idle_time += (now - last_updated);
}
- theor_max_flops += current_speed * host->getCoreCount() * (now - last_updated);
+ theor_max_flops += current_speed * host->get_core_count() * (now - last_updated);
current_speed = host->getSpeed();
last_updated = now;
was_prev_idle = (current_flops == 0);
// We don't need to call update() here because it is called everytime an
// action terminates or starts
// FIXME: Can this happen at the same time? stop -> call to getCurrentLoad, load = 0 -> next action starts?
- return current_flops / static_cast<double>(host->getSpeed() * host->getCoreCount());
+ return current_flops / static_cast<double>(host->getSpeed() * host->get_core_count());
}
/**
static void onActionStateChange(simgrid::surf::CpuAction* action, simgrid::kernel::resource::Action::State /*previous*/)
{
for (simgrid::surf::Cpu* const& cpu : action->cpus()) {
- simgrid::s4u::Host* host = cpu->getHost();
+ simgrid::s4u::Host* host = cpu->get_host();
if (dynamic_cast<simgrid::s4u::VirtualMachine*>(host)) // Ignore virtual machines
return;
/* When attaching a callback into a signal, you can use a lambda as follows, or a regular function as done below */
- simgrid::s4u::Host::onCreation.connect([](simgrid::s4u::Host& host) {
+ simgrid::s4u::Host::on_creation.connect([](simgrid::s4u::Host& host) {
if (dynamic_cast<simgrid::s4u::VirtualMachine*>(&host)) // Ignore virtual machines
return;
host.extension_set(new HostLoad(&host));
});
simgrid::surf::CpuAction::onStateChange.connect(&onActionStateChange);
- simgrid::s4u::Host::onStateChange.connect(&onHostChange);
- simgrid::s4u::Host::onSpeedChange.connect(&onHostChange);
+ simgrid::s4u::Host::on_state_change.connect(&onHostChange);
+ simgrid::s4u::Host::on_speed_change.connect(&onHostChange);
}
/** @brief Returns the current load of the host passed as argument