How to use OnActive method of Microsoft.Coyote.Actors.BugFinding.Tests.X3 class

Best Coyote code snippet using Microsoft.Coyote.Actors.BugFinding.Tests.X3.OnActive

WildCardEventTests.cs

Source:WildCardEventTests.cs Github

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...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 }...

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OnActive

Using AI Code Generation

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1Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();2x3.OnActive();3Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();4x3.OnActive();5Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();6x3.OnActive();7Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();8x3.OnActive();9Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();10x3.OnActive();11Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();12x3.OnActive();13Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();14x3.OnActive();15Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();16x3.OnActive();

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OnActive

Using AI Code Generation

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1Microsoft.Coyote.Actors.BugFinding.Tests.X3 x3 = new Microsoft.Coyote.Actors.BugFinding.Tests.X3();2x3.OnActive();3Microsoft.Coyote.Actors.BugFinding.Tests.X4 x4 = new Microsoft.Coyote.Actors.BugFinding.Tests.X4();4x4.OnActive();5Microsoft.Coyote.Actors.BugFinding.Tests.X5 x5 = new Microsoft.Coyote.Actors.BugFinding.Tests.X5();6x5.OnActive();7Microsoft.Coyote.Actors.BugFinding.Tests.X6 x6 = new Microsoft.Coyote.Actors.BugFinding.Tests.X6();8x6.OnActive();9Microsoft.Coyote.Actors.BugFinding.Tests.X7 x7 = new Microsoft.Coyote.Actors.BugFinding.Tests.X7();10x7.OnActive();11Microsoft.Coyote.Actors.BugFinding.Tests.X8 x8 = new Microsoft.Coyote.Actors.BugFinding.Tests.X8();12x8.OnActive();13Microsoft.Coyote.Actors.BugFinding.Tests.X9 x9 = new Microsoft.Coyote.Actors.BugFinding.Tests.X9();14x9.OnActive();15Microsoft.Coyote.Actors.BugFinding.Tests.X10 x10 = new Microsoft.Coyote.Actors.BugFinding.Tests.X10();16x10.OnActive();

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OnActive

Using AI Code Generation

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1using Microsoft.Coyote.Actors;2using Microsoft.Coyote.Actors.BugFinding.Tests;3using System;4using System.Threading.Tasks;5{6 {7 static void Main(string[] args)

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OnActive

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests;2using System;3using System.Collections.Generic;4using System.Linq;5using System.Text;6using System.Threading.Tasks;7{8 {9 static void Main(string[] args)10 {11 X3 x = new X3();12 x.OnActive();13 }14 }15}

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OnActive

Using AI Code Generation

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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()9 {10 var config = Configuration.Create().WithVerbosityEnabled();11 using (var runtime = RuntimeFactory.Create(config))12 {13 var id = Guid.NewGuid();14 var m = new ActorId(id, "X3");15 var machine = runtime.CreateActor(typeof(X3), m);16 await runtime.OnEventAsync(machine, new Halt());17 }18 }19 }20}21using System;22using System.Threading.Tasks;23using Microsoft.Coyote;24using Microsoft.Coyote.Actors;25using Microsoft.Coyote.Actors.BugFinding.Tests;26{27 {28 public static async Task Main()29 {30 var config = Configuration.Create().WithVerbosityEnabled();31 using (var runtime = RuntimeFactory.Create(config))32 {33 var id = Guid.NewGuid();34 var m = new ActorId(id, "X4");35 var machine = runtime.CreateActor(typeof(X4), m);36 await runtime.OnEventAsync(machine, new Halt());37 }38 }39 }40}41using System;42using System.Threading.Tasks;43using Microsoft.Coyote;44using Microsoft.Coyote.Actors;45using Microsoft.Coyote.Actors.BugFinding.Tests;46{47 {48 public static async Task Main()49 {50 var config = Configuration.Create().WithVerbosityEnabled();51 using (var runtime = RuntimeFactory.Create(config))52 {53 var id = Guid.NewGuid();54 var m = new ActorId(id, "X5");55 var machine = runtime.CreateActor(typeof(X5), m);56 await runtime.OnEventAsync(machine, new Halt());57 }58 }59 }60}61using System;

