1 S4U (Simgrid for you) is the next interface of SimGrid, expected to be released with SimGrid 4.0.
3 Even if it is not completely rock stable yet, it may well already fit
4 your needs. You are welcome to try it and report any interface
5 glitches that you see. Be however warned that the interface may change
6 until the final release. You will have to adapt your code on the way.
8 This file follows the Doxygen syntax to be included in the
9 documentation, but it should remain readable directly.
12 @defgroup s4u_examples S4U examples
14 @brief Find the S4U example fitting your needs in the archive.
17 - @ref s4u_ex_activities
25 TODO: document here the examples about plugins
27 @section s4u_ex_basics Basics of SimGrid simulation
29 - <b>Creating actors:</b> @ref examples/s4u/actor-create/s4u-actor-create.cpp and
30 @ref examples/s4u/actor-create/s4u-actor-create_d.xml \n
31 Shows how to start your actors to populate your simulation.
33 - <b>Ping Pong</b>: @ref examples/s4u/app-pingpong/s4u-app-pingpong.cpp\n
34 This simple example just sends one message back and forth.
35 The tesh file laying in the directory show how to start the simulator binary, highlighting how to pass options to
36 the simulators (as detailed in Section \ref options).
38 - <b>Token ring:</b> @ref examples/s4u/app-token-ring/s4u-app-token-ring.cpp \n
39 Shows how to implement a classical communication pattern, where a token is exchanged along a ring to reach every
42 - <b>Master Workers:</b> @ref examples/s4u/app-masterworker/s4u-app-masterworker.cpp \n
43 Another good old example, where one Master process has a bunch of task to dispatch to a set of several Worker
46 @section s4u_ex_activities Activities on Resources (communications and executions)
48 @subsection s4u_ex_activity_comm Communications (using the network)
50 - <b>Basic asynchronous communications</b>.
51 @ref examples/s4u/async-wait/s4u-async-wait.cpp \n
52 Illustrates how to have non-blocking communications, that are
53 communications running in the background leaving the process free
54 to do something else during their completion. The main functions
55 involved are @ref simgrid::s4u::Mailbox::put_async and
56 @ref simgrid::s4u::Comm::wait().
58 - <b>Waiting for all communications in a set</b>.
59 @ref examples/s4u/async-waitall/s4u-async-waitall.cpp\n
60 The @ref simgrid::s4u::Comm::wait_all() function is useful when you want to block
61 until all activities in a given set have completed.
63 - <b>Waiting for the first completed communication in a set</b>.
64 @ref examples/s4u/async-waitany/s4u-async-waitany.cpp\n
65 The @ref simgrid::s4u::Comm::wait_any() function is useful when you want to block
66 until one activity of the set completes, no matter which terminates
69 @subsection s4u_ex_activity_exec Executions (using the CPU)
71 - <b>Basic execution</b>.
72 @ref examples/s4u/exec-basic/s4u-exec-basic.cpp \n
73 The computations done in your program are not reported to the
74 simulated world, unless you explicitely request the simulator to pause
75 the actor until a given amount of flops gets computed on its simulated
76 host. Some executions can be given an higher priority so that they
79 - <b>Asynchronous execution</b>.
80 @ref examples/s4u/exec-async/s4u-exec-async.cpp \n
81 You can start asynchronous executions, in a way that is very
82 similar to asynchronous communications.
84 TODO: add an example about parallel executions.
86 @section s4u_ex_actors Acting on Actors
88 - <b>Creating actors</b>.
89 @ref examples/s4u/actor-create/s4u-actor-create.cpp \n
90 Most actors are started from the deployment XML file, but there is other methods.
91 This example show them all.
93 - <b>Daemonize actors</b>
94 @ref examples/s4u/actor-daemon/s4u-actor-daemon.cpp \n
95 Some actors may be intended to simulate daemons that run in background. This example show how to transform a regular
96 actor into a daemon that will be automatically killed once the simulation is over.
