*/
virtual Activity* start() = 0;
/** Blocks the current actor until the activity is terminated */
+ /** Tests whether the given activity is terminated yet. */
+ virtual bool test();
+ /*! take a vector s4u::ActivityPtr and return the rank of the first finished one (or -1 if none is done). */
+ static ssize_t test_any(const std::vector<ActivityPtr>& activities);
+
Activity* wait() { return wait_for(-1.0); }
/** Blocks the current actor until the activity is terminated, or until the timeout is elapsed\n
* Raises: timeout exception.*/
/** Blocks the current actor until the activity is terminated, or until the time limit is reached\n
* Raises: timeout exception. */
void wait_until(double time_limit);
+ /*! take a vector of s4u::ActivityPtr and return when one of them is finished.
+ * The return value is the rank of the first finished ActivityPtr. */
+ static ssize_t wait_any(const std::vector<ActivityPtr>& activities) { return wait_any_for(activities, -1); }
+ /*! Same as wait_any, but with a timeout. If the timeout occurs, parameter last is returned.*/
+ static ssize_t wait_any_for(const std::vector<ActivityPtr>& activities, double timeout);
/** Cancel that activity */
Activity* cancel();
/** Return a string representation of the activity's state (one of INITED, STARTING, STARTED, CANCELED, FINISHED) */
const char* get_state_str() const;
void set_state(Activity::State state) { state_ = state; }
- /** Tests whether the given activity is terminated yet. */
- virtual bool test();
/** Blocks the progression of this activity until it gets resumed */
virtual Activity* suspend();