs
...323 [Start]324 [OnEntry(nameof(InitOnEntry))]325 [OnEventGotoState(typeof(Local), typeof(Waiting))]326 [OnEventDoAction(typeof(SetupEvent), nameof(Setup))]327 [OnEventDoAction(typeof(Join), nameof(JoinCluster))]328 [DeferEvents(typeof(AskForKeys), typeof(NotifySuccessor), typeof(Stabilize))]329 private class Init : State330 {331 }332 private void InitOnEntry()333 {334 this.FingerTable = new Dictionary<int, Finger>();335 }336 private void Setup(Event e)337 {338 this.NodeId = (e as SetupEvent).Id;339 this.Keys = (e as SetupEvent).Keys;340 this.ManagerId = (e as SetupEvent).ManagerId;341 var nodes = (e as SetupEvent).Nodes;342 var nodeIds = (e as SetupEvent).NodeIds;343 this.NumOfIds = (int)Math.Pow(2, nodes.Count);344 for (var idx = 1; idx <= nodes.Count; idx++)345 {346 var start = (this.NodeId + (int)Math.Pow(2, idx - 1)) % this.NumOfIds;347 var end = (this.NodeId + (int)Math.Pow(2, idx)) % this.NumOfIds;348 var nodeId = GetSuccessorNodeId(start, nodeIds);349 this.FingerTable.Add(start, new Finger(start, end, nodes[nodeId]));350 }351 for (var idx = 0; idx < nodeIds.Count; idx++)352 {353 if (nodeIds[idx] == this.NodeId)354 {355 this.Predecessor = nodes[WrapSubtract(idx, 1, nodeIds.Count)];356 break;357 }358 }359 this.RaiseEvent(new Local());360 }361 private void JoinCluster(Event e)362 {363 this.NodeId = (e as Join).Id;364 this.ManagerId = (e as Join).ManagerId;365 this.NumOfIds = (e as Join).NumOfIds;366 var nodes = (e as Join).Nodes;367 var nodeIds = (e as Join).NodeIds;368 for (var idx = 1; idx <= nodes.Count; idx++)369 {370 var start = (this.NodeId + (int)Math.Pow(2, idx - 1)) % this.NumOfIds;371 var end = (this.NodeId + (int)Math.Pow(2, idx)) % this.NumOfIds;372 var nodeId = GetSuccessorNodeId(start, nodeIds);373 this.FingerTable.Add(start, new Finger(start, end, nodes[nodeId]));374 }375 var successor = this.FingerTable[(this.NodeId + 1) % this.NumOfIds].Node;...
JoinCluster
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 private static void Main(string[] args)9 {10 Task.Run(() => MainAsync(args)).Wait();11 }12 private static async Task MainAsync(string[] args)13 {14 var config = Configuration.Create();15 config.MaxSchedulingSteps = 100000;16 config.MaxFairSchedulingSteps = 100000;17 config.ThrowOnFailure = true;18 config.RandomSchedulingSeed = 0;19 config.SchedulingIterations = 100;20 config.EnableCycleDetection = true;21 config.EnableDataRaceDetection = true;22 config.EnableDeadlockDetection = true;23 config.EnableLivelockDetection = true;24 config.EnableOperationInterleavings = true;25 config.EnableActorGarbageCollection = true;26 config.EnableActorStatePrinting = true;27 config.EnableStateGraphPrinting = true;28 config.EnableStateGraphScheduling = true;29 config.EnableStateGraphTracing = true;30 config.EnableStateGraphVisualization = true;31 config.EnableVerboseTracing = true;32 config.EnableActorTracing = true;33 config.EnableHotStateDetection = true;34 config.EnableHotStatePrinting = true;35 config.EnableHotStateTracing = true;36 config.EnableHotStateVisualization = true;37 config.EnableOperationGrouping = true;38 config.EnableOperationTracing = true;39 config.EnableOperationVisualization = true;40 config.EnableStateSnapshotting = true;41 config.EnableStateSnapshotTracing = true;42 config.EnableStateSnapshotVisualization = true;43 config.EnableStateTransitionExploration = true;44 config.EnableStateTransitionPrinting = true;45 config.EnableStateTransitionTracing = true;46 config.EnableStateTransitionVisualization = true;47 config.EnableTaskInterleavings = true;48 config.EnableTaskTracing = true;49 config.EnableTaskWaitMonitoring = true;50 config.EnableUnfairScheduling = true;51 config.EnableUnfairSchedulingTracing = true;52 config.EnableUnfairSchedulingVisualization = true;53 config.EnableBuggyExecutionPrinting = true;54 config.EnableBuggyExecutionTracing = true;55 config.EnableBuggyExecutionVisualization = true;
JoinCluster
Using AI Code Generation
1{2 public static void Main()3 {4 var runtime = RuntimeFactory.Create();5 runtime.CreateActor(typeof(TerminateNode), new ActorId(1));6 runtime.CreateActor(typeof(TerminateNode), new ActorId(2));7 runtime.CreateActor(typeof(TerminateNode), new ActorId(3));8 runtime.CreateActor(typeof(TerminateNode), new ActorId(4));9 runtime.CreateActor(typeof(TerminateNode), new ActorId(5));10 runtime.CreateActor(typeof(TerminateNode), new ActorId(6));11 runtime.CreateActor(typeof(TerminateNode), new ActorId(7));12 runtime.CreateActor(typeof(TerminateNode), new ActorId(8));13 runtime.CreateActor(typeof(TerminateNode), new ActorId(9));14 runtime.CreateActor(typeof(TerminateNode), new ActorId(10));15 runtime.CreateActor(typeof(TerminateNode), new ActorId(11));16 runtime.CreateActor(typeof(TerminateNode), new ActorId(12));17 runtime.CreateActor(typeof(TerminateNode), new ActorId(13));18 runtime.CreateActor(typeof(TerminateNode), new ActorId(14));19 runtime.CreateActor(typeof(TerminateNode), new ActorId(15));20 runtime.CreateActor(typeof(TerminateNode), new ActorId(16));21 runtime.CreateActor(typeof(TerminateNode), new ActorId(17));22 runtime.CreateActor(typeof(TerminateNode), new ActorId(18));23 runtime.CreateActor(typeof(TerminateNode), new ActorId(19));24 runtime.CreateActor(typeof(TerminateNode), new ActorId(20));25 runtime.CreateActor(typeof(TerminateNode), new ActorId(21));26 runtime.CreateActor(typeof(TerminateNode), new ActorId(22));27 runtime.CreateActor(typeof(TerminateNode), new ActorId(23));28 runtime.CreateActor(typeof(TerminateNode), new ActorId(24));29 runtime.CreateActor(typeof(TerminateNode), new ActorId(25));30 runtime.CreateActor(typeof(TerminateNode), new ActorId(26));31 runtime.CreateActor(typeof(TerminateNode), new ActorId(27));32 runtime.CreateActor(typeof(TerminateNode), new ActorId(28));33 runtime.CreateActor(typeof(TerminateNode), new ActorId(29));34 runtime.CreateActor(typeof(TerminateNode), new ActorId
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