98 - <b>Suspend and Resume actors</b>.
99 @ref examples/s4u/actor-suspend/s4u-actor-suspend.cpp \n
100 Actors can be suspended and resumed during their executions
101 thanks to the @ref simgrid::s4u::Actor::suspend and @ref simgrid::s4u::Actor::resume methods.
103 - <b>Kill actors</b>.
104 @ref examples/s4u/actor-kill/s4u-actor-kill.cpp \n
105 Actors can forcefully stop other actors with the @ref
106 simgrid::s4u::Actor::kill() method.
108 - <b>Controling the actor life cycle from the XML</b>.
109 @ref examples/s4u/actor-lifetime/s4u-actor-lifetime.cpp
110 @ref examples/s4u/actor-lifetime/s4u-actor-lifetime_d.xml
112 You can specify a start time and a kill time in the deployment file.
114 - <b>Migrating Actors</b>.
115 @ref examples/s4u/actor-migration/s4u-actor-migration.cpp \n
116 Actors can move or be moved from a host to another with the @ref
117 simgrid::s4u::this_actor::migrate() method.
119 - <b>Yielding to other actor</b>.
120 @ref examples/s4u/actor-yield/s4u-actor-yield.cpp\n
121 The simgrid::s4u::this_actor::yield() function interrupts the
122 execution of the current actor, leaving a chance to the other actors
123 that are ready to run at this timestamp.
125 @section s4u_ex_synchro Inter-Actor Synchronization
127 - <b>Waiting for the termination of an actor</b> (joining on it)
128 @ref examples/s4u/actor-join/s4u-actor-join.cpp \n
129 The simgrid::s4u::Actor::join() method allows to block the current
130 actor until the end of the receiving actor.
132 - <b>Mutex: </b> @ref examples/s4u/mutex/s4u-mutex.cpp \n
133 Shows how to use simgrid::s4u::Mutex synchronization objects.
135 @section s4u_ex_actions Following Workload Traces
137 This section details how to run trace-driven simulations. It is very
138 handy when you want to test an algorithm or protocol that only react
139 to external events. For example, many P2P protocols react to user
140 requests, but do nothing if there is no such event.
142 In such situations, you should write your protocol in C++, and separate
143 the workload that you want to play onto your protocol in a separate
144 text file. Declare a function handling each type of the events in your
145 trace, register them using @ref xbt_replay_action_register in your
146 main, and then run the simulation.
148 Then, you can either have one trace file containing all your events,
149 or a file per simulated process: the former may be easier to work
150 with, but the second is more efficient on very large traces. Check
151 also the tesh files in the example directories for details.
153 - <b>Communication replay</b>.
154 @ref examples/s4u/actions-comm/s4u-actions-comm.cpp \n
155 Presents a set of event handlers reproducing classical communication
156 primitives (asynchronous send/receive at the moment).
159 @ref examples/s4u/actions-storage/s4u-actions-storage.cpp \n
160 Presents a set of event handlers reproducing classical I/O
161 primitives (open, read, close).
163 @section s4u_ex_platf Interacting with the platform
165 - <b>User-defined properties</b>.
166 @ref examples/s4u/platform-properties/s4u-platform-properties.cpp and
167 @ref examples/s4u/platform-properties/s4u-platform-properties_d.xml and
168 @ref examples/platforms/prop.xml \n
169 You can attach arbitrary information to most platform elements from
170 the XML file, and then interact with these values from your
171 program. Note that the changes are not written into the XML file: they
172 will only last until the end of your simulation.
