-/* Copyright (c) 2006-2021. The SimGrid Team. All rights reserved. */
+/* Copyright (c) 2006-2023. The SimGrid Team. All rights reserved. */
/* This program is free software; you can redistribute it and/or modify it
* under the terms of the license (GNU LGPL) which comes with this package. */
#include <simgrid/chrono.hpp>
#include <xbt/Extendable.hpp>
#include <xbt/signal.hpp>
-#include <xbt/string.hpp>
#include <functional>
#include <unordered_map>
namespace s4u {
+/** @ingroup s4u_api
+ * @brief Static methods working on the current actor (see @ref s4u::Actor) */
+namespace this_actor {
+
+XBT_PUBLIC bool is_maestro();
+
+/** Block the current actor sleeping for that amount of seconds */
+XBT_PUBLIC void sleep_for(double duration);
+/** Block the current actor sleeping until the specified timestamp */
+XBT_PUBLIC void sleep_until(double wakeup_time);
+
+template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
+{
+ auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
+ this_actor::sleep_for(seconds.count());
+}
+
+template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
+{
+ auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
+ this_actor::sleep_until(timeout_native.time_since_epoch().count());
+}
+
+/** Block the current actor, computing the given amount of flops */
+XBT_PUBLIC void execute(double flop);
+
+/** Block the current actor, computing the given amount of flops at the given priority.
+ * An execution of priority 2 computes twice as fast as an execution at priority 1. */
+XBT_PUBLIC void execute(double flop, double priority);
+
+/**
+ * @example examples/cpp/exec-ptask/s4u-exec-ptask.cpp
+ */
+
+/** Block the current actor until the built parallel execution terminates
+ *
+ * @beginrst
+ * .. _API_s4u_parallel_execute:
+ *
+ * **Example of use:** `examples/cpp/exec-ptask/s4u-exec-ptask.cpp
+ * <https://framagit.org/simgrid/simgrid/tree/master/examples/cpp/exec-ptask/s4u-exec-ptask.cpp>`_
+ *
+ * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
+ * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
+ * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
+ * execution and communications. It is much more convenient to model them as a single execution activity that spans
+ * over several hosts. This is exactly what s4u's Parallel Executions are.
+ *
+ * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
+ * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
+ * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
+ * hosts during the parallel kernel. For that, a matrix of values is expected.
+ *
+ * It is OK to build a parallel execution without any computation and/or without any communication.
+ * Just pass an empty vector to the corresponding parameter.
+ *
+ * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
+ * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
+ * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
+ *
+ * - from host0: [ to host0: 0 bytes; to host1: 1 byte ]
+ *
+ * - from host1: [ to host0: 2 bytes; to host1: 3 bytes ]
+ *
+ * Or, in other words:
+ *
+ * - From host0 to host0: 0 bytes are exchanged
+ *
+ * - From host0 to host1: 1 byte is exchanged
+ *
+ * - From host1 to host0: 2 bytes are exchanged
+ *
+ * - From host1 to host1: 3 bytes are exchanged
+ *
+ * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
+ * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
+ * because of contention, this slows down the parallel execution as a whole.
+ *
+ * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
+ * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
+ * models, and you must :ref:`use the ptask_L07 host model <models_l07>` for that. Note that you can mix
+ * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
+ *
+ * @endrst
+ */
+/** Block the current actor until the built parallel execution completes. */
+XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
+ const std::vector<double>& bytes_amounts);
+
+/** Block the current actor until the built multi-thread execution completes. */
+XBT_PUBLIC void thread_execute(s4u::Host* host, double flop_amounts, int thread_count);
+
+/** Initialize a sequential execution that must then be started manually */
+XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
+/** Initialize a parallel execution that must then be started manually */
+XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
+ const std::vector<double>& bytes_amounts);
+
+XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
+
+/** @brief Returns the actor ID of the current actor. */
+XBT_PUBLIC aid_t get_pid();
+
+/** @brief Returns the ancestor's actor ID of the current actor. */
+XBT_PUBLIC aid_t get_ppid();
+
+/** @brief Returns the name of the current actor. */
+XBT_PUBLIC std::string get_name();
+/** @brief Returns the name of the current actor as a C string. */
+XBT_PUBLIC const char* get_cname();
+
+/** @brief Returns the name of the host on which the current actor is running. */
+XBT_PUBLIC Host* get_host();
+
+/** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
+XBT_PUBLIC void suspend();
+
+/** @brief Yield the current actor. */
+XBT_PUBLIC void yield();
+
+/** @brief kill the current actor. */
+XBT_ATTRIB_NORETURN XBT_PUBLIC void exit();
+
+/** @brief Add a function to the list of "on_exit" functions of the current actor.
