public:
/** @brief Possible update mechanisms */
enum class UpdateAlgo {
- Full, /**< Full update mechanism: the remaining time of every action is recomputed at each step */
- Lazy, /**< Lazy update mechanism: only the modified actions get recomputed.
- It may be slower than full if your system is tightly coupled to the point where every action
- gets recomputed anyway. In that case, you'd better not try to be cleaver with lazy and go for
- a simple full update. */
- UM_UNDEFINED /**< Mechanism not defined */
+ Full, /**< Full update mechanism: the remaining time of every action is recomputed at each step */
+ Lazy /**< Lazy update mechanism: only the modified actions get recomputed.
+ It may be slower than full if your system is tightly coupled to the point where every action
+ gets recomputed anyway. In that case, you'd better not try to be cleaver with lazy and go for
+ a simple full update. */
};
- Model();
+ explicit Model(Model::UpdateAlgo algo);
+
virtual ~Model();
/** @brief Get the set of [actions](@ref Action) in *ready* state */
/** @brief Get the maxmin system of the current Model */
lmm::System* get_maxmin_system() const { return maxmin_system_; }
- /**
- * @brief Get the update mechanism of the current Model
- * @see e_UM_t
- */
- UpdateAlgo getUpdateMechanism() const { return update_mechanism_; }
- void setUpdateMechanism(UpdateAlgo mechanism) { update_mechanism_ = mechanism; }
+ /** @brief Set the maxmin system of the current Model */
+ void set_maxmin_system(lmm::System* system) { maxmin_system_ = system; }
+
+ /** @brief Get the update mechanism of the current Model */
+ UpdateAlgo getUpdateMechanism() const { return update_algorithm_; }
/** @brief Get Action heap */
heap_type& getActionHeap() { return action_heap_; }
*/
virtual bool nextOccuringEventIsIdempotent() { return true; }
-protected:
- lmm::System* maxmin_system_ = nullptr;
-
private:
- UpdateAlgo update_mechanism_ = UpdateAlgo::UM_UNDEFINED;
+ lmm::System* maxmin_system_ = nullptr;
+ const UpdateAlgo update_algorithm_;
Action::StateSet* ready_action_set_ = new Action::StateSet(); /**< Actions in state SURF_ACTION_READY */
Action::StateSet* running_action_set_ = new Action::StateSet(); /**< Actions in state SURF_ACTION_RUNNING */
Action::StateSet* failed_action_set_ = new Action::StateSet(); /**< Actions in state SURF_ACTION_FAILED */