* executed when your actor is killed. You should use them to free the data used by your actor.
*
* Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
- * send or receive messages, acquire or release mutexes, nor even modify an host property or something. Not only are
+ * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
* blocking functions forbidden in this setting, but also modifications to the global state.
*/
void on_exit(std::function<void(int, void*)> fun, void* data);
this_actor::sleep_until(timeout_native.time_since_epoch().count());
}
-/** Block the actor, computing the given amount of flops */
+/** Block the current actor, computing the given amount of flops */
XBT_PUBLIC void execute(double flop);
-/** Block the actor, computing the given amount of flops at the given priority.
+/** Block the current actor, computing the given amount of flops at the given priority.
* An execution of priority 2 computes twice as fast as an execution at priority 1. */
XBT_PUBLIC void execute(double flop, double priority);
/** @brief Suspend the actor. */
XBT_PUBLIC void suspend();
-/** @brief yield the actor. */
+/** @brief Yield the actor. */
XBT_PUBLIC void yield();
/** @brief Resume the actor. */