+ *
+ * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
+ * by your actor.
+ *
+ * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
+ * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
+ * blocking functions forbidden in this setting, but also modifications to the global state.
+ *
+ * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
+ * It will be set to true if the actor was killed or failed because of an exception or if the simulation deadlocked,
+ * while it will remain to false if the actor terminated gracefully.
+ */
+
+XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
+
+/** @brief Migrate the current actor to a new host. */
+XBT_PUBLIC void set_host(Host* new_host);
+} // namespace this_actor
+
/** An actor is an independent stream of execution in your distributed application.
*
* @beginrst
friend Mailbox;
friend kernel::actor::ActorImpl;
friend kernel::activity::MailboxImpl;
+ friend XBT_PUBLIC void this_actor::sleep_for(double);
+ friend XBT_PUBLIC void this_actor::suspend();
kernel::actor::ActorImpl* const pimpl_;
#endif
int get_refcount() const;
// ***** Actor creation *****
- /** Retrieve a reference to myself */
+ /** \static
+ * Retrieve a reference to myself
+ */
static Actor* self();
- /** Fired when a new actor has been created **/
+private:
static xbt::signal<void(Actor&)> on_creation;
- /** Signal to others that an actor has been suspended**/
static xbt::signal<void(Actor const&)> on_suspend;
- /** Signal to others that an actor has been resumed **/
+ xbt::signal<void(Actor const&)> on_this_suspend;
static xbt::signal<void(Actor const&)> on_resume;
- /** Signal to others that an actor is sleeping **/
+ xbt::signal<void(Actor const&)> on_this_resume;
static xbt::signal<void(Actor const&)> on_sleep;
- /** Signal to others that an actor wakes up for a sleep **/
+ xbt::signal<void(Actor const&)> on_this_sleep;
static xbt::signal<void(Actor const&)> on_wake_up;
- /** Signal to others that an actor is has been migrated to another host **/
+ xbt::signal<void(Actor const&)> on_this_wake_up;
static xbt::signal<void(const Actor&, const Host& previous_location)> on_host_change;
+ xbt::signal<void(const Actor&, const Host& previous_location)> on_this_host_change;
+ static xbt::signal<void(Actor const&)> on_termination;
+ xbt::signal<void(Actor const&)> on_this_termination;
+ static xbt::signal<void(Actor const&)> on_destruction;
+ xbt::signal<void(Actor const&)> on_this_destruction;
- /** Signal indicating that an actor terminated its code.
