1 /* Copyright (c) 2006-2021. 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
9 #include <simgrid/forward.h>
11 #include <simgrid/chrono.hpp>
12 #include <xbt/Extendable.hpp>
13 #include <xbt/signal.hpp>
14 #include <xbt/string.hpp>
17 #include <unordered_map>
21 extern template class XBT_PUBLIC xbt::Extendable<s4u::Actor>;
25 /** An actor is an independent stream of execution in your distributed application.
28 * It is located on a (simulated) :cpp:class:`host <simgrid::s4u::Host>`, but can interact
29 * with the whole simulated platform.
31 * You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
32 * This is the only component in SimGrid that actually does something on its own, executing its own code.
33 * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
34 * schedule these activities. **Please refer to the** :ref:`examples <s4u_ex_actors>` **for more information.**
36 * This API is strongly inspired from the C++11 threads.
37 * The `documentation of this standard <http://en.cppreference.com/w/cpp/thread>`_
38 * may help to understand the philosophy of the SimGrid actors.
42 class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
46 friend kernel::actor::ActorImpl;
47 friend kernel::activity::MailboxImpl;
49 kernel::actor::ActorImpl* const pimpl_;
52 explicit Actor(kernel::actor::ActorImpl* pimpl) : pimpl_(pimpl) {}
56 // ***** No copy *****
57 Actor(Actor const&) = delete;
58 Actor& operator=(Actor const&) = delete;
60 // ***** Reference count *****
61 friend XBT_PUBLIC void intrusive_ptr_add_ref(const Actor* actor);
62 friend XBT_PUBLIC void intrusive_ptr_release(const Actor* actor);
64 /** Retrieve the amount of references on that object. Useful to debug the automatic refcounting */
65 int get_refcount() const;
67 // ***** Actor creation *****
68 /** Retrieve a reference to myself */
71 /** Fired when a new actor has been created **/
72 static xbt::signal<void(Actor&)> on_creation;
73 /** Signal to others that an actor has been suspended**/
74 static xbt::signal<void(Actor const&)> on_suspend;
75 /** Signal to others that an actor has been resumed **/
76 static xbt::signal<void(Actor const&)> on_resume;
77 /** Signal to others that an actor is sleeping **/
78 static xbt::signal<void(Actor const&)> on_sleep;
79 /** Signal to others that an actor wakes up for a sleep **/
80 static xbt::signal<void(Actor const&)> on_wake_up;
81 /** Signal to others that an actor is has been migrated to another host **/
82 static xbt::signal<void(const Actor&, const Host& previous_location)> on_host_change;
84 static xbt::signal<void(Actor const&)> on_migration_start; // XBT_ATTRIB_DEPRECATED_v329
85 static xbt::signal<void(Actor const&)> on_migration_end; // XBT_ATTRIB_DEPRECATED_v329
88 /** Signal indicating that an actor terminated its code.
90 * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
91 * If you want to free extra data when the actor's destructor is called, use :cpp:var:`Actor::on_destruction`.
92 * If you want to register to the termination of a given actor, use :cpp:func:`this_actor::on_exit()` instead.
95 static xbt::signal<void(Actor const&)> on_termination;
96 /** Signal indicating that an actor is about to disappear (its destructor was called).
97 * This signal is fired for any destructed actor, which is mostly useful when designing plugins and extensions.
98 * If you want to react to the end of the actor's code, use Actor::on_termination instead.
99 * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
100 static xbt::signal<void(Actor const&)> on_destruction;
102 /** Create an actor from a std::function<void()>.
103 * If the actor is restarted, it gets a fresh copy of the function. */
104 static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
105 /** Create an actor, but don't start it yet.
107 * This is useful to set some properties or extension before actually starting it */
108 static ActorPtr init(const std::string& name, s4u::Host* host);
109 ActorPtr set_stacksize(unsigned stacksize);
110 /** Start a previously initialized actor */
111 ActorPtr start(const std::function<void()>& code);
113 /** Create an actor from a callable thing. */
114 template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
116 return create(name, host, std::function<void()>(std::move(code)));
119 /** Create an actor using a callable thing and its arguments.