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OnActive

Using AI Code Generation

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1using Microsoft.Coyote.Actors.BugFinding.Tests.X3;2using System;3using System.Threading.Tasks;4{5 {6 protected override Task OnInitializeAsync(Event initialEvent)7 {8 this.SendEvent(this.Id, new E());9 return Task.CompletedTask;10 }11 protected override Task OnEventAsync(Event e)12 {13 this.Assert(false, "Reached.");14 return Task.CompletedTask;15 }16 }17 {18 }19}20using Microsoft.Coyote.Actors.BugFinding.Tests.X4;21using System;22using System.Threading.Tasks;23{24 {25 protected override Task OnInitializeAsync(Event initialEvent)26 {27 this.SendEvent(this.Id, new E());28 return Task.CompletedTask;29 }30 protected override Task OnEventAsync(Event e)31 {32 this.Assert(false, "Reached.");33 return Task.CompletedTask;34 }35 }36 {37 }38}39using Microsoft.Coyote.Actors.BugFinding.Tests.X5;40using System;41using System.Threading.Tasks;42{43 {44 protected override Task OnInitializeAsync(Event initialEvent)45 {46 this.SendEvent(this.Id, new E());47 return Task.CompletedTask;48 }49 protected override Task OnEventAsync(Event e)50 {51 this.Assert(false, "Reached.");52 return Task.CompletedTask;53 }54 }55 {56 }57}58using Microsoft.Coyote.Actors.BugFinding.Tests.X6;59using System;60using System.Threading.Tasks;61{62 {

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OnActive

Using AI Code Generation

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1using Microsoft.Coyote.Actors;2{3 {4 public void OnActive()5 {6 this.OnEvent<e1>(e => this.OnActive());7 }8 }9}10using Microsoft.Coyote.Actors;11{12 {13 public void OnActive()14 {15 this.OnEvent<e1>(e => this.OnActive());16 }17 }18}19using Microsoft.Coyote.Actors;20{21 {22 public void OnActive()23 {24 this.OnEvent<e1>(e => this.OnActive());25 }26 }27}28using Microsoft.Coyote.Actors;29{30 {31 public void OnActive()32 {33 this.OnEvent<e1>(e => this.OnActive());34 }35 }36}37using Microsoft.Coyote.Actors;38{39 {40 public void OnActive()41 {42 this.OnEvent<e1>(e => this.OnActive());43 }44 }45}46using Microsoft.Coyote.Actors;47{48 {49 public void OnActive()50 {51 this.OnEvent<e1>(e => this.OnActive());52 }53 }54}

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OnActive

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Actors.BugFinding.Tests;6{7 {8 public X3()9 {10 this.OnEvent<e1>(e => this.OnActive(e));11 this.OnEvent<e2>(e => this.OnDeactive(e));12 }13 private void OnActive(e1 e)14 {15 this.SendEvent(this.Id, new e2());16 }17 private void OnDeactive(e2 e)18 {19 this.SendEvent(this.Id, new e1());20 }21 }22}23using System;24using System.Threading.Tasks;25using Microsoft.Coyote;26using Microsoft.Coyote.Actors;27using Microsoft.Coyote.Actors.BugFinding.Tests;28{29 {30 private ActorId x3;31 public X4()32 {33 this.OnEvent<e1>(e => this.OnActive(e));34 this.OnEvent<e2>(e => this.OnDeactive(e));35 }36 private void OnActive(e1 e)37 {38 this.x3 = this.CreateActor(typeof(X3));39 this.SendEvent(this.x3, new e1());40 }41 private void OnDeactive(e2 e)42 {43 this.SendEvent(this.x3, new e2());44 }45 }46}47using System;48using System.Threading.Tasks;49using Microsoft.Coyote;50using Microsoft.Coyote.Actors;51using Microsoft.Coyote.Actors.BugFinding.Tests;52{53 {54 private ActorId x4;

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