+public:
+ /** \static Add a callback fired when a new actor has been created **/
+ static void on_creation_cb(const std::function<void(Actor&)>& cb) { on_creation.connect(cb); }
+ /** \static Add a callback fired when any actor is suspended (right before the suspend) **/
+ static void on_suspend_cb(const std::function<void(Actor const&)>& cb) { on_suspend.connect(cb); }
+ /** Add a callback fired when this specific actor is suspended (right before the suspend) **/
+ void on_this_suspend_cb(const std::function<void(Actor const&)>& cb) { on_this_suspend.connect(cb); }
+ /** \static Add a callback fired when any actor is resumed (right before the resume) **/
+ static void on_resume_cb(const std::function<void(Actor const&)>& cb) { on_resume.connect(cb); }
+ /** Add a callback fired when this specific actor is resumed (right before the resume) **/
+ void on_this_resume_cb(const std::function<void(Actor const&)>& cb) { on_this_resume.connect(cb); }
+ /** \static Add a callback fired when any actor starts sleeping **/
+ static void on_sleep_cb(const std::function<void(Actor const&)>& cb) { on_sleep.connect(cb); }
+ /** Add a callback fired when this specific actor starts sleeping **/
+ void on_this_sleep_cb(const std::function<void(Actor const&)>& cb) { on_this_sleep.connect(cb); }
+ /** \static Add a callback fired when any actor wakes up from a sleep **/
+ static void on_wake_up_cb(const std::function<void(Actor const&)>& cb) { on_wake_up.connect(cb); }
+ /** Add a callback fired when this specific actor wakes up from a sleep **/
+ void on_this_wake_up_cb(const std::function<void(Actor const&)>& cb) { on_this_wake_up.connect(cb); }
+ /** \static Add a callback fired when any actor is has been migrated to another host **/
+ static void on_host_change_cb(const std::function<void(const Actor&, const Host& previous_location)>& cb)
+ {
+ on_host_change.connect(cb);
+ }
+ /** Add a callback fired when this specific actor is has been migrated to another host **/
+ void on_this_host_change_cb(const std::function<void(const Actor&, const Host& previous_location)>& cb)
+ {
+ on_this_host_change.connect(cb);
+ }
+
+ /** \static
+ * Add a callback fired when any actor terminates its code.
* @beginrst
* The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
- * If you want to free extra data when the actor's destructor is called, use :cpp:var:`Actor::on_destruction`.
+ * If you want to free extra data when the actor's destructor is called, use :cpp:func:`Actor::on_destruction_cb`.
* If you want to register to the termination of a given actor, use :cpp:func:`this_actor::on_exit()` instead.
* @endrst
*/
- static xbt::signal<void(Actor const&)> on_termination;
- /** Signal indicating that an actor is about to disappear (its destructor was called).
- * This signal is fired for any destructed actor, which is mostly useful when designing plugins and extensions.
- * If you want to react to the end of the actor's code, use Actor::on_termination instead.
- * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
- static xbt::signal<void(Actor const&)> on_destruction;
-
- /** Create an actor from a std::function<void()>.
- * If the actor is restarted, it gets a fresh copy of the function. */
+ static void on_termination_cb(const std::function<void(Actor const&)>& cb) { on_termination.connect(cb); }
+ /** Add a callback fired when this specific actor terminates its code.
+ * @beginrst
+ * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
+ * If you want to free extra data when the actor's destructor is called, use :cpp:func:`Actor::on_this_destruction_cb`.
+ * @endrst
+ */
+ void on_this_termination_cb(const std::function<void(Actor const&)>& cb) { on_this_termination.connect(cb); }
+ /** \static Add a callback fired when an actor is about to disappear (its destructor was called).
+ * This signal is fired for any destructed actor, which is mostly useful when designing plugins and extensions. */
+ static void on_destruction_cb(const std::function<void(Actor const&)>& cb) { on_destruction.connect(cb); }
+ /** Add a callback fired when this specific actor is about to disappear (its destructor was called). */
+ void on_this_destruction_cb(const std::function<void(Actor const&)>& cb) { on_this_destruction.connect(cb); }
+
+ /** \static
+ * Create an actor from a @c std::function<void()>.
+ * If the actor is restarted, it gets a fresh copy of the function.
+ * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
- /** Create an actor, but don't start it yet.
+ /** \static
+ * Create an actor, but don't start it yet.
*
- * This is useful to set some properties or extension before actually starting it */
+ * This is useful to set some properties or extension before actually starting it */
static ActorPtr init(const std::string& name, s4u::Host* host);
ActorPtr set_stacksize(unsigned stacksize);
/** Start a previously initialized actor */
ActorPtr start(const std::function<void()>& code, std::vector<std::string> args);
- /** Create an actor from a callable thing. */
+ /** \static
+ * Create an actor from a callable thing.
+ * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
{
return create(name, host, std::function<void()>(std::move(code)));
}
- /** Create an actor using a callable thing and its arguments.
+ /** \static
+ * Create an actor using a callable thing and its arguments.
*
- * Note that the arguments will be copied, so move-only parameters are forbidden */
+ * Note that the arguments will be copied, so move-only parameters are forbidden.
+ * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
template <class F, class... Args,
// This constructor is enabled only if the call code(args...) is valid:
return create(name, host, std::bind(std::move(code), std::move(args)...));
}
- /** Create actor from function name and a vector of strings as arguments. */
+ /** \static
+ * Create actor from function name and a vector of strings as arguments.
+ * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
std::vector<std::string> args);
// ***** Methods *****
- /** This actor will be automatically terminated when the last non-daemon actor finishes **/
- void daemonize();
+ /** This actor will be automatically terminated when the last non-daemon actor finishes.
+ *
+ * Daemons are killed as soon as the last regular actor disappears. If another regular actor
+ * gets restarted later on by a timer or when its host reboots, the daemons do not get restarted.
+ **/
+ Actor* daemonize();
/** Returns whether or not this actor has been daemonized or not **/
bool is_daemon() const;
+ static bool is_maestro();
+
/** Retrieves the name of that actor as a C++ string */
- const simgrid::xbt::string& get_name() const;
+ const std::string& get_name() const;
/** Retrieves the name of that actor as a C string */
const char* get_cname() const;
/** Retrieves the host on which that actor is running */
/** Retrieves the actor ID of that actor's creator */
aid_t get_ppid() const;
- /** Suspend an actor, that is blocked until resumeed by another actor */
+ /** Suspend an actor, that is blocked until resumed by another actor. */
void suspend();
/** Resume an actor that was previously suspended */
/** Returns true if the actor is suspended. */
bool is_suspended() const;
- /** If set to true, the actor will automatically restart when its host reboots */
- void set_auto_restart(bool autorestart);
+ /** If set to true, the actor will automatically restart when its host reboots.
+ *
+ * Some elements of the actor are remembered over reboots: name, host, properties, the on_exit functions, whether it
+ * is daemonized and whether it should automatically restart when its host reboots. Note that the state after reboot
+ * is the one when set_auto_restart() is called.
+ *
+ * If you daemonize your actor after marking it auto_restart, then the new actor after rebooot will not be a daemon.
+ *
+ * The on_exit functions are the one defined when the actor dies, not the ones given when it was marked auto_restart
+ * (sorry for the inconsistency -- speak to us if it's too hard to bear).
+ */
+ Actor* set_auto_restart(bool autorestart = true);
+ /** Returns the number of reboots that this actor did. Before the first reboot, this function returns 0. */
+ int get_restart_count() const;
/** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
* executed when your actor is killed. You should use them to free the data used by your actor.
*/
void kill();
- /** Retrieves the actor that have the given PID (or nullptr if not existing) */
+ /** \static
+ * Retrieves the actor that have the given PID (or nullptr if not existing)
+ */
static ActorPtr by_pid(aid_t pid);
/** Wait for the actor to finish.
/** Kill that actor and restart it from start. */
Actor* restart();
- /** Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid. */
+ /** \static
+ * Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid.
+ */
static void kill_all();
/** Returns the internal implementation of this actor */
void set_property(const std::string& key, const std::string& value);
};
-/** @ingroup s4u_api
- * @brief Static methods working on the current actor (see @ref s4u::Actor) */
-namespace this_actor {
-
-XBT_PUBLIC bool is_maestro();
-
-/** Block the current actor sleeping for that amount of seconds */
-XBT_PUBLIC void sleep_for(double duration);
-/** Block the current actor sleeping until the specified timestamp */
-XBT_PUBLIC void sleep_until(double wakeup_time);
-
-template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
-{
- auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
- this_actor::sleep_for(seconds.count());
-}
-
-template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
-{
- auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
- this_actor::sleep_until(timeout_native.time_since_epoch().count());
-}
-
-/** Block the current actor, computing the given amount of flops */
-XBT_PUBLIC void execute(double flop);
-
-/** Block the current actor, computing the given amount of flops at the given priority.
