/usr/include/simgrid/s4u/Actor.hpp is in libsimgrid-dev 3.14.159-2.
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/* 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. */
#ifndef SIMGRID_S4U_ACTOR_HPP
#define SIMGRID_S4U_ACTOR_HPP
#include <atomic>
#include <chrono>
#include <functional>
#include <memory>
#include <stdexcept>
#include <string>
#include <type_traits>
#include <utility>
#include <vector>
#include <boost/intrusive_ptr.hpp>
#include <xbt/base.h>
#include <xbt/functional.hpp>
#include <xbt/string.hpp>
#include <simgrid/chrono.hpp>
#include <simgrid/simix.h>
#include <simgrid/s4u/forward.hpp>
namespace simgrid {
namespace s4u {
/** @ingroup s4u_api
*
* An actor is an independent stream of execution in your distributed application.
*
* 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 "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 "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
*
* 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).
*
* 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 "http://simgrid.gforge.inria.fr/simgrid/simgrid.dtd">
* <platform version="4">
*
* <!-- Start a process called 'master' on the host called 'Tremblay' -->
* <process 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] -->
* </process>
*
* <!-- Start a process called 'worker' on the host called 'Jupiter' -->
* <process host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
*
* </platform>
* @endcode
*
* @{
*/
/** @brief Simulation Agent */
XBT_PUBLIC_CLASS Actor {
friend Mailbox;
friend simgrid::simix::ActorImpl;
smx_actor_t pimpl_ = nullptr;
/** Wrap a (possibly non-copyable) single-use task into a `std::function` */
template<class F, class... Args>
static std::function<void()> wrap_task(F f, Args... args)
{
typedef decltype(f(std::move(args)...)) R;
auto task = std::make_shared<simgrid::xbt::Task<R()>>(
simgrid::xbt::makeTask(std::move(f), std::move(args)...));
return [=] {
(*task)();
};
}
explicit Actor(smx_actor_t pimpl) : pimpl_(pimpl) {}
public:
// ***** No copy *****
Actor(Actor const&) = delete;
Actor& operator=(Actor const&) = delete;
// ***** Reference count (delegated to pimpl_) *****
friend void intrusive_ptr_add_ref(Actor* actor)
{
xbt_assert(actor != nullptr);
SIMIX_process_ref(actor->pimpl_);
}
friend void intrusive_ptr_release(Actor* actor)
{
xbt_assert(actor != nullptr);
SIMIX_process_unref(actor->pimpl_);
}
// ***** Actor creation *****
/** Retrieve a reference to myself */
static ActorPtr self();
/** Create an actor using a function
*
* If the actor is restarted, the actor has a fresh copy of the function.
*/
static ActorPtr createActor(const char* name, s4u::Host *host, double killTime, std::function<void()> code);
static ActorPtr createActor(const char* name, s4u::Host *host, std::function<void()> code)
{
return createActor(name, host, -1.0, std::move(code));
}
/** Create an actor using code
*
* Using this constructor, move-only type can be used. The consequence is
* that we cannot copy the value and restart the process in its initial
* state. In order to use auto-restart, an explicit `function` must be passed
* instead.
*/
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
>
static ActorPtr createActor(const char* name, s4u::Host *host, F code, Args... args)
{
return createActor(name, host, wrap_task(std::move(code), std::move(args)...));
}
// Create actor from function name:
static ActorPtr createActor(const char* name, s4u::Host *host, double killTime,
const char* function, std::vector<std::string> args);
static ActorPtr createActor(const char* name, s4u::Host *host, const char* function,
std::vector<std::string> args)
{
return createActor(name, host, -1.0, function, std::move(args));
}
// ***** Methods *****
/** Retrieves the actor that have the given PID (or NULL if not existing) */
//static Actor *byPid(int pid); not implemented
/** Retrieves the name of that actor */
simgrid::xbt::string getName();
/** Retrieves the host on which that actor is running */
s4u::Host *getHost();
/** Retrieves the PID of that actor */
int getPid();
/** Retrieves the PPID of that actor */
int getPpid();
/** If set to true, the actor will automatically restart when its host reboots */
void setAutoRestart(bool autorestart);
/** Sets the time at which that actor should be killed */
void setKillTime(double time);
/** Retrieves the time at which that actor will be killed (or -1 if not set) */
double getKillTime();
/** Ask the actor to die.
*
* It will only notice your request when doing a simcall next time (a communication or similar).
* SimGrid sometimes have issues when you kill actors that are currently communicating and such.
* We are working on it to fix the issues.
*/
void kill();
static void kill(int pid);
static ActorPtr forPid(int pid);
/**
* Wait for the actor to finish.
*/
void join();
// Static methods on all actors:
/** Ask kindly to all actors to die. Only the issuer will survive. */
static void killAll();
protected:
/** Returns the internal implementation of this actor */
smx_actor_t getImpl();
};
/** @ingroup s4u_api
* @brief Static methods working on the current actor (see @ref s4u::Actor) */
namespace this_actor {
/** Block the actor sleeping for that amount of seconds (may throws hostFailure) */
XBT_PUBLIC(void) sleep_for(double duration);
XBT_PUBLIC(void) sleep_until(double timeout);
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>& timeout_time)
{
auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(timeout_time);
this_actor::sleep_until(timeout_native.time_since_epoch().count());
}
XBT_ATTRIB_DEPRECATED("Use sleep_for()")
inline void sleep(double duration)
{
return sleep_for(duration);
}
/** Block the actor, computing the given amount of flops */
XBT_PUBLIC(e_smx_state_t) execute(double flop);
/** Block the actor until it gets a message from the given mailbox.
*
* See \ref Comm for the full communication API (including non blocking communications).
*/
XBT_PUBLIC(void*) recv(MailboxPtr chan);
/** Block the actor until it delivers a message of the given simulated size to the given mailbox
*
* See \ref Comm for the full communication API (including non blocking communications).
*/
XBT_PUBLIC(void) send(MailboxPtr chan, void*payload, size_t simulatedSize);
/**
* Return the PID of the current actor.
*/
XBT_PUBLIC(int) getPid();
/**
* Return the PPID of the current actor.
*/
int getPpid();
};
/** @} */
}} // namespace simgrid::s4u
#endif /* SIMGRID_S4U_ACTOR_HPP */
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