1 /* Copyright (c) 2006-2022. 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>;
26 * @brief Static methods working on the current actor (see @ref s4u::Actor) */
27 namespace this_actor {
29 XBT_PUBLIC bool is_maestro();
31 /** Block the current actor sleeping for that amount of seconds */
32 XBT_PUBLIC void sleep_for(double duration);
33 /** Block the current actor sleeping until the specified timestamp */
34 XBT_PUBLIC void sleep_until(double wakeup_time);
36 template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
38 auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
39 this_actor::sleep_for(seconds.count());
42 template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
44 auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
45 this_actor::sleep_until(timeout_native.time_since_epoch().count());
48 /** Block the current actor, computing the given amount of flops */
49 XBT_PUBLIC void execute(double flop);
51 /** Block the current actor, computing the given amount of flops at the given priority.
52 * An execution of priority 2 computes twice as fast as an execution at priority 1. */
53 XBT_PUBLIC void execute(double flop, double priority);
56 * @example examples/cpp/exec-ptask/s4u-exec-ptask.cpp
59 /** Block the current actor until the built parallel execution terminates
62 * .. _API_s4u_parallel_execute:
64 * **Example of use:** `examples/cpp/exec-ptask/s4u-exec-ptask.cpp
65 * <https://framagit.org/simgrid/simgrid/tree/master/examples/cpp/exec-ptask/s4u-exec-ptask.cpp>`_
67 * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
68 * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
69 * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
70 * execution and communications. It is much more convenient to model them as a single execution activity that spans
71 * over several hosts. This is exactly what s4u's Parallel Executions are.
73 * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
74 * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
75 * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
76 * hosts during the parallel kernel. For that, a matrix of values is expected.
78 * It is OK to build a parallel execution without any computation and/or without any communication.
79 * Just pass an empty vector to the corresponding parameter.
81 * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
82 * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
83 * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
85 * - from host0: [ to host0: 0 bytes; to host1: 1 byte ]
87 * - from host1: [ to host0: 2 bytes; to host1: 3 bytes ]
91 * - From host0 to host0: 0 bytes are exchanged
93 * - From host0 to host1: 1 byte is exchanged
95 * - From host1 to host0: 2 bytes are exchanged
97 * - From host1 to host1: 3 bytes are exchanged
99 * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
100 * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
101 * because of contention, this slows down the parallel execution as a whole.
103 * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
104 * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
105 * models, and you must :ref:`use the ptask_L07 host model <options_model_select>` for that. Note that you can mix
106 * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
110 /** Block the current actor until the built parallel execution completes */
111 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
112 const std::vector<double>& bytes_amounts);
114 /** Block the current actor until the built multi-thread execution completes */
115 XBT_PUBLIC void thread_execute(s4u::Host* host, double flop_amounts, int thread_count);
117 /** Initialize a sequential execution that must then be started manually */
118 XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
119 /** Initialize a parallel execution that must then be started manually */
120 XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
121 const std::vector<double>& bytes_amounts);
123 XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
125 /** @brief Returns the actor ID of the current actor. */
126 XBT_PUBLIC aid_t get_pid();
128 /** @brief Returns the ancestor's actor ID of the current actor. */
129 XBT_PUBLIC aid_t get_ppid();
131 /** @brief Returns the name of the current actor. */
132 XBT_PUBLIC std::string get_name();
133 /** @brief Returns the name of the current actor as a C string. */
134 XBT_PUBLIC const char* get_cname();
136 /** @brief Returns the name of the host on which the current actor is running. */
137 XBT_PUBLIC Host* get_host();
139 /** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
140 XBT_PUBLIC void suspend();
142 /** @brief Yield the current actor. */
143 XBT_PUBLIC void yield();
145 /** @brief kill the current actor. */
146 XBT_ATTRIB_NORETURN XBT_PUBLIC void exit();
148 /** @brief Add a function to the list of "on_exit" functions of the current actor.
150 * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
153 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
154 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
155 * blocking functions forbidden in this setting, but also modifications to the global state.
157 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
158 * It will be set to true if the actor was killed or failed because of an exception or if the simulation deadlocked,
159 * while it will remain to false if the actor terminated gracefully.
162 XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
164 /** @brief Migrate the current actor to a new host. */
165 XBT_PUBLIC void set_host(Host* new_host);
166 } // namespace this_actor
168 /** An actor is an independent stream of execution in your distributed application.
171 * It is located on a (simulated) :cpp:class:`host <simgrid::s4u::Host>`, but can interact
172 * with the whole simulated platform.