121 * Note that the arguments will be copied, so move-only parameters are forbidden */
123 template <class F, class... Args,
124 // This constructor is enabled only if the call code(args...) is valid:
125 #ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
126 typename = typename std::result_of_t<F(Args...)>
129 static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
131 return create(name, host, std::bind(std::move(code), std::move(args)...));
134 /** Create actor from function name and a vector of strings as arguments. */
135 static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
136 std::vector<std::string> args);
138 // ***** Methods *****
139 /** This actor will be automatically terminated when the last non-daemon actor finishes **/
142 /** Returns whether or not this actor has been daemonized or not **/
143 bool is_daemon() const;
145 /** Retrieves the name of that actor as a C++ string */
146 const simgrid::xbt::string& get_name() const;
147 /** Retrieves the name of that actor as a C string */
148 const char* get_cname() const;
149 /** Retrieves the host on which that actor is running */
150 Host* get_host() const;
151 /** Retrieves the actor ID of that actor */
152 aid_t get_pid() const;
153 /** Retrieves the actor ID of that actor's creator */
154 aid_t get_ppid() const;
156 /** Suspend an actor, that is blocked until resumeed by another actor */
159 /** Resume an actor that was previously suspended */
162 /** Returns true if the actor is suspended. */
163 bool is_suspended() const;
165 /** If set to true, the actor will automatically restart when its host reboots */
166 void set_auto_restart(bool autorestart);
168 /** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
169 * executed when your actor is killed. You should use them to free the data used by your actor.
171 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
172 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
173 * blocking functions forbidden in this setting, but also modifications to the global state.
175 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
176 * It will be set to true if the actor was killed or failed because of an exception,
177 * while it will remain to false if the actor terminated gracefully.
179 void on_exit(const std::function<void(bool /*failed*/)>& fun) const;
181 /** Sets the time at which that actor should be killed */
182 void set_kill_time(double time);
183 /** Retrieves the time at which that actor will be killed (or -1 if not set) */
184 double get_kill_time() const;
186 /** @brief Moves the actor to another host
188 * If the actor is currently blocked on an execution activity, the activity is also
189 * migrated to the new host. If it's blocked on another kind of activity, an error is
190 * raised as the mandated code is not written yet. Please report that bug if you need it.
192 * Asynchronous activities started by the actor are not migrated automatically, so you have
193 * to take care of this yourself (only you knows which ones should be migrated).
195 void set_host(Host* new_host);
197 XBT_ATTRIB_DEPRECATED_v329("Please use set_host() instead") void migrate(Host* new_host) { set_host(new_host); }
200 /** Ask the actor to die.
202 * Any blocking activity will be canceled, and it will be rescheduled to free its memory.
203 * Being killed is not something that actors can defer or avoid.
207 /** Retrieves the actor that have the given PID (or nullptr if not existing) */
208 static ActorPtr by_pid(aid_t pid);
210 /** Wait for the actor to finish.
212 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
213 * blocked until bob terminates.
217 /** Wait for the actor to finish, or for the timeout to elapse.
219 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
220 * blocked until bob terminates.
222 void join(double timeout) const;
223 /** Kill that actor and restart it from start. */
226 /** Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid. */
227 static void kill_all();
229 /** Returns the internal implementation of this actor */
230 kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
232 /** Retrieve the list of properties for that actor */
233 const std::unordered_map<std::string, std::string>*
234 get_properties() const; // FIXME: do not export the map, but only the keys or something
236 /** Retrieve the property value (or nullptr if not set) */
237 const char* get_property(const std::string& key) const;
239 /** Set a property (old values will be overwritten) */
240 void set_property(const std::string& key, const std::string& value);
244 * @brief Static methods working on the current actor (see @ref s4u::Actor) */
245 namespace this_actor {
247 XBT_PUBLIC bool is_maestro();
249 /** Block the current actor sleeping for that amount of seconds */
250 XBT_PUBLIC void sleep_for(double duration);
251 /** Block the current actor sleeping until the specified timestamp */
252 XBT_PUBLIC void sleep_until(double wakeup_time);
254 template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
256 auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
257 this_actor::sleep_for(seconds.count());
260 template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
262 auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
263 this_actor::sleep_until(timeout_native.time_since_epoch().count());
266 /** Block the current actor, computing the given amount of flops */
267 XBT_PUBLIC void execute(double flop);
269 /** Block the current actor, computing the given amount of flops at the given priority.
