1 /* Copyright (c) 2006-2019. 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/functional.hpp>
14 #include <xbt/signal.hpp>
15 #include <xbt/string.hpp>
18 #include <map> // deprecated wrappers
19 #include <unordered_map>
26 * An actor is an independent stream of execution in your distributed application.
28 * You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
29 * This is the only component in SimGrid that actually does something on its own, executing its own code.
30 * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
31 * schedule these activities.
33 * An actor is located on a (simulated) host, but it can interact
34 * with the whole simulated platform.
36 * The s4u::Actor API is strongly inspired from the C++11 threads.
37 * The <a href="http://en.cppreference.com/w/cpp/thread">documentation
38 * of this standard</a> may help to understand the philosophy of the S4U
41 * @section s4u_actor_def Defining the skeleton of an Actor
43 * As in the <a href="http://en.cppreference.com/w/cpp/thread">C++11
44 * standard</a>, you can declare the code of your actor either as a
45 * pure function or as an object. It is very simple with functions:
48 * #include <simgrid/s4u/actor.hpp>
50 * // Declare the code of your worker
52 * printf("Hello s4u");
53 * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
56 * // From your main or from another actor, create your actor on the host Jupiter
57 * // The following line actually creates a new actor, even if there is no "new".
58 * Actor("Alice", simgrid::s4u::Host::by_name("Jupiter"), worker);
61 * But some people prefer to encapsulate their actors in classes and
62 * objects to save the actor state in a cleanly dedicated location.
63 * The syntax is slightly more complicated, but not much.
66 * #include <simgrid/s4u/actor.hpp>
68 * // Declare the class representing your actors
71 * void operator()() { // Two pairs of () because this defines the method called ()
72 * printf("Hello s4u");
73 * simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
77 * // From your main or from another actor, create your actor. Note the () after Worker
78 * Actor("Bob", simgrid::s4u::Host::by_name("Jupiter"), Worker());
81 * @section s4u_actor_flesh Fleshing your actor
83 * The body of your actor can use the functions of the
84 * simgrid::s4u::this_actor namespace to interact with the world.
85 * This namespace contains the methods to start new activities
86 * (executions, communications, etc), and to get informations about
87 * the currently running thread (its location, etc).
89 * Please refer to the @link simgrid::s4u::this_actor full API @endlink.
92 * @section s4u_actor_deploy Using a deployment file
94 * @warning This is currently not working with S4U. Sorry about that.
96 * The best practice is to use an external deployment file as
97 * follows, because it makes it easier to test your application in
98 * differing settings. Load this file with
99 * s4u::Engine::loadDeployment() before the simulation starts.
100 * Refer to the @ref deployment section for more information.
103 * <?xml version='1.0'?>
104 * <!DOCTYPE platform SYSTEM "https://simgrid.org/simgrid.dtd">
105 * <platform version="4.1">
107 * <!-- Start an actor called 'master' on the host called 'Tremblay' -->
108 * <actor host="Tremblay" function="master">
109 * <!-- Here come the parameter that you want to feed to this instance of master -->
110 * <argument value="20"/> <!-- argv[1] -->
111 * <argument value="50000000"/> <!-- argv[2] -->
112 * <argument value="1000000"/> <!-- argv[3] -->
113 * <argument value="5"/> <!-- argv[4] -->
116 * <!-- Start an actor called 'worker' on the host called 'Jupiter' -->
117 * <actor host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
125 /** @brief Simulation Agent */
126 class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
129 friend kernel::actor::ActorImpl;
130 friend kernel::activity::MailboxImpl;
132 kernel::actor::ActorImpl* const pimpl_;
134 explicit Actor(smx_actor_t pimpl) : pimpl_(pimpl) {}
138 // ***** No copy *****
139 Actor(Actor const&) = delete;
140 Actor& operator=(Actor const&) = delete;
142 // ***** Reference count *****
143 friend XBT_PUBLIC void intrusive_ptr_add_ref(Actor * actor);
144 friend XBT_PUBLIC void intrusive_ptr_release(Actor * actor);
147 // ***** Actor creation *****
148 /** Retrieve a reference to myself */
149 static Actor* self();
151 /** Signal to others that a new actor has been created **/
152 static xbt::signal<void(Actor&)> on_creation;
153 /** Signal to others that an actor has been suspended**/
154 static xbt::signal<void(Actor const&)> on_suspend;
155 /** Signal to others that an actor has been resumed **/
156 static xbt::signal<void(Actor const&)> on_resume;
157 /** Signal to others that an actor is sleeping **/
158 static xbt::signal<void(Actor const&)> on_sleep;
159 /** Signal to others that an actor wakes up for a sleep **/
160 static xbt::signal<void(Actor const&)> on_wake_up;
161 /** Signal to others that an actor is going to migrated to another host**/
162 static xbt::signal<void(Actor const&)> on_migration_start;
163 /** Signal to others that an actor is has been migrated to another host **/
164 static xbt::signal<void(Actor const&)> on_migration_end;
165 /** Signal indicating that an actor is about to disappear.
