1 /* Copyright (c) 2006-2019. The SimGrid Team. All rights reserved. */
3 /* This program is free software; you can redistribute it and/or modify it
4 * under the terms of the license (GNU LGPL) which comes with this package. */
6 #ifndef SIMGRID_S4U_ACTOR_HPP
7 #define SIMGRID_S4U_ACTOR_HPP
10 #include <map> // deprecated wrappers
11 #include <simgrid/chrono.hpp>
12 #include <unordered_map>
13 #include <xbt/Extendable.hpp>
14 #include <xbt/functional.hpp>
15 #include <xbt/signal.hpp>
16 #include <xbt/string.hpp>
23 * An actor is an independent stream of execution in your distributed application.
25 * You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
26 * This is the only component in SimGrid that actually does something on its own, executing its own code.
27 * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
28 * schedule these activities.
30 * An actor is located on a (simulated) host, but it can interact
31 * with the whole simulated platform.
33 * The s4u::Actor API is strongly inspired from the C++11 threads.
34 * The <a href="http://en.cppreference.com/w/cpp/thread">documentation
35 * of this standard</a> may help to understand the philosophy of the S4U
38 * @section s4u_actor_def Defining the skeleton of an Actor
40 * As in the <a href="http://en.cppreference.com/w/cpp/thread">C++11
41 * standard</a>, you can declare the code of your actor either as a
42 * pure function or as an object. It is very simple with functions:
45 * #include <simgrid/s4u/actor.hpp>
47 * // Declare the code of your worker
49 * printf("Hello s4u");
50 * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
53 * // From your main or from another actor, create your actor on the host Jupiter
54 * // The following line actually creates a new actor, even if there is no "new".
55 * Actor("Alice", simgrid::s4u::Host::by_name("Jupiter"), worker);
58 * But some people prefer to encapsulate their actors in classes and
59 * objects to save the actor state in a cleanly dedicated location.
60 * The syntax is slightly more complicated, but not much.
63 * #include <simgrid/s4u/actor.hpp>
65 * // Declare the class representing your actors
68 * void operator()() { // Two pairs of () because this defines the method called ()
69 * printf("Hello s4u");
70 * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
74 * // From your main or from another actor, create your actor. Note the () after Worker
75 * Actor("Bob", simgrid::s4u::Host::by_name("Jupiter"), Worker());
78 * @section s4u_actor_flesh Fleshing your actor
80 * The body of your actor can use the functions of the
81 * simgrid::s4u::this_actor namespace to interact with the world.
82 * This namespace contains the methods to start new activities
83 * (executions, communications, etc), and to get informations about
84 * the currently running thread (its location, etc).
86 * Please refer to the @link simgrid::s4u::this_actor full API @endlink.
89 * @section s4u_actor_deploy Using a deployment file
91 * @warning This is currently not working with S4U. Sorry about that.
93 * The best practice is to use an external deployment file as
94 * follows, because it makes it easier to test your application in
95 * differing settings. Load this file with
96 * s4u::Engine::loadDeployment() before the simulation starts.
97 * Refer to the @ref deployment section for more information.
100 * <?xml version='1.0'?>
101 * <!DOCTYPE platform SYSTEM "https://simgrid.org/simgrid.dtd">
102 * <platform version="4.1">
104 * <!-- Start an actor called 'master' on the host called 'Tremblay' -->
105 * <actor host="Tremblay" function="master">
106 * <!-- Here come the parameter that you want to feed to this instance of master -->
107 * <argument value="20"/> <!-- argv[1] -->
108 * <argument value="50000000"/> <!-- argv[2] -->
109 * <argument value="1000000"/> <!-- argv[3] -->
110 * <argument value="5"/> <!-- argv[4] -->
113 * <!-- Start an actor called 'worker' on the host called 'Jupiter' -->
114 * <actor host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
122 /** @brief Simulation Agent */
123 class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
126 friend kernel::actor::ActorImpl;
127 friend kernel::activity::MailboxImpl;
129 kernel::actor::ActorImpl* const pimpl_;
131 explicit Actor(smx_actor_t pimpl) : pimpl_(pimpl) {}
135 // ***** No copy *****
136 Actor(Actor const&) = delete;
137 Actor& operator=(Actor const&) = delete;
139 // ***** Reference count *****
140 friend XBT_PUBLIC void intrusive_ptr_add_ref(Actor * actor);
141 friend XBT_PUBLIC void intrusive_ptr_release(Actor * actor);
143 // ***** Actor creation *****
144 /** Retrieve a reference to myself */
145 static ActorPtr self();
147 /** Signal to others that a new actor has been created **/
148 static xbt::signal<void(Actor&)> on_creation;
149 /** Signal to others that an actor has been suspended**/
150 static xbt::signal<void(Actor const&)> on_suspend;
151 /** Signal to others that an actor has been resumed **/
152 static xbt::signal<void(Actor const&)> on_resume;
153 /** Signal to others that an actor is sleeping **/
154 static xbt::signal<void(Actor const&)> on_sleep;
155 /** Signal to others that an actor wakes up for a sleep **/
156 static xbt::signal<void(Actor const&)> on_wake_up;
157 /** Signal to others that an actor is going to migrated to another host**/
158 static xbt::signal<void(Actor const&)> on_migration_start;
159 /** Signal to others that an actor is has been migrated to another host **/
160 static xbt::signal<void(Actor const&)> on_migration_end;
161 /** Signal indicating that an actor is about to disappear.
