-/* Copyright (c) 2006-2019. The SimGrid Team. All rights reserved. */
+/* Copyright (c) 2006-2021. 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/functional.hpp>
#include <xbt/signal.hpp>
#include <xbt/string.hpp>
#include <functional>
-#include <map> // deprecated wrappers
#include <unordered_map>
namespace simgrid {
+
+extern template class XBT_PUBLIC xbt::Extendable<s4u::Actor>;
+
namespace s4u {
-/**
+/** An actor is an independent stream of execution in your distributed application.
*
- * An actor is an independent stream of execution in your distributed application.
+ * @beginrst
+ * It is located on a (simulated) :cpp:class:`host <simgrid::s4u::Host>`, but can interact
+ * with the whole simulated platform.
*
* You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
* This is the only component in SimGrid that actually does something on its own, executing its own code.
* A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
- * schedule these activities.
- *
- * An actor is located on a (simulated) host, but it can interact
- * with the whole simulated platform.
- *
- * The s4u::Actor API is strongly inspired from the C++11 threads.
- * The <a href="http://en.cppreference.com/w/cpp/thread">documentation
- * of this standard</a> may help to understand the philosophy of the S4U
- * Actors.
- *
- * @section s4u_actor_def Defining the skeleton of an Actor
- *
- * As in the <a href="http://en.cppreference.com/w/cpp/thread">C++11
- * standard</a>, you can declare the code of your actor either as a
- * pure function or as an object. It is very simple with functions:
- *
- * @code{.cpp}
- * #include <simgrid/s4u/actor.hpp>
- *
- * // Declare the code of your worker
- * void worker() {
- * printf("Hello s4u");
- * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
- * };
- *
- * // From your main or from another actor, create your actor on the host Jupiter
- * // The following line actually creates a new actor, even if there is no "new".
- * Actor("Alice", simgrid::s4u::Host::by_name("Jupiter"), worker);
- * @endcode
- *
- * But some people prefer to encapsulate their actors in classes and
- * objects to save the actor state in a cleanly dedicated location.
- * The syntax is slightly more complicated, but not much.
- *
- * @code{.cpp}
- * #include <simgrid/s4u/actor.hpp>
- *
- * // Declare the class representing your actors
- * class Worker {
- * public:
- * void operator()() { // Two pairs of () because this defines the method called ()
- * printf("Hello s4u");
- * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
- * }
- * };
- *
- * // From your main or from another actor, create your actor. Note the () after Worker
- * Actor("Bob", simgrid::s4u::Host::by_name("Jupiter"), Worker());
- * @endcode
- *
- * @section s4u_actor_flesh Fleshing your actor
+ * schedule these activities. **Please refer to the** :ref:`examples <s4u_ex_actors>` **for more information.**
*
- * The body of your actor can use the functions of the
- * simgrid::s4u::this_actor namespace to interact with the world.
- * This namespace contains the methods to start new activities
- * (executions, communications, etc), and to get informations about
- * the currently running thread (its location, etc).
+ * This API is strongly inspired from the C++11 threads.
+ * The `documentation of this standard <http://en.cppreference.com/w/cpp/thread>`_
+ * may help to understand the philosophy of the SimGrid actors.
*
- * Please refer to the @link simgrid::s4u::this_actor full API @endlink.
- *
- *
- * @section s4u_actor_deploy Using a deployment file
- *
- * @warning This is currently not working with S4U. Sorry about that.
- *
- * The best practice is to use an external deployment file as
- * follows, because it makes it easier to test your application in
- * differing settings. Load this file with
- * s4u::Engine::loadDeployment() before the simulation starts.
- * Refer to the @ref deployment section for more information.