174 * You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
175 * This is the only component in SimGrid that actually does something on its own, executing its own code.
176 * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
177 * schedule these activities. **Please refer to the** :ref:`examples <s4u_ex_actors>` **for more information.**
179 * This API is strongly inspired from the C++11 threads.
180 * The `documentation of this standard <http://en.cppreference.com/w/cpp/thread>`_
181 * may help to understand the philosophy of the SimGrid actors.
185 class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
189 friend kernel::actor::ActorImpl;
190 friend kernel::activity::MailboxImpl;
191 friend void this_actor::sleep_for(double);
192 friend void this_actor::suspend();
194 kernel::actor::ActorImpl* const pimpl_;
197 explicit Actor(kernel::actor::ActorImpl* pimpl) : pimpl_(pimpl) {}
201 // ***** No copy *****
202 Actor(Actor const&) = delete;
203 Actor& operator=(Actor const&) = delete;
205 // ***** Reference count *****
206 friend XBT_PUBLIC void intrusive_ptr_add_ref(const Actor* actor);
207 friend XBT_PUBLIC void intrusive_ptr_release(const Actor* actor);
209 /** Retrieve the amount of references on that object. Useful to debug the automatic refcounting */
210 int get_refcount() const;
212 // ***** Actor creation *****
213 /** Retrieve a reference to myself */
214 static Actor* self();
217 static xbt::signal<void(Actor&)> on_creation;
218 static xbt::signal<void(Actor const&)> on_suspend;
219 static xbt::signal<void(Actor const&)> on_resume;
220 static xbt::signal<void(Actor const&)> on_sleep;
221 static xbt::signal<void(Actor const&)> on_wake_up;
222 static xbt::signal<void(const Actor&, const Host& previous_location)> on_host_change;
223 static xbt::signal<void(Actor const&)> on_termination;
224 static xbt::signal<void(Actor const&)> on_destruction;
227 /** Add a callback fired when a new actor has been created **/
228 static void on_creation_cb(const std::function<void(Actor&)>& cb) { on_creation.connect(cb); }
229 /** Add a callback fired when an actor has been suspended**/
230 static void on_suspend_cb(const std::function<void(Actor const&)>& cb) { on_suspend.connect(cb); }
231 /** Add a callback fired when an actor has been resumed **/
232 static void on_resume_cb(const std::function<void(Actor const&)>& cb) { on_resume.connect(cb); }
233 /** Add a callback fired when an actor starts sleeping **/
234 static void on_sleep_cb(const std::function<void(Actor const&)>& cb) { on_sleep.connect(cb); }
235 /** Add a callback fired when an actor wakes up from a sleep **/
236 static void on_wake_up_cb(const std::function<void(Actor const&)>& cb) { on_wake_up.connect(cb); }
237 /** Add a callback fired when an actor is has been migrated to another host **/
238 static void on_host_change_cb(const std::function<void(const Actor&, const Host& previous_location)>& cb)
240 on_host_change.connect(cb);
243 /** Add a callback fired when an actor terminates its code.
245 * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
246 * If you want to free extra data when the actor's destructor is called, use :cpp:func:`Actor::on_destruction_cb`.
247 * If you want to register to the termination of a given actor, use :cpp:func:`this_actor::on_exit()` instead.
250 static void on_termination_cb(const std::function<void(Actor const&)>& cb) { on_termination.connect(cb); }
251 /** Add a callback fired when an actor is about to disappear (its destructor was called).
252 * This signal is fired for any destructed actor, which is mostly useful when designing plugins and extensions.
253 * If you want to react to the end of the actor's code, use Actor::on_termination instead.
254 * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
255 static void on_destruction_cb(const std::function<void(Actor const&)>& cb) { on_destruction.connect(cb); }
257 /** Create an actor from a @c std::function<void()>.
258 * If the actor is restarted, it gets a fresh copy of the function.
259 * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
260 static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
261 /** Create an actor, but don't start it yet.
263 * This is useful to set some properties or extension before actually starting it */
264 static ActorPtr init(const std::string& name, s4u::Host* host);
265 ActorPtr set_stacksize(unsigned stacksize);
266 /** Start a previously initialized actor */
267 ActorPtr start(const std::function<void()>& code);
269 template <class F> ActorPtr start(F code) { return start(std::function<void()>(std::move(code))); }
271 template <class F, class... Args,
272 // This constructor is enabled only if the call code(args...) is valid:
273 #ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
274 typename = typename std::result_of_t<F(Args...)>
277 ActorPtr start(F code, Args... args)
279 return start(std::bind(std::move(code), std::move(args)...));
282 ActorPtr start(const std::function<void()>& code, std::vector<std::string> args);
284 /** Create an actor from a callable thing.
