-/* Copyright (c) 2017-2019. The SimGrid Team. All rights reserved. */
+/* Copyright (c) 2017-2020. The SimGrid Team. All rights reserved. */
/* This program is free software; you can redistribute it and/or modify it
* under the terms of the license (GNU LGPL) which comes with this package. */
/* There is two very different ways of being informed when an actor exits.
*
- * The this_actor::on_exit() function allows to register a function to be
+ * The this_actor::on_exit() function allows one to register a function to be
* executed when this very actor exits. The registered function will run
* when this actor terminates (either because its main function returns, or
* because it's killed in any way). No simcall are allowed here: your actor
* Usually, the functions registered in this_actor::on_exit() are in charge
* of releasing any memory allocated by the actor during its execution.
*
- * The other way of getting informed when an actor dies is to connect a
- * function in the Actor::on_destruction signal, that is shared between
+ * The other way of getting informed when an actor terminates is to connect a
+ * function in the Actor::on_termination signal, that is shared between
* all actors. Callbacks to this signal are executed for each terminating
* actors, no matter what. This is useful in many cases, in particular
- * when developping SimGrid plugins.
+ * when developing SimGrid plugins.
+ *
+ * Finally, you can attach callbacks to the Actor::on_destruction signal.
+ * It is also shared between all actors, and gets fired when the actors
+ * are destroyed. A delay is possible between the termination of an actor
+ * (ie, when it terminates executing its code) and its destruction (ie,
+ * when it is not referenced anywhere in the simulation and can be collected).
*
* In both cases, you can stack more than one callback in the signal.
* They will all be executed in the registration order.
// Register a lambda function to be executed once it stops
simgrid::s4u::this_actor::on_exit([](bool /*failed*/) { XBT_INFO("I stop now"); });
- simgrid::s4u::this_actor::execute(1e9);
+ simgrid::s4u::this_actor::sleep_for(1);
}
static void actor_b()
{
- simgrid::s4u::this_actor::execute(2e9);
+ simgrid::s4u::this_actor::sleep_for(2);
+}
+
+static void actor_c()
+{
+ // Register a lambda function to be executed once it stops
+ simgrid::s4u::this_actor::on_exit([](bool failed) {
+ if (failed) {
+ XBT_INFO("I was killed!");
+ if (xbt_log_no_loc)
+ XBT_INFO("The backtrace would be displayed here if --log=no_loc would not have been passed");
+ else
+ xbt_backtrace_display_current();
+ } else
+ XBT_INFO("Exiting gracefully.");
+ });
+
+ simgrid::s4u::this_actor::sleep_for(3);
+ XBT_INFO("And now, induce a deadlock by waiting for a message that will never come\n\n");
+ simgrid::s4u::Mailbox::by_name("nobody")->get();
+ xbt_die("Receiving is not supposed to succeed when nobody is sending");
}
int main(int argc, char* argv[])
e.load_platform(argv[1]); /* - Load the platform description */
- /* Register a callback in the Actor::on_destruction signal. It will be called for every terminated actors */
+ /* Register a callback in the Actor::on_termination signal. It will be called for every terminated actors */
+ simgrid::s4u::Actor::on_termination.connect(
+ [](simgrid::s4u::Actor const& actor) { XBT_INFO("Actor %s terminates now", actor.get_cname()); });
+ /* Register a callback in the Actor::on_destruction signal. It will be called for every destructed actors */
simgrid::s4u::Actor::on_destruction.connect(
- [](simgrid::s4u::Actor const& actor) { XBT_INFO("Actor %s stops now", actor.get_cname()); });
+ [](simgrid::s4u::Actor const& actor) { XBT_INFO("Actor %s gets destroyed now", actor.get_cname()); });
/* Create some actors */
simgrid::s4u::Actor::create("A", simgrid::s4u::Host::by_name("Tremblay"), actor_a);
simgrid::s4u::Actor::create("B", simgrid::s4u::Host::by_name("Fafard"), actor_b);
+ simgrid::s4u::Actor::create("C", simgrid::s4u::Host::by_name("Ginette"), actor_c);
e.run(); /* - Run the simulation */