- *
- * @code{.xml}
- * <?xml version='1.0'?>
- * <!DOCTYPE platform SYSTEM "https://simgrid.org/simgrid.dtd">
- * <platform version="4.1">
- *
- * <!-- Start an actor called 'master' on the host called 'Tremblay' -->
- * <actor host="Tremblay" function="master">
- * <!-- Here come the parameter that you want to feed to this instance of master -->
- * <argument value="20"/> <!-- argv[1] -->
- * <argument value="50000000"/> <!-- argv[2] -->
- * <argument value="1000000"/> <!-- argv[3] -->
- * <argument value="5"/> <!-- argv[4] -->
- * </actor>
- *
- * <!-- Start an actor called 'worker' on the host called 'Jupiter' -->
- * <actor host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
- *
- * </platform>
- * @endcode
- *
- * @{
+ * @endrst
*/
-
-/** @brief Simulation Agent */
class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
#ifndef DOXYGEN
friend Exec;
kernel::actor::ActorImpl* const pimpl_;
#endif
- explicit Actor(smx_actor_t pimpl) : pimpl_(pimpl) {}
+ explicit Actor(kernel::actor::ActorImpl* pimpl) : pimpl_(pimpl) {}
public:
-
+#ifndef DOXYGEN
// ***** No copy *****
Actor(Actor const&) = delete;
Actor& operator=(Actor const&) = delete;
// ***** Reference count *****
- friend XBT_PUBLIC void intrusive_ptr_add_ref(Actor * actor);
- friend XBT_PUBLIC void intrusive_ptr_release(Actor * actor);
- int get_refcount();
+ friend XBT_PUBLIC void intrusive_ptr_add_ref(const Actor* actor);
+ friend XBT_PUBLIC void intrusive_ptr_release(const Actor* actor);
+#endif
+ /** Retrieve the amount of references on that object. Useful to debug the automatic refcounting */
+ int get_refcount() const;
// ***** Actor creation *****
/** Retrieve a reference to myself */
static xbt::signal<void(Actor const&)> on_sleep;
/** Signal to others that an actor wakes up for a sleep **/
static xbt::signal<void(Actor const&)> on_wake_up;
- /** Signal to others that an actor is going to migrated to another host**/
- static xbt::signal<void(Actor const&)> on_migration_start;
/** Signal to others that an actor is has been migrated to another host **/
- static xbt::signal<void(Actor const&)> on_migration_end;
+ static xbt::signal<void(const Actor&, const Host& previous_location)> on_host_change;
+#ifndef DOXYGEN
+ static xbt::signal<void(Actor const&)> on_migration_start; // XBT_ATTRIB_DEPRECATED_v329
+ static xbt::signal<void(Actor const&)> on_migration_end; // XBT_ATTRIB_DEPRECATED_v329
+#endif
+
/** Signal indicating that an actor terminated 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 Actor::on_destruction.
- * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
+ * If you want to free extra data when the actor's destructor is called, use :cpp:var:`Actor::on_destruction`.
+ * 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 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, the actor has a fresh copy of the function.
- */
+ /** Create an actor from a std::function<void()>.
+ * If the actor is restarted, it gets a fresh copy of the function. */
static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
+ /** Create an actor, but don't start it yet.
+ *
+ * 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);
- /** Create an actor from a std::function
- *
- * If the actor is restarted, the actor has a fresh copy of the function.
- */
+ template <class F> ActorPtr start(F code) { return start(std::function<void()>(std::move(code))); }
+
+ template <class F, class... Args,
+ // This constructor is enabled only if the call code(args...) is valid:
+#ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
+ typename = typename std::result_of_t<F(Args...)>
+#endif
+ >
+ ActorPtr start(F code, Args... args)
+ {
+ return start(std::bind(std::move(code), std::move(args)...));
+ }
+
+ ActorPtr start(const std::function<void()>& code, std::vector<std::string> args);
+
+ /** Create an actor from a callable thing. */
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.
