How to use OnEnqueueEvent method of Microsoft.Coyote.BugFinding.Tests.Runtime.CustomActorRuntimeLogSubclass class

Best Coyote code snippet using Microsoft.Coyote.BugFinding.Tests.Runtime.CustomActorRuntimeLogSubclass.OnEnqueueEvent

CustomActorRuntimeLogSubclass.cs

Source:CustomActorRuntimeLogSubclass.cs Github

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...9 public override void OnCreateActor(ActorId id, string creatorName, string creatorType)10 {11 this.Logger.WriteLine("<CreateLog>.");12 }13 public override void OnEnqueueEvent(ActorId id, Event e)14 {15 }16 public override void OnSendEvent(ActorId targetActorId, string senderName, string senderType,17 string senderStateName, Event e, Guid eventGroupId, bool isTargetHalted)18 {19 }20 public override void OnStateTransition(ActorId id, string stateName, bool isEntry)21 {22 this.Logger.WriteLine("<StateLog>.");23 }24 public override void OnMonitorRaiseEvent(string monitorType, string stateName, Event e)25 {26 }27 }...

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OnEnqueueEvent

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Text;4{5 {6 public void OnEnqueueEvent(Event e)7 {8 Console.WriteLine("OnEnqueueEvent: " + e.ToString());9 }10 }11}12using System;13using System.Collections.Generic;14using System.Text;15{16 {17 public void OnEnqueueEvent(Event e)18 {19 Console.WriteLine("OnEnqueueEvent: " + e.ToString());20 }21 }22}23using System;24using System.Collections.Generic;25using System.Text;26{27 {28 public void OnEnqueueEvent(Event e)29 {30 Console.WriteLine("OnEnqueueEvent: " + e.ToString());31 }32 }33}34using System;35using System.Collections.Generic;36using System.Text;37{38 {39 public void OnEnqueueEvent(Event e)40 {41 Console.WriteLine("OnEnqueueEvent: " + e.ToString());42 }43 }44}45using System;46using System.Collections.Generic;47using System.Text;48{49 {50 public void OnEnqueueEvent(Event e)51 {52 Console.WriteLine("OnEnqueueEvent: " + e.ToString());53 }54 }55}

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OnEnqueueEvent

Using AI Code Generation

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1using Microsoft.Coyote;2using Microsoft.Coyote.BugFinding.Tests.Runtime;3using Microsoft.Coyote.Specifications;4using System;5{6 {7 static void Main(string[] args)8 {9 var runtime = new CustomActorRuntimeLogSubclass();10 runtime.RegisterMonitor(typeof(CounterMonitor));11 runtime.RegisterMonitor(typeof(CounterMonitor2));12 runtime.CreateActor(typeof(Counter));13 runtime.CreateActor(typeof(Counter2));14 runtime.Wait();15 }16 }17 {18 [OnEventDoAction(typeof(UnitEvent), nameof(Increment))]19 class Init : State { }20 void Increment()21 {22 var m = this.Monitor<CounterMonitor>(new UnitEvent());23 m.Increment();24 }25 }26 {27 int counter = 0;28 [OnEventGotoState(typeof(UnitEvent), typeof(Incremented))]29 [OnEventDoAction(typeof(UnitEvent), nameof(Increment))]30 [OnEventGotoState(typeof(UnitEvent), typeof(Incremented), nameof(Check))]31 class Init : State { }32 void Increment() => this.counter++;33 void Check() => this.Assert(this.counter == 1, "Counter should be 1.");34 [OnEntry(nameof(Increment))]35 [OnEventGotoState(typeof(UnitEvent), typeof(Incremented), nameof(Check))]36 class Incremented : State { }37 }38 {39 [OnEventDoAction(typeof(UnitEvent), nameof(Increment))]40 class Init : State { }41 void Increment()42 {43 var m = this.Monitor<CounterMonitor2>(new UnitEvent());44 m.Increment();45 }46 }47 {48 int counter = 0;49 [OnEventGotoState(typeof(UnitEvent), typeof(Incremented))]50 [OnEventDoAction(typeof(UnitEvent), nameof(Increment))]51 [OnEventGotoState(typeof(UnitEvent), typeof(Incremented), nameof(Check))]52 class Init : State { }53 void Increment() => this.counter++;54 void Check() => this.Assert(this.counter == 1, "Counter should be 1.");55 [OnEntry(nameof(Increment))]

