#include "src/kernel/EngineImpl.hpp"
#include "src/kernel/actor/ActorImpl.hpp"
#include "src/sthread/sthread.h"
-#include "xbt/parmap.hpp"
+#include "src/xbt/parmap.hpp"
#include "src/kernel/context/ContextSwapped.hpp"
* stuff It is much easier to understand what happens if you see the working threads as bodies that swap their soul
* for the ones of the simulated processes that must run.
*/
- if (is_parallel()) {
+ if (Context::is_parallel()) {
// We lazily create the parmap so that all options are actually processed when doing so.
if (parmap_ == nullptr)
- parmap_ = std::make_unique<simgrid::xbt::Parmap<actor::ActorImpl*>>(get_nthreads(), get_parallel_mode());
+ parmap_ =
+ std::make_unique<simgrid::xbt::Parmap<actor::ActorImpl*>>(Context::get_nthreads(), Context::parallel_mode);
// Usually, Parmap::apply() executes the provided function on all elements of the array.
// Here, the executed function does not return the control to the parmap before all the array is processed: