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 - <b>Monitoring asynchronous executions</b>.
85 @ref examples/s4u/exec-monitor/s4u-exec-monitor.cpp \n
86 This example shows how to start an asynchronous execution, and
89 - <b>Remote execution</b>.
90 @ref examples/s4u/exec-remote/s4u-exec-remote.cpp \n
91 Before its start, you can change the host on which a given execution will occur.
93 TODO: add an example about parallel executions.
95 @section s4u_ex_actors Acting on Actors
97 - <b>Creating actors</b>.
98 @ref examples/s4u/actor-create/s4u-actor-create.cpp \n
99 Most actors are started from the deployment XML file, but there is other methods.
100 This example show them all.
102 - <b>Daemonize actors</b>
103 @ref examples/s4u/actor-daemon/s4u-actor-daemon.cpp \n
104 Some actors may be intended to simulate daemons that run in background. This example show how to transform a regular
105 actor into a daemon that will be automatically killed once the simulation is over.
107 - <b>Suspend and Resume actors</b>.
108 @ref examples/s4u/actor-suspend/s4u-actor-suspend.cpp \n
109 Actors can be suspended and resumed during their executions
110 thanks to the @ref simgrid::s4u::Actor::suspend and @ref simgrid::s4u::Actor::resume methods.
112 - <b>Kill actors</b>.
113 @ref examples/s4u/actor-kill/s4u-actor-kill.cpp \n
114 Actors can forcefully stop other actors with the @ref
115 simgrid::s4u::Actor::kill() method.
117 - <b>Controling the actor life cycle from the XML</b>.
118 @ref examples/s4u/actor-lifetime/s4u-actor-lifetime.cpp
119 @ref examples/s4u/actor-lifetime/s4u-actor-lifetime_d.xml
121 You can specify a start time and a kill time in the deployment file.
123 - <b>Migrating Actors</b>.
124 @ref examples/s4u/actor-migration/s4u-actor-migration.cpp \n
125 Actors can move or be moved from a host to another with the @ref
126 simgrid::s4u::this_actor::migrate() method.
128 - <b>Yielding to other actor</b>.
129 @ref examples/s4u/actor-yield/s4u-actor-yield.cpp\n
130 The simgrid::s4u::this_actor::yield() function interrupts the
131 execution of the current actor, leaving a chance to the other actors
132 that are ready to run at this timestamp.
134 @section s4u_ex_synchro Inter-Actor Synchronization
136 - <b>Waiting for the termination of an actor</b> (joining on it)
137 @ref examples/s4u/actor-join/s4u-actor-join.cpp \n
138 The simgrid::s4u::Actor::join() method allows to block the current
139 actor until the end of the receiving actor.
141 - <b>Mutex: </b> @ref examples/s4u/mutex/s4u-mutex.cpp \n
142 Shows how to use simgrid::s4u::Mutex synchronization objects.
144 @section s4u_ex_actions Following Workload Traces
146 This section details how to run trace-driven simulations. It is very
147 handy when you want to test an algorithm or protocol that only react
148 to external events. For example, many P2P protocols react to user
149 requests, but do nothing if there is no such event.
151 In such situations, you should write your protocol in C++, and separate
152 the workload that you want to play onto your protocol in a separate
153 text file. Declare a function handling each type of the events in your
154 trace, register them using @ref xbt_replay_action_register in your
155 main, and then run the simulation.
157 Then, you can either have one trace file containing all your events,
158 or a file per simulated process: the former may be easier to work
159 with, but the second is more efficient on very large traces. Check
160 also the tesh files in the example directories for details.
162 - <b>Communication replay</b>.
163 @ref examples/s4u/actions-comm/s4u-actions-comm.cpp \n
164 Presents a set of event handlers reproducing classical communication
165 primitives (asynchronous send/receive at the moment).
168 @ref examples/s4u/actions-storage/s4u-actions-storage.cpp \n
169 Presents a set of event handlers reproducing classical I/O
170 primitives (open, read, close).
172 @section s4u_ex_platf Interacting with the platform
174 - <b>User-defined properties</b>.
175 @ref examples/s4u/platform-properties/s4u-platform-properties.cpp and
176 @ref examples/s4u/platform-properties/s4u-platform-properties_d.xml and
177 @ref examples/platforms/prop.xml \n
178 You can attach arbitrary information to most platform elements from
179 the XML file, and then interact with these values from your
180 program. Note that the changes are not written into the XML file: they
181 will only last until the end of your simulation.