270 * An execution of priority 2 computes twice as fast as an execution at priority 1. */
271 XBT_PUBLIC void execute(double flop, double priority);
274 * @example examples/cpp/exec-ptask/s4u-exec-ptask.cpp
277 /** Block the current actor until the built parallel execution terminates
280 * .. _API_s4u_parallel_execute:
282 * **Example of use:** `examples/cpp/exec-ptask/s4u-exec-ptask.cpp
283 * <https://framagit.org/simgrid/simgrid/tree/master/examples/cpp/exec-ptask/s4u-exec-ptask.cpp>`_
285 * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
286 * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
287 * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
288 * execution and communications. It is much more convenient to model them as a single execution activity that spans
289 * over several hosts. This is exactly what s4u's Parallel Executions are.
291 * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
292 * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
293 * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
294 * hosts during the parallel kernel. For that, a matrix of values is expected.
296 * It is OK to build a parallel execution without any computation and/or without any communication.
297 * Just pass an empty vector to the corresponding parameter.
299 * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
300 * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
301 * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
303 * - from host0: [ to host0: 0 bytes; to host1: 1 byte ]
305 * - from host1: [ to host0: 2 bytes; to host1: 3 bytes ]
307 * Or, in other words:
309 * - From host0 to host0: 0 bytes are exchanged
311 * - From host0 to host1: 1 byte is exchanged
313 * - From host1 to host0: 2 bytes are exchanged
315 * - From host1 to host1: 3 bytes are exchanged
317 * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
318 * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
319 * because of contention, this slows down the parallel execution as a whole.
321 * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
322 * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
323 * models, and you must :ref:`use the ptask_L07 host model <options_model_select>` for that. Note that you can mix
324 * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
328 /** Block the current actor until the built parallel execution completes */
329 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
330 const std::vector<double>& bytes_amounts);
332 XBT_ATTRIB_DEPRECATED_v329("Please use exec_init(...)->wait_for(timeout)") XBT_PUBLIC
333 void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
334 const std::vector<double>& bytes_amounts, double timeout);
336 /** Initialize a sequential execution that must then be started manually */
337 XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
338 /** Initialize a parallel execution that must then be started manually */
339 XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
340 const std::vector<double>& bytes_amounts);
342 XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
344 /** @brief Returns the actor ID of the current actor. */
345 XBT_PUBLIC aid_t get_pid();
347 /** @brief Returns the ancestor's actor ID of the current actor. */
348 XBT_PUBLIC aid_t get_ppid();
350 /** @brief Returns the name of the current actor. */
351 XBT_PUBLIC std::string get_name();
352 /** @brief Returns the name of the current actor as a C string. */
353 XBT_PUBLIC const char* get_cname();
355 /** @brief Returns the name of the host on which the current actor is running. */
356 XBT_PUBLIC Host* get_host();
358 /** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
359 XBT_PUBLIC void suspend();
361 /** @brief Yield the current actor. */
362 XBT_PUBLIC void yield();
364 /** @brief kill the current actor. */
365 XBT_PUBLIC void exit();
367 /** @brief Add a function to the list of "on_exit" functions of the current actor.
369 * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
372 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
373 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
374 * blocking functions forbidden in this setting, but also modifications to the global state.
376 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
377 * It will be set to true if the actor was killed or failed because of an exception or if the simulation deadlocked,
378 * while it will remain to false if the actor terminated gracefully.
381 XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
383 /** @brief Migrate the current actor to a new host. */
384 XBT_PUBLIC void set_host(Host* new_host);
386 XBT_ATTRIB_DEPRECATED_v329("Please use set_host() instead") XBT_PUBLIC void migrate(Host* new_host);
391 }} // namespace simgrid::s4u
394 #endif /* SIMGRID_S4U_ACTOR_HPP */