How to use ResetOnEntry method of Microsoft.Coyote.Samples.Monitors.NodeFailed class

Best Coyote code snippet using Microsoft.Coyote.Samples.Monitors.NodeFailed.ResetOnEntry

FailureDetector.cs

Source: FailureDetector.cs Github

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...166 private void CancelFailure()167 {168 this.RaisePopStateEvent();169 }170 [OnEntry(nameof(ResetOnEntry))]171 [OnEventGotoState(typeof(Timer.TimeoutEvent), typeof(SendPing))]172 [IgnoreEvents(typeof(Node.Pong))]173 private class Reset : State { }174 /​/​/​ <summary>175 /​/​/​ Prepares the failure detector for the next round.176 /​/​/​ </​summary>177 private void ResetOnEntry()178 {179 this.Attempts = 0;180 this.Responses.Clear();181 /​/​ Starts the timer with a given timeout value (see details above).182 this.SendEvent(this.Timer, new Timer.StartTimerEvent(1000));183 }184 }185}...

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ResetOnEntry

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Samples.Monitors;6{7 {8 static async Task Main(string[] args)9 {10 var config = Configuration.Create().WithMonitor<NodeFailed>(new NodeFailed(2));11 await RunAsync(config);12 }13 static async Task RunAsync(Configuration config)14 {15 var runtime = await RuntimeFactory.CreateAsync(config);16 var m = runtime.CreateActor(typeof(M));17 await runtime.SendEventAsync(m, new E());18 await runtime.WaitAsync();19 }20 {21 protected override Task OnInitializeAsync(Event initialEvent)22 {23 this.SendEvent(this.Id, new E());24 return Task.CompletedTask;25 }26 protected override async Task OnEventAsync(Event e)27 {28 if (e is E)29 {30 this.SendEvent(this.Id, new E());31 }32 }33 }34 {35 }36 }37}38using System;39using System.Threading.Tasks;40using Microsoft.Coyote;41using Microsoft.Coyote.Actors;42using Microsoft.Coyote.Samples.Monitors;43{44 {45 static async Task Main(string[] args)46 {47 var config = Configuration.Create().WithMonitor<NodeFailed>(new NodeFailed(2));48 await RunAsync(config);49 }50 static async Task RunAsync(Configuration config)51 {52 var runtime = await RuntimeFactory.CreateAsync(config);53 var m = runtime.CreateActor(typeof(M));54 await runtime.SendEventAsync(m, new E());55 await runtime.WaitAsync();56 }57 {58 protected override Task OnInitializeAsync(Event initialEvent)59 {60 this.SendEvent(this.Id, new E());61 return Task.CompletedTask;62 }63 protected override async Task OnEventAsync(Event e)64 {65 if (e is E)66 {67 this.SendEvent(this.Id, new E());68 }69 }70 }71 {72 }73 }74}

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ResetOnEntry

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Microsoft.Coyote;7using Microsoft.Coyote.Actors;8using Microsoft.Coyote.Samples.Monitors;9{10 {11 static void Main(string[] args)12 {13 var runtime = RuntimeFactory.Create();14 runtime.RegisterMonitor(typeof(NodeFailed));15 runtime.CreateActor(typeof(Leader));16 runtime.Wait();17 }18 }19 {20 private int counter = 0;21 [OnEventDoAction(typeof(Start), nameof(Init))]22 private class InitState : State { }23 private void Init()24 {25 this.SendEvent(this.Id, new Start());26 }27 [OnEntry(nameof(EntryAction))]28 [OnEventDoAction(typeof(Start), nameof(StartAction))]29 [OnEventDoAction(typeof(Reset), nameof(ResetAction))]30 private class StartState : State { }31 private void EntryAction()32 {33 this.counter++;34 if (this.counter == 2)35 {36 this.Monitor<NodeFailed>(new NodeFailed());37 }38 }39 private void StartAction()40 {41 this.Goto<StartState>();42 }43 private void ResetAction()44 {45 this.counter = 0;46 this.Goto<StartState>();47 }48 }49}50[OnEntry(nameof(EntryAction))]51[OnEventDoAction(typeof(Start), nameof(StartAction))]52[OnEventDoAction(typeof(Reset), nameof(ResetAction))]