182 - simgrid::s4u::Actor::getProperty() and simgrid::s4u::Actor::setProperty()
183 - simgrid::s4u::Host::getProperty() and simgrid::s4u::Host::setProperty()
184 - simgrid::s4u::Link::getProperty() and simgrid::s4u::Link::setProperty()
185 - simgrid::s4u::NetZone::getProperty() and simgrid::s4u::NetZone::setProperty()
187 @section s4u_ex_io Simulating disks and files
189 The examples of this section demonstrate how to interact with the
192 SimGrid provides two levels of abstraction. You can either use the
193 FileSystem plugin, or interact directly with the disks. At the file
194 system level, you can open files and interact with them. A write
195 operation may fail if the disk is already full. Using the direct (low
196 level) interface, you just specify the amount of data that is written
197 or read, and this is done unconditionnally. Both levels have
198 respective advantages, depending on what you want to model.
200 - <b>Access to raw storage devices</b>.
201 @ref examples/s4u/io-storage-raw/s4u-io-storage-raw.cpp \n
202 This example illustrates how to simply read and write data on a
203 simulated storage resource.
205 - <b>File Management</b>. @ref examples/s4u/io-file-system/s4u-io-file-system.cpp \n
206 This example illustrates the use of operations on files
207 (read, write, seek, tell, unlink, ...).
210 @ref examples/s4u/io-file-remote/s4u-io-file-remote.cpp \n
211 I/O operations on files can also be done in a remote fashion,
212 i.e. when the accessed disk is not mounted on the caller's host.
214 @section s4u_ex_energy Simulating the energy consumption
216 - <b>Using Pstates on a host</b>
217 @ref examples/s4u/energy-pstate/s4u-energy-pstate.cpp and
218 @ref examples/platforms/energy_platform.xml \n
219 Show how define a set of pstates for a host and how the current
220 pstate can be accessed/changed with @ref simgrid::s4u::Host::getPstateSpeed and @ref simgrid::s4u::Host::setPstate.
221 See also the platform XML file for have a details on how to declare the CPU capacity for each pstate.
226 @example examples/s4u/actions-comm/s4u-actions-comm.cpp
227 @example examples/s4u/actions-storage/s4u-actions-storage.cpp
228 @example examples/s4u/actor-create/s4u-actor-create.cpp
229 @example examples/s4u/actor-create/s4u-actor-create_d.xml
230 @example examples/s4u/actor-daemon/s4u-actor-daemon.cpp
231 @example examples/s4u/actor-join/s4u-actor-join.cpp
232 @example examples/s4u/actor-kill/s4u-actor-kill.cpp
233 @example examples/s4u/actor-lifetime/s4u-actor-lifetime.cpp
234 @example examples/s4u/actor-lifetime/s4u-actor-lifetime_d.xml
235 @example examples/s4u/actor-migration/s4u-actor-migration.cpp
236 @example examples/s4u/actor-suspend/s4u-actor-suspend.cpp
237 @example examples/s4u/actor-yield/s4u-actor-yield.cpp
238 @example examples/s4u/async-wait/s4u-async-wait.cpp
239 @example examples/s4u/async-waitall/s4u-async-waitall.cpp
240 @example examples/s4u/async-waitany/s4u-async-waitany.cpp
241 @example examples/s4u/exec-basic/s4u-exec-basic.cpp
242 @example examples/s4u/exec-async/s4u-exec-async.cpp
243 @example examples/s4u/exec-monitor/s4u-exec-monitor.cpp
244 @example examples/s4u/exec-remote/s4u-exec-remote.cpp
245 @example examples/s4u/app-token-ring/s4u-app-token-ring.cpp
246 @example examples/s4u/app-masterworker/s4u-app-masterworker.cpp
247 @example examples/s4u/app-pingpong/s4u-app-pingpong.cpp
248 @example examples/s4u/energy-pstate/s4u-energy-pstate.cpp
249 @example examples/s4u/io-file-system/s4u-io-file-system.cpp
250 @example examples/s4u/io-file-remote/s4u-io-file-remote.cpp
251 @example examples/s4u/io-storage-raw/s4u-io-storage-raw.cpp
252 @example examples/s4u/mutex/s4u-mutex.cpp
253 @example examples/s4u/platform-properties/s4u-platform-properties.cpp
254 @example examples/s4u/platform-properties/s4u-platform-properties_d.xml
255 @example examples/platforms/energy_platform.xml
256 @example examples/platforms/prop.xml