162 * This signal is fired for any dying actor, which is mostly useful when designing plugins and extensions. If you
163 * want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
164 static xbt::signal<void(Actor const&)> on_destruction;
166 /** Create an actor from a std::function<void()>
168 * If the actor is restarted, the actor has a fresh copy of the function.
170 static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
171 static ActorPtr init(const std::string& name, s4u::Host* host);
172 ActorPtr start(const std::function<void()>& code);
174 /** Create an actor from a std::function
176 * If the actor is restarted, the actor has a fresh copy of the function.
178 template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
180 return create(name, host, std::function<void()>(std::move(code)));
183 /** Create an actor using a callable thing and its arguments.
185 * Note that the arguments will be copied, so move-only parameters are forbidden */
186 template <class F, class... Args,
187 // This constructor is enabled only if the call code(args...) is valid:
188 typename = typename std::result_of<F(Args...)>::type>
189 static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
191 return create(name, host, std::bind(std::move(code), std::move(args)...));
194 // Create actor from function name:
195 static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
196 std::vector<std::string> args);
198 // ***** Methods *****
199 /** This actor will be automatically terminated when the last non-daemon actor finishes **/
202 /** Returns whether or not this actor has been daemonized or not **/
203 bool is_daemon() const;
205 /** Retrieves the name of that actor as a C++ string */
206 const simgrid::xbt::string& get_name() const;
207 /** Retrieves the name of that actor as a C string */
208 const char* get_cname() const;
209 /** Retrieves the host on which that actor is running */
210 Host* get_host() const;
211 /** Retrieves the actor ID of that actor */
212 aid_t get_pid() const;
213 /** Retrieves the actor ID of that actor's creator */
214 aid_t get_ppid() const;
216 /** Suspend an actor, that is blocked until resume()ed by another actor */
219 /** Resume an actor that was previously suspend()ed */
222 /** Returns true if the actor is suspended. */
225 /** If set to true, the actor will automatically restart when its host reboots */
226 void set_auto_restart(bool autorestart);
228 /** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
229 * executed when your actor is killed. You should use them to free the data used by your actor.
231 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
232 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
233 * blocking functions forbidden in this setting, but also modifications to the global state.
235 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
236 * It will be set to true if the actor was killed or failed because of an exception,
237 * while it will remain to false if the actor terminated gracefully.
239 void on_exit(const std::function<void(bool /*failed*/)>& fun) const;
241 /** Sets the time at which that actor should be killed */
242 void set_kill_time(double time);
243 /** Retrieves the time at which that actor will be killed (or -1 if not set) */
244 double get_kill_time();
246 /** @brief Moves the actor to another host
248 * If the actor is currently blocked on an execution activity, the activity is also
249 * migrated to the new host. If it's blocked on another kind of activity, an error is
250 * raised as the mandated code is not written yet. Please report that bug if you need it.
252 * Asynchronous activities started by the actor are not migrated automatically, so you have
253 * to take care of this yourself (only you knows which ones should be migrated).
255 void migrate(Host * new_host);
257 /** Ask the actor to die.
259 * Any blocking activity will be canceled, and it will be rescheduled to free its memory.
260 * Being killed is not something that actors can defer or avoid.
262 * SimGrid still have sometimes issues when you kill actors that are currently communicating and such.
263 * Still. Please report any bug that you may encounter with a minimal working example.
267 /** Retrieves the actor that have the given PID (or nullptr if not existing) */
268 static ActorPtr by_pid(aid_t pid);
270 /** Wait for the actor to finish.
272 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
273 * blocked until bob terminates.
277 /** Wait for the actor to finish, or for the timeout to elapse.
279 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
280 * blocked until bob terminates.
282 void join(double timeout);
285 /** Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid. */
286 static void kill_all();
288 /** Returns the internal implementation of this actor */
289 kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
291 /** Retrieve the property value (or nullptr if not set) */
292 std::unordered_map<std::string, std::string>*
293 get_properties(); // FIXME: do not export the map, but only the keys or something
294 const char* get_property(const std::string& key);
295 void set_property(const std::string& key, const std::string& value);
298 XBT_ATTRIB_DEPRECATED_v325("Please use Actor::on_exit(fun) instead") void on_exit(
299 const std::function<void(int, void*)>& fun, void* data);
301 XBT_ATTRIB_DEPRECATED_v325("Please use Actor::by_pid(pid).kill() instead") static void kill(aid_t pid);
306 * @brief Static methods working on the current actor (see @ref s4u::Actor) */
307 namespace this_actor {
309 XBT_PUBLIC bool is_maestro();
311 /** Block the current actor sleeping for that amount of seconds (may throw hostFailure) */
312 XBT_PUBLIC void sleep_for(double duration);
313 /** Block the current actor sleeping until the specified timestamp (may throw hostFailure) */
314 XBT_PUBLIC void sleep_until(double timeout);
316 template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
318 auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
319 this_actor::sleep_for(seconds.count());
322 template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& timeout_time)
324 auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(timeout_time);
325 this_actor::sleep_until(timeout_native.time_since_epoch().count());
328 /** Block the current actor, computing the given amount of flops */
329 XBT_PUBLIC void execute(double flop);
331 /** Block the current actor, computing the given amount of flops at the given priority.