173 - simgrid::s4u::Actor::getProperty() and simgrid::s4u::Actor::setProperty()
174 - simgrid::s4u::Host::getProperty() and simgrid::s4u::Host::setProperty()
175 - simgrid::s4u::Link::getProperty() and simgrid::s4u::Link::setProperty()
176 - simgrid::s4u::NetZone::getProperty() and simgrid::s4u::NetZone::setProperty()
178 @section s4u_ex_io Simulating disks and files
180 The examples of this section demonstrate how to interact with the
183 SimGrid provides two levels of abstraction. You can either use the
184 FileSystem plugin, or interact directly with the disks. At the file
185 system level, you can open files and interact with them. A write
186 operation may fail if the disk is already full. Using the direct (low
187 level) interface, you just specify the amount of data that is written
188 or read, and this is done unconditionnally. Both levels have
189 respective advantages, depending on what you want to model.
191 - <b>Access to raw storage devices</b>.
192 @ref examples/s4u/io-storage-raw/s4u-io-storage-raw.cpp \n
193 This example illustrates how to simply read and write data on a
194 simulated storage resource.
196 - <b>File Management</b>. @ref examples/s4u/io-file-system/s4u-io-file-system.cpp \n
197 This example illustrates the use of operations on files
198 (read, write, seek, tell, unlink, ...).
201 @ref examples/s4u/io-file-remote/s4u-io-file-remote.cpp \n
202 I/O operations on files can also be done in a remote fashion,
203 i.e. when the accessed disk is not mounted on the caller's host.
205 @section s4u_ex_energy Simulating the energy consumption
207 - <b>Using Pstates on a host</b>
208 @ref examples/s4u/energy-pstate/s4u-energy-pstate.cpp and
209 @ref examples/platforms/energy_platform.xml \n
210 Show how define a set of pstates for a host and how the current
211 pstate can be accessed/changed with @ref simgrid::s4u::Host::getPstateSpeed and @ref simgrid::s4u::Host::setPstate.
212 See also the platform XML file for have a details on how to declare the CPU capacity for each pstate.
217 @example examples/s4u/actions-comm/s4u-actions-comm.cpp
218 @example examples/s4u/actions-storage/s4u-actions-storage.cpp
219 @example examples/s4u/actor-create/s4u-actor-create.cpp
220 @example examples/s4u/actor-create/s4u-actor-create_d.xml
221 @example examples/s4u/actor-daemon/s4u-actor-daemon.cpp
222 @example examples/s4u/actor-join/s4u-actor-join.cpp
223 @example examples/s4u/actor-kill/s4u-actor-kill.cpp
224 @example examples/s4u/actor-lifetime/s4u-actor-lifetime.cpp
225 @example examples/s4u/actor-lifetime/s4u-actor-lifetime_d.xml
226 @example examples/s4u/actor-migration/s4u-actor-migration.cpp
227 @example examples/s4u/actor-suspend/s4u-actor-suspend.cpp
228 @example examples/s4u/actor-yield/s4u-actor-yield.cpp
229 @example examples/s4u/async-wait/s4u-async-wait.cpp
230 @example examples/s4u/async-waitall/s4u-async-waitall.cpp
231 @example examples/s4u/async-waitany/s4u-async-waitany.cpp
232 @example examples/s4u/exec-basic/s4u-exec-basic.cpp
233 @example examples/s4u/app-token-ring/s4u-app-token-ring.cpp
234 @example examples/s4u/app-masterworker/s4u-app-masterworker.cpp
235 @example examples/s4u/app-pingpong/s4u-app-pingpong.cpp
236 @example examples/s4u/energy-pstate/s4u-energy-pstate.cpp
237 @example examples/s4u/io-file-system/s4u-io-file-system.cpp
238 @example examples/s4u/io-file-remote/s4u-io-file-remote.cpp
239 @example examples/s4u/io-storage-raw/s4u-io-storage-raw.cpp \n
240 @example examples/s4u/mutex/s4u-mutex.cpp
241 @example examples/s4u/platform-properties/s4u-platform-properties.cpp
242 @example examples/s4u/platform-properties/s4u-platform-properties_d.xml
243 @example examples/platforms/energy_platform.xml
244 @example examples/platforms/prop.xml