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OnEnqueueEvent

Using AI Code Generation

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1using Microsoft.Coyote.BugFinding.Tests.Runtime;2using Microsoft.Coyote.Runtime;3using System;4using System.Collections.Generic;5using System.Linq;6using System.Text;7using System.Threading.Tasks;8{9 {10 public CustomActorRuntimeLogSubclass(ActorRuntime runtime)11 : base(runtime)12 {13 }14 public override void OnEnqueueEvent(IActor actor, Event e)15 {16 Console.WriteLine("OnEnqueueEvent called");17 base.OnEnqueueEvent(actor, e);18 }19 }20}21using Microsoft.Coyote.BugFinding.Tests.Runtime;22using Microsoft.Coyote.Runtime;23using System;24using System.Collections.Generic;25using System.Linq;26using System.Text;27using System.Threading.Tasks;28{29 {30 public CustomActorRuntimeLogSubclass(ActorRuntime runtime)31 : base(runtime)32 {33 }34 public override void OnEnqueueEvent(IActor actor, Event e)35 {36 Console.WriteLine("OnEnqueueEvent called");37 base.OnEnqueueEvent(actor, e);38 }39 }40}41using Microsoft.Coyote.BugFinding.Tests.Runtime;42using Microsoft.Coyote.Runtime;43using System;44using System.Collections.Generic;45using System.Linq;46using System.Text;47using System.Threading.Tasks;48{49 {50 public CustomActorRuntimeLogSubclass(ActorRuntime runtime)51 : base(runtime)52 {53 }54 public override void OnEnqueueEvent(IActor actor, Event e)55 {56 Console.WriteLine("OnEnqueueEvent called");57 base.OnEnqueueEvent(actor, e);58 }59 }60}

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OnEnqueueEvent

Using AI Code Generation

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1{2 {3 public CustomActorRuntimeLogSubclass(Configuration configuration)4 : base(configuration)5 {6 }7 public override void OnEnqueueEvent(Event e)8 {9 Console.WriteLine("Enqueued event: " + e.GetType());10 }11 }12}13{14 {15 public CustomActorRuntimeLogSubclass(Configuration configuration)16 : base(configuration)17 {18 }19 public override void OnDequeueEvent(Event e)20 {21 Console.WriteLine("Dequeued event: " + e.GetType());22 }23 }24}25{26 {27 public CustomActorRuntimeLogSubclass(Configuration configuration)28 : base(configuration)29 {30 }31 public override void OnCreateActor(ActorId actorId, Type type)32 {33 Console.WriteLine("Created actor: " + type);34 }35 }36}37{38 {39 public CustomActorRuntimeLogSubclass(Configuration configuration)40 : base(configuration)41 {42 }43 public override void OnReceiveEvent(ActorId actorId, Event e)44 {45 Console.WriteLine("Received event: " + e.GetType() + " by actor: " + actorId);46 }47 }48}

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OnEnqueueEvent

Using AI Code Generation

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1[OnEventGotoState(typeof(EnqueueEvent), typeof(EnqueueEventState))]2{3 [OnEntry(nameof(OnEntryInit))]4 [OnEventDoAction(typeof(EnqueueEvent), nameof(OnEnqueueEvent))]5 {6 }7 void OnEntryInit(Event e)8 {9 this.SendEvent(this.Id, new EnqueueEvent());10 }11 void OnEnqueueEvent()12 {13 this.RaiseGotoStateEvent<Init>();14 }15 {16 }17}18[OnEventGotoState(typeof(DequeueEvent), typeof(DequeueEventState))]19{20 [OnEntry(nameof(OnEntryInit))]21 [OnEventDoAction(typeof(DequeueEvent), nameof(OnDequeueEvent))]22 {23 }24 void OnEntryInit(Event e)25 {26 this.SendEvent(this.Id, new DequeueEvent());27 }28 void OnDequeueEvent()29 {30 this.RaiseGotoStateEvent<Init>();31 }32 {33 }34}35[OnEventGotoState(typeof(RaiseEvent), typeof(RaiseEventState))]36{37 [OnEntry(nameof(OnEntryInit))]38 [OnEventDoAction(typeof(RaiseEvent), nameof(OnRaiseEvent))]39 {40 }41 void OnEntryInit(Event e)42 {43 this.SendEvent(this.Id, new RaiseEvent());44 }45 void OnRaiseEvent()46 {47 this.RaiseGotoStateEvent<Init>();48 }49 {50 }51}52[OnEventGotoState(typeof

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OnEnqueueEvent

Using AI Code Generation

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1{2 private MachineId actor;3 private int count;4 protected override Task OnInitializeAsync(Event initialEvent)5 {6 this.actor = this.CreateActor(typeof(TestActor));7 return Task.CompletedTask;8 }9 protected override Task OnEventAsync(Event e)10 {11 switch (e)12 {13 this.SendEvent(this.actor, new e2());14 break;15 this.count++;16 if (this.count < 100)17 {18 this.SendEvent(this.actor, new e1());19 }20 break;21 }22 return Task.CompletedTask;23 }24}25{26 private MachineId actor;27 private int count;28 protected override Task OnInitializeAsync(Event initialEvent)29 {30 this.actor = this.CreateActor(typeof(TestActor));31 return Task.CompletedTask;32 }33 protected override Task OnEventAsync(Event e)34 {35 switch (e)36 {37 this.SendEvent(this.actor, new e2());38 break;39 this.count++;40 if (this.count < 100)41 {42 this.SendEvent(this.actor, new e1());43 }44 break;45 }46 return Task.CompletedTask;47 }48}49{50 private MachineId actor;51 private int count;52 protected override Task OnInitializeAsync(Event initialEvent)53 {54 this.actor = this.CreateActor(typeof(TestActor));55 return Task.CompletedTask;56 }57 protected override Task OnEventAsync(Event e)58 {59 switch (e)60 {61 this.SendEvent(this.actor, new e2());62 break;63 this.count++;64 if (this.count < 100)65 {66 this.SendEvent(this.actor, new e1

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