332 * An execution of priority 2 computes twice as fast as an execution at priority 1. */
333 XBT_PUBLIC void execute(double flop, double priority);
336 * @example examples/s4u/exec-ptask/s4u-exec-ptask.cpp
339 /** Block the current actor until the built parallel execution terminates
342 * .. _API_s4u_parallel_execute:
344 * **Example of use:** `examples/s4u/exec-ptask/s4u-exec-ptask.cpp
345 * <https://framagit.org/simgrid/simgrid/tree/master/examples/s4u/exec-ptask/s4u-exec-ptask.cpp>`_
347 * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
348 * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
349 * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
350 * execution and communications. It is much more convenient to model them as a single execution activity that spans
351 * over several hosts. This is exactly what s4u's Parallel Executions are.
353 * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
354 * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
355 * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
356 * hosts during the parallel kernel. For that, a matrix of values is expected.
358 * It is OK to build a parallel execution without any computation and/or without any communication.
359 * Just pass an empty vector to the corresponding parameter.
361 * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
362 * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
363 * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
365 * +-----------+-------+------+
366 * |from \\ to | host0 | host1|
367 * +===========+=======+======+
369 * +-----------+-------+------+
371 * +-----------+-------+------+
373 * - From host0 to host0: 0 bytes are exchanged
374 * - From host0 to host1: 1 byte is exchanged
375 * - From host1 to host0: 2 bytes are exchanged
376 * - From host1 to host1: 3 bytes are exchanged
378 * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
379 * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
380 * because of contention, this slows down the parallel execution as a whole.
382 * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
383 * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
384 * models, and you must :ref:`use the ptask_L07 host model <options_model_select>` for that. Note that you can mix
385 * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
389 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
390 const std::vector<double>& bytes_amounts);
393 * Block the current actor until the built :ref:`parallel execution <API_s4u_parallel_execute>` completes, or until the
396 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
397 const std::vector<double>& bytes_amounts, double timeout);
400 XBT_ATTRIB_DEPRECATED_v325("Please use std::vectors as parameters") XBT_PUBLIC
401 void parallel_execute(int host_nb, s4u::Host* const* host_list, const double* flops_amount,
402 const double* bytes_amount);
403 XBT_ATTRIB_DEPRECATED_v325("Please use std::vectors as parameters") XBT_PUBLIC
404 void parallel_execute(int host_nb, s4u::Host* const* host_list, const double* flops_amount,
405 const double* bytes_amount, double timeout);
408 XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
409 XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
410 const std::vector<double>& bytes_amounts);
412 XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
414 /** @brief Returns the actor ID of the current actor. */
415 XBT_PUBLIC aid_t get_pid();
417 /** @brief Returns the ancestor's actor ID of the current actor. */
418 XBT_PUBLIC aid_t get_ppid();
420 /** @brief Returns the name of the current actor. */
421 XBT_PUBLIC std::string get_name();
422 /** @brief Returns the name of the current actor as a C string. */
423 XBT_PUBLIC const char* get_cname();
425 /** @brief Returns the name of the host on which the curret actor is running. */
426 XBT_PUBLIC Host* get_host();
428 /** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
429 XBT_PUBLIC void suspend();
431 /** @brief Yield the current actor. */
432 XBT_PUBLIC void yield();
434 /** @brief Resume the current actor, that was suspend()ed previously. */
435 XBT_PUBLIC void resume();
437 /** @brief kill the current actor. */
438 XBT_PUBLIC void exit();
440 /** @brief Add a function to the list of "on_exit" functions of the current actor.
442 * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
445 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
446 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
447 * blocking functions forbidden in this setting, but also modifications to the global state.
449 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
450 * It will be set to true if the actor was killed or failed because of an exception,
451 * while it will remain to false if the actor terminated gracefully.
454 XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
456 /** @brief Migrate the current actor to a new host. */
457 XBT_PUBLIC void migrate(Host* new_host);
462 XBT_ATTRIB_DEPRECATED_v325("Please use std::function<void(bool)> for first parameter.") XBT_PUBLIC
463 void on_exit(const std::function<void(int, void*)>& fun, void* data);
465 /** @deprecated See this_actor::exit() */
466 XBT_ATTRIB_DEPRECATED_v324("Please use this_actor::exit()") XBT_PUBLIC void kill();
471 }} // namespace simgrid::s4u
474 #endif /* SIMGRID_S4U_ACTOR_HPP */