- * An execution of priority 2 computes twice as fast as an execution at priority 1. */
-XBT_PUBLIC void execute(double flop, double priority);
-
-/**
- * @example examples/cpp/exec-ptask/s4u-exec-ptask.cpp
- */
-
-/** Block the current actor until the built parallel execution terminates
- *
- * @beginrst
- * .. _API_s4u_parallel_execute:
- *
- * **Example of use:** `examples/cpp/exec-ptask/s4u-exec-ptask.cpp
- * <https://framagit.org/simgrid/simgrid/tree/master/examples/cpp/exec-ptask/s4u-exec-ptask.cpp>`_
- *
- * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
- * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
- * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
- * execution and communications. It is much more convenient to model them as a single execution activity that spans
- * over several hosts. This is exactly what s4u's Parallel Executions are.
- *
- * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
- * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
- * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
- * hosts during the parallel kernel. For that, a matrix of values is expected.
- *
- * It is OK to build a parallel execution without any computation and/or without any communication.
- * Just pass an empty vector to the corresponding parameter.
- *
- * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
- * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
- * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
- *
- * - from host0: [ to host0: 0 bytes; to host1: 1 byte ]
- *
- * - from host1: [ to host0: 2 bytes; to host1: 3 bytes ]
- *
- * Or, in other words:
- *
- * - From host0 to host0: 0 bytes are exchanged
- *
- * - From host0 to host1: 1 byte is exchanged
- *
- * - From host1 to host0: 2 bytes are exchanged
- *
- * - From host1 to host1: 3 bytes are exchanged
- *
- * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
- * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
- * because of contention, this slows down the parallel execution as a whole.
- *
- * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
- * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
- * models, and you must :ref:`use the ptask_L07 host model <options_model_select>` for that. Note that you can mix
- * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
- *
- * @endrst
- */
-/** Block the current actor until the built parallel execution completes */
-XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
- const std::vector<double>& bytes_amounts);
-
-/** Initialize a sequential execution that must then be started manually */
-XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
-/** Initialize a parallel execution that must then be started manually */
-XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
- const std::vector<double>& bytes_amounts);
-
-XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
-
-/** @brief Returns the actor ID of the current actor. */
-XBT_PUBLIC aid_t get_pid();
-
-/** @brief Returns the ancestor's actor ID of the current actor. */
-XBT_PUBLIC aid_t get_ppid();
-
-/** @brief Returns the name of the current actor. */
-XBT_PUBLIC std::string get_name();
-/** @brief Returns the name of the current actor as a C string. */
-XBT_PUBLIC const char* get_cname();
-
-/** @brief Returns the name of the host on which the current actor is running. */
-XBT_PUBLIC Host* get_host();
-
-/** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
-XBT_PUBLIC void suspend();
-
-/** @brief Yield the current actor. */
-XBT_PUBLIC void yield();
-
-/** @brief kill the current actor. */
-XBT_PUBLIC void exit();
-
-/** @brief Add a function to the list of "on_exit" functions of the current actor.
- *
- * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
- * by your actor.
- *
- * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
- * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
- * blocking functions forbidden in this setting, but also modifications to the global state.
- *
- * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
- * It will be set to true if the actor was killed or failed because of an exception or if the simulation deadlocked,
- * while it will remain to false if the actor terminated gracefully.
- */
-
-XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
-
-/** @brief Migrate the current actor to a new host. */
-XBT_PUBLIC void set_host(Host* new_host);
-}
-
-
}} // namespace simgrid::s4u