*
* Note that the arguments will be copied, so move-only parameters are forbidden */
+
template <class F, class... Args,
// This constructor is enabled only if the call code(args...) is valid:
- typename = typename std::result_of<F(Args...)>::type>
+#ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
+ typename = typename std::result_of_t<F(Args...)>
+#endif
+ >
static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
{
return create(name, host, std::bind(std::move(code), std::move(args)...));
}
- // Create actor from function name:
+ /** Create actor from function name and a vector of strings as arguments. */
static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
std::vector<std::string> args);
/** Retrieves the actor ID of that actor's creator */
aid_t get_ppid() const;
- /** Suspend an actor, that is blocked until resume()ed by another actor */
+ /** Suspend an actor, that is blocked until resumeed by another actor */
void suspend();
- /** Resume an actor that was previously suspend()ed */
+ /** Resume an actor that was previously suspended */
void resume();
/** Returns true if the actor is suspended. */
- bool 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);
/** Sets the time at which that actor should be killed */
void set_kill_time(double time);
/** Retrieves the time at which that actor will be killed (or -1 if not set) */
- double get_kill_time();
+ double get_kill_time() const;
/** @brief Moves the actor to another host
*
* Asynchronous activities started by the actor are not migrated automatically, so you have
* to take care of this yourself (only you knows which ones should be migrated).
*/
- void migrate(Host * new_host);
+ void set_host(Host* new_host);
+#ifndef DOXYGEN
+ XBT_ATTRIB_DEPRECATED_v329("Please use set_host() instead") void migrate(Host* new_host) { set_host(new_host); }
+#endif
/** Ask the actor to die.
*
* Any blocking activity will be canceled, and it will be rescheduled to free its memory.
* Being killed is not something that actors can defer or avoid.
- *
- * SimGrid still have sometimes issues when you kill actors that are currently communicating and such.
- * Still. Please report any bug that you may encounter with a minimal working example.
*/
void kill();
* Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
* blocked until bob terminates.
*/
- void join();
+ void join() const;
/** Wait for the actor to finish, or for the timeout to elapse.
*
* Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
* blocked until bob terminates.
*/
- void join(double timeout);
+ void join(double timeout) const;
+ /** 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. */
/** Returns the internal implementation of this actor */
kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
- /** Retrieve the property value (or nullptr if not set) */
+ /** Retrieve the list of properties for that actor */
const std::unordered_map<std::string, std::string>*
get_properties() const; // FIXME: do not export the map, but only the keys or something
+
+ /** Retrieve the property value (or nullptr if not set) */
const char* get_property(const std::string& key) const;
+
+ /** Set a property (old values will be overwritten) */
void set_property(const std::string& key, const std::string& value);
};
XBT_PUBLIC void execute(double flop, double priority);
/**
- * @example examples/s4u/exec-ptask/s4u-exec-ptask.cpp
+ * @example examples/cpp/exec-ptask/s4u-exec-ptask.cpp
*/
/** Block the current actor until the built parallel execution terminates
*
- * \rst
+ * @beginrst
* .. _API_s4u_parallel_execute:
*
- * **Example of use:** `examples/s4u/exec-ptask/s4u-exec-ptask.cpp
- * <https://framagit.org/simgrid/simgrid/tree/master/examples/s4u/exec-ptask/s4u-exec-ptask.cpp>`_
+ * **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
* 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 \\ to | host0 | host1|
- * +===========+=======+======+
- * |host0 | 0 | 1 |
- * +-----------+-------+------+
- * |host1 | 2 | 3 |
- * +-----------+-------+------+
+ * - 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
* 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
+ * @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);
-/** \rst
- * Block the current actor until the built :ref:`parallel execution <API_s4u_parallel_execute>` completes, or until the
- * timeout. \endrst
- */
-XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
- const std::vector<double>& bytes_amounts, double timeout);
+XBT_ATTRIB_DEPRECATED_v329("Please use exec_init(...)->wait_for(timeout)") XBT_PUBLIC
+ void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
+ const std::vector<double>& bytes_amounts, double timeout);
+/** 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);
/** @brief Yield the current actor. */
XBT_PUBLIC void yield();
-/** @brief Resume the current actor, that was suspend()ed previously. */
-XBT_PUBLIC void resume();
-
/** @brief kill the current actor. */
XBT_PUBLIC void exit();
* 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,
+ * 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 migrate(Host* new_host);
-
-/** @} */
+XBT_PUBLIC void set_host(Host* new_host);
+#ifndef DOXYGEN
+XBT_ATTRIB_DEPRECATED_v329("Please use set_host() instead") XBT_PUBLIC void migrate(Host* new_host);
+#endif
}