285 * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
286 template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
288 return create(name, host, std::function<void()>(std::move(code)));
291 /** Create an actor using a callable thing and its arguments.
293 * Note that the arguments will be copied, so move-only parameters are forbidden.
294 * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
296 template <class F, class... Args,
297 // This constructor is enabled only if the call code(args...) is valid:
298 #ifndef DOXYGEN /* breathe seem to choke on function signatures in template parameter, see breathe#611 */
299 typename = typename std::result_of_t<F(Args...)>
302 static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
304 return create(name, host, std::bind(std::move(code), std::move(args)...));
307 /** Create actor from function name and a vector of strings as arguments.
308 * @verbatim embed:rst:inline See the :ref:`example <s4u_ex_actors_create>`. @endverbatim */
309 static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
310 std::vector<std::string> args);
312 // ***** Methods *****
313 /** This actor will be automatically terminated when the last non-daemon actor finishes.
315 * Daemons are killed as soon as the last regular actor disappears. If another regular actor
316 * gets restarted later on by a timer or when its host reboots, the daemons do not get restarted.
320 /** Returns whether or not this actor has been daemonized or not **/
321 bool is_daemon() const;
322 static bool is_maestro();
324 /** Retrieves the name of that actor as a C++ string */
325 const simgrid::xbt::string& get_name() const;
326 /** Retrieves the name of that actor as a C string */
327 const char* get_cname() const;
328 /** Retrieves the host on which that actor is running */
329 Host* get_host() const;
330 /** Retrieves the actor ID of that actor */
331 aid_t get_pid() const;
332 /** Retrieves the actor ID of that actor's creator */
333 aid_t get_ppid() const;
335 /** Suspend an actor, that is blocked until resumeed by another actor */
338 /** Resume an actor that was previously suspended */
341 /** Returns true if the actor is suspended. */
342 bool is_suspended() const;
344 /** If set to true, the actor will automatically restart when its host reboots */
345 Actor* set_auto_restart(bool autorestart = true);
347 /** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
348 * executed when your actor is killed. You should use them to free the data used by your actor.
350 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
351 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
352 * blocking functions forbidden in this setting, but also modifications to the global state.
354 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
355 * It will be set to true if the actor was killed or failed because of an exception,
356 * while it will remain to false if the actor terminated gracefully.
358 void on_exit(const std::function<void(bool /*failed*/)>& fun) const;
360 /** Sets the time at which that actor should be killed */
361 void set_kill_time(double time);
362 /** Retrieves the time at which that actor will be killed (or -1 if not set) */
363 double get_kill_time() const;
365 /** @brief Moves the actor to another host
367 * If the actor is currently blocked on an execution activity, the activity is also
368 * migrated to the new host. If it's blocked on another kind of activity, an error is
369 * raised as the mandated code is not written yet. Please report that bug if you need it.
371 * Asynchronous activities started by the actor are not migrated automatically, so you have
372 * to take care of this yourself (only you knows which ones should be migrated).
374 void set_host(Host* new_host);
376 /** Ask the actor to die.
378 * Any blocking activity will be canceled, and it will be rescheduled to free its memory.
379 * Being killed is not something that actors can defer or avoid.
383 /** Retrieves the actor that have the given PID (or nullptr if not existing) */
384 static ActorPtr by_pid(aid_t pid);
386 /** Wait for the actor to finish.
388 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
389 * blocked until bob terminates.
393 /** Wait for the actor to finish, or for the timeout to elapse.
395 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
396 * blocked until bob terminates.
398 void join(double timeout) const;
399 /** Kill that actor and restart it from start. */
402 /** Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid. */
403 static void kill_all();
405 /** Returns the internal implementation of this actor */
406 kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
408 /** Retrieve the list of properties for that actor */
409 const std::unordered_map<std::string, std::string>*
410 get_properties() const; // FIXME: do not export the map, but only the keys or something
412 /** Retrieve the property value (or nullptr if not set) */
413 const char* get_property(const std::string& key) const;
415 /** Set a property (old values will be overwritten) */
416 void set_property(const std::string& key, const std::string& value);
419 }} // namespace simgrid::s4u
422 #endif /* SIMGRID_S4U_ACTOR_HPP */