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ResetOnEntry

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Samples.Monitors;6using Microsoft.Coyote.Tasks;7using Microsoft.Coyote.Samples.SharedObjects;8{9 {10 private static async Task Main()11 {12 var config = Configuration.Create();13 config.EnableMonitors = true;14 config.SchedulingIterations = 100;15 config.MaxSchedulingSteps = 1000;16 config.EnableCycleDetection = true;17 config.EnableDataRaceDetection = true;18 config.EnableHotStateDetection = true;19 config.EnableLivenessChecking = true;20 config.EnableOperationInterleavings = true;21 config.EnableRandomExecution = true;22 config.EnableStateGraph = true;23 config.EnableStateGraphWithHotStates = true;24 config.EnableStateGraphWithHotTransitions = true;25 config.EnableStateGraphWithUnfairness = true;

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ResetOnEntry

Using AI Code Generation

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1using System;2using Microsoft.Coyote;3using Microsoft.Coyote.Samples.Monitors;4using Microsoft.Coyote.Tasks;5using Microsoft.Coyote.Actors;6{7 {8 static void Main(string[] args)9 {10 Runtime.RegisterMonitor<NodeFailed>();11 Runtime.Start(new MyActor());12 Console.ReadLine();13 }14 }15 {16 [OnEventDoAction(typeof(UnitEvent), nameof(Start))]17 class Init : State { }18 async Task Start()19 {20 Runtime.Monitor<M>(new NodeUpEvent(1));21 await Task.Delay(5000);22 Runtime.Monitor<M>(new NodeDownEvent(1));23 await Task.Delay(5000);24 Runtime.Monitor<M>(new NodeUpEvent(1));25 await Task.Delay(5000);26 Runtime.Monitor<M>(new NodeDownEvent(1));27 await Task.Delay(5000);28 Runtime.Monitor<M>(new NodeUpEvent(1));29 await Task.Delay(5000);30 Runtime.Monitor<M>(new NodeDownEvent(1));31 await Task.Delay(5000);32 Runtime.Monitor<M>(new NodeUpEvent(1));33 }34 }35}36using System;37using Microsoft.Coyote;38using Microsoft.Coyote.Samples.Monitors;39using Microsoft.Coyote.Tasks;40using Microsoft.Coyote.Actors;41{42 {43 static void Main(string[] args)44 {45 Runtime.RegisterMonitor<NodeFailed>();46 Runtime.Start(new MyActor());47 Console.ReadLine();48 }49 }

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ResetOnEntry

Using AI Code Generation

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1using System;2using System.Threading.Tasks;3using Microsoft.Coyote;4using Microsoft.Coyote.Actors;5using Microsoft.Coyote.Samples.Monitors;6{7 {8 private static async Task Main(string[] args)9 {10 Runtime.RegisterMonitor<NodeFailed>(new NodeFailed());11 await Runtime.RunAsync(new Config { IsTesting = true }, async () =>12 {13 var actor = Actor.Create(new ActorId("1"), () => new Actor1());14 actor.SendEvent(new E());15 });16 }17 }18 internal class E : Event { }19 {20 protected override async Task OnInitializeAsync(Event initialEvent)21 {22 this.Monitor<NodeFailed>(new NodeUp());23 await this.ReceiveEventAsync<E>();24 this.Monitor<NodeFailed>(new NodeDown());25 }26 }27}

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ResetOnEntry

Using AI Code Generation

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1using System;2using Microsoft.Coyote;3using Microsoft.Coyote.Actors;4using Microsoft.Coyote.Tasks;5using Microsoft.Coyote.Samples.Monitors;6{7 {8 public static async Task Main()9 {10 var runtime = RuntimeFactory.Create();11 var nodeFailedMonitor = new NodeFailed();12 runtime.RegisterMonitor(nodeFailedMonitor);13 var machine = await runtime.CreateActorAsync(typeof(Machine1));14 await runtime.SendEventAsync(machine, new E());15 await runtime.SendEventAsync(nodeFailedMonitor.Id, new NodeFailedEvent());16 await runtime.SendEventAsync(machine, new E());17 await runtime.SendEventAsync(nodeFailedMonitor.Id, new NodeFailedEvent());18 await runtime.SendEventAsync(machine, new E());19 await runtime.SendEventAsync(nodeFailedMonitor.Id, new NodeFailedEvent());20 await runtime.SendEventAsync(machine, new E());21 }22 }23 {24 }25 {26 }27 {28 [OnEntry(nameof(EntryInit))]29 [OnEventDoAction(typeof(E), nameof(Action1))]30 [OnEventDoAction(typeof(F), nameof(Action2))]31 [OnEventGotoState(typeof(NodeFailedEvent), typeof(S2))]32 {33 }34 [OnEntry(nameof(EntryS2))]35 [OnEventDoAction(typeof(E), nameof(Action1))]36 [OnEventDoAction(typeof(F), nameof(Action2))]37 [OnEventGotoState(typeof(NodeFailedEvent), typeof(S2))]38 {39 }40 private void EntryInit()

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