166 * This signal is fired for any dying actor, which is mostly useful when designing plugins and extensions. If you
167 * want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
168 static xbt::signal<void(Actor const&)> on_destruction;
170 /** Create an actor from a std::function<void()>
172 * If the actor is restarted, the actor has a fresh copy of the function.
174 static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
175 static ActorPtr init(const std::string& name, s4u::Host* host);
176 ActorPtr start(const std::function<void()>& code);
178 /** Create an actor from a std::function
180 * If the actor is restarted, the actor has a fresh copy of the function.
182 template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
184 return create(name, host, std::function<void()>(std::move(code)));
187 /** Create an actor using a callable thing and its arguments.
189 * Note that the arguments will be copied, so move-only parameters are forbidden */
190 template <class F, class... Args,
191 // This constructor is enabled only if the call code(args...) is valid:
192 typename = typename std::result_of<F(Args...)>::type>
193 static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
195 return create(name, host, std::bind(std::move(code), std::move(args)...));
198 // Create actor from function name:
199 static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
200 std::vector<std::string> args);
202 // ***** Methods *****
203 /** This actor will be automatically terminated when the last non-daemon actor finishes **/
206 /** Returns whether or not this actor has been daemonized or not **/
207 bool is_daemon() const;
209 /** Retrieves the name of that actor as a C++ string */
210 const simgrid::xbt::string& get_name() const;
211 /** Retrieves the name of that actor as a C string */
212 const char* get_cname() const;
213 /** Retrieves the host on which that actor is running */
214 Host* get_host() const;
215 /** Retrieves the actor ID of that actor */
216 aid_t get_pid() const;
217 /** Retrieves the actor ID of that actor's creator */
218 aid_t get_ppid() const;
220 /** Suspend an actor, that is blocked until resume()ed by another actor */
223 /** Resume an actor that was previously suspend()ed */
226 /** Returns true if the actor is suspended. */
229 /** If set to true, the actor will automatically restart when its host reboots */
230 void set_auto_restart(bool autorestart);
232 /** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
233 * executed when your actor is killed. You should use them to free the data used by your actor.
235 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
236 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
237 * blocking functions forbidden in this setting, but also modifications to the global state.
239 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
240 * It will be set to true if the actor was killed or failed because of an exception,
241 * while it will remain to false if the actor terminated gracefully.
243 void on_exit(const std::function<void(bool /*failed*/)>& fun) const;
245 /** Sets the time at which that actor should be killed */
246 void set_kill_time(double time);
247 /** Retrieves the time at which that actor will be killed (or -1 if not set) */
248 double get_kill_time();
250 /** @brief Moves the actor to another host
252 * If the actor is currently blocked on an execution activity, the activity is also
253 * migrated to the new host. If it's blocked on another kind of activity, an error is
254 * raised as the mandated code is not written yet. Please report that bug if you need it.
256 * Asynchronous activities started by the actor are not migrated automatically, so you have
257 * to take care of this yourself (only you knows which ones should be migrated).
259 void migrate(Host * new_host);
261 /** Ask the actor to die.
263 * Any blocking activity will be canceled, and it will be rescheduled to free its memory.
264 * Being killed is not something that actors can defer or avoid.
266 * SimGrid still have sometimes issues when you kill actors that are currently communicating and such.
267 * Still. Please report any bug that you may encounter with a minimal working example.
271 /** Retrieves the actor that have the given PID (or nullptr if not existing) */
272 static ActorPtr by_pid(aid_t pid);
274 /** Wait for the actor to finish.
276 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
277 * blocked until bob terminates.
281 /** Wait for the actor to finish, or for the timeout to elapse.
283 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
284 * blocked until bob terminates.
286 void join(double timeout);
289 /** Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid. */
290 static void kill_all();
292 /** Returns the internal implementation of this actor */
293 kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
295 /** Retrieve the property value (or nullptr if not set) */
296 const std::unordered_map<std::string, std::string>*
297 get_properties() const; // FIXME: do not export the map, but only the keys or something
298 const char* get_property(const std::string& key) const;
299 void set_property(const std::string& key, const std::string& value);
302 XBT_ATTRIB_DEPRECATED_v325("Please use Actor::on_exit(fun) instead") void on_exit(
303 const std::function<void(int, void*)>& fun, void* data);
305 XBT_ATTRIB_DEPRECATED_v325("Please use Actor::by_pid(pid).kill() instead") static void kill(aid_t pid);
310 * @brief Static methods working on the current actor (see @ref s4u::Actor) */
311 namespace this_actor {
313 XBT_PUBLIC bool is_maestro();
315 /** Block the current actor sleeping for that amount of seconds */
316 XBT_PUBLIC void sleep_for(double duration);
317 /** Block the current actor sleeping until the specified timestamp */
318 XBT_PUBLIC void sleep_until(double wakeup_time);
320 template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
322 auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
323 this_actor::sleep_for(seconds.count());
326 template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
328 auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
329 this_actor::sleep_until(timeout_native.time_since_epoch().count());
332 /** Block the current actor, computing the given amount of flops */
333 XBT_PUBLIC void execute(double flop);
335 /** Block the current actor, computing the given amount of flops at the given priority.
336 * An execution of priority 2 computes twice as fast as an execution at priority 1. */
337 XBT_PUBLIC void execute(double flop, double priority);
340 * @example examples/s4u/exec-ptask/s4u-exec-ptask.cpp
343 /** Block the current actor until the built parallel execution terminates
346 * .. _API_s4u_parallel_execute:
348 * **Example of use:** `examples/s4u/exec-ptask/s4u-exec-ptask.cpp
349 * <https://framagit.org/simgrid/simgrid/tree/master/examples/s4u/exec-ptask/s4u-exec-ptask.cpp>`_
351 * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
352 * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
353 * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
354 * execution and communications. It is much more convenient to model them as a single execution activity that spans
355 * over several hosts. This is exactly what s4u's Parallel Executions are.
357 * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
358 * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
359 * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
360 * hosts during the parallel kernel. For that, a matrix of values is expected.
362 * It is OK to build a parallel execution without any computation and/or without any communication.
363 * Just pass an empty vector to the corresponding parameter.
365 * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
366 * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
367 * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
369 * +-----------+-------+------+
370 * |from \\ to | host0 | host1|
371 * +===========+=======+======+
373 * +-----------+-------+------+
375 * +-----------+-------+------+
377 * - From host0 to host0: 0 bytes are exchanged
378 * - From host0 to host1: 1 byte is exchanged
379 * - From host1 to host0: 2 bytes are exchanged
380 * - From host1 to host1: 3 bytes are exchanged
382 * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
383 * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
384 * because of contention, this slows down the parallel execution as a whole.
386 * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
387 * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
388 * models, and you must :ref:`use the ptask_L07 host model <options_model_select>` for that. Note that you can mix
389 * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
393 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
394 const std::vector<double>& bytes_amounts);
397 * Block the current actor until the built :ref:`parallel execution <API_s4u_parallel_execute>` completes, or until the
400 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
401 const std::vector<double>& bytes_amounts, double timeout);
404 XBT_ATTRIB_DEPRECATED_v325("Please use std::vectors as parameters") XBT_PUBLIC
405 void parallel_execute(int host_nb, s4u::Host* const* host_list, const double* flops_amount,
406 const double* bytes_amount);
407 XBT_ATTRIB_DEPRECATED_v325("Please use std::vectors as parameters") XBT_PUBLIC
408 void parallel_execute(int host_nb, s4u::Host* const* host_list, const double* flops_amount,
409 const double* bytes_amount, double timeout);
412 XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
413 XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
414 const std::vector<double>& bytes_amounts);
416 XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
418 /** @brief Returns the actor ID of the current actor. */
419 XBT_PUBLIC aid_t get_pid();
421 /** @brief Returns the ancestor's actor ID of the current actor. */
422 XBT_PUBLIC aid_t get_ppid();
424 /** @brief Returns the name of the current actor. */
425 XBT_PUBLIC std::string get_name();
426 /** @brief Returns the name of the current actor as a C string. */
427 XBT_PUBLIC const char* get_cname();
429 /** @brief Returns the name of the host on which the curret actor is running. */
430 XBT_PUBLIC Host* get_host();
432 /** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
433 XBT_PUBLIC void suspend();
435 /** @brief Yield the current actor. */
436 XBT_PUBLIC void yield();
438 /** @brief Resume the current actor, that was suspend()ed previously. */
439 XBT_PUBLIC void resume();
441 /** @brief kill the current actor. */
442 XBT_PUBLIC void exit();
444 /** @brief Add a function to the list of "on_exit" functions of the current actor.
446 * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
449 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
450 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
451 * blocking functions forbidden in this setting, but also modifications to the global state.
453 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
454 * It will be set to true if the actor was killed or failed because of an exception,
455 * while it will remain to false if the actor terminated gracefully.
458 XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
460 /** @brief Migrate the current actor to a new host. */
461 XBT_PUBLIC void migrate(Host* new_host);
466 XBT_ATTRIB_DEPRECATED_v325("Please use std::function<void(bool)> for first parameter.") XBT_PUBLIC
467 void on_exit(const std::function<void(int, void*)>& fun, void* data);
472 }} // namespace simgrid::s4u
475 #endif /* SIMGRID_S4U_ACTOR_HPP */