* An actor is an independent stream of execution in your distributed application.
*
* You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
* An actor is an independent stream of execution in your distributed application.
*
* You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
- * This is the only component in SimGrid that actually does something on its own, executing its own code.
- * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and schedule these activities.
- *
+ * This is the only component in SimGrid that actually does something on its own, executing its own code.
+ * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
+ * schedule these activities.
+ *
* An actor is located on a (simulated) host, but it can interact
* with the whole simulated platform.
* An actor is located on a (simulated) host, but it can interact
* with the whole simulated platform.
* standard</a>, you can declare the code of your actor either as a
* pure function or as an object. It is very simple with functions:
* standard</a>, you can declare the code of your actor either as a
* pure function or as an object. It is very simple with functions:
* // Declare the code of your worker
* void worker() {
* printf("Hello s4u");
* simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
* };
* // Declare the code of your worker
* void worker() {
* printf("Hello s4u");
* simgrid::s4u::this_actor::execute(5*1024*1024); // Get the worker executing a task of 5 MFlops
* };
* But some people prefer to encapsulate their actors in classes and
* objects to save the actor state in a cleanly dedicated location.
* The syntax is slightly more complicated, but not much.
* But some people prefer to encapsulate their actors in classes and
* objects to save the actor state in a cleanly dedicated location.
* The syntax is slightly more complicated, but not much.
* // From your main or from another actor, create your actor. Note the () after Worker
* Actor("Bob", simgrid::s4u::Host::by_name("Jupiter"), Worker());
* @endcode
* // From your main or from another actor, create your actor. Note the () after Worker
* Actor("Bob", simgrid::s4u::Host::by_name("Jupiter"), Worker());
* @endcode
* The body of your actor can use the functions of the
* simgrid::s4u::this_actor namespace to interact with the world.
* This namespace contains the methods to start new activities
* (executions, communications, etc), and to get informations about
* the currently running thread (its location, etc).
* The body of your actor can use the functions of the
* simgrid::s4u::this_actor namespace to interact with the world.
* This namespace contains the methods to start new activities
* (executions, communications, etc), and to get informations about
* the currently running thread (its location, etc).
* The best practice is to use an external deployment file as
* follows, because it makes it easier to test your application in
* differing settings. Load this file with
* The best practice is to use an external deployment file as
* follows, because it makes it easier to test your application in
* differing settings. Load this file with
* <!-- Start a process called 'master' on the host called 'Tremblay' -->
* <process host="Tremblay" function="master">
* <!-- Here come the parameter that you want to feed to this instance of master -->
* <!-- Start a process called 'master' on the host called 'Tremblay' -->
* <process host="Tremblay" function="master">
* <!-- Here come the parameter that you want to feed to this instance of master -->
* <!-- Start a process called 'worker' on the host called 'Jupiter' -->
* <process host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
* <!-- Start a process called 'worker' on the host called 'Jupiter' -->
* <process host="Jupiter" function="worker"/> <!-- Don't provide any parameter ->>
/** Wrap a (possibly non-copyable) single-use task into a `std::function` */
template<class F, class... Args>
/** Wrap a (possibly non-copyable) single-use task into a `std::function` */
template<class F, class... Args>
/** Create an actor using a function
*
* If the actor is restarted, the actor has a fresh copy of the function.
*/
/** Create an actor using a function
*
* If the actor is restarted, the actor has a fresh copy of the function.
*/
- static Ptr createActor(const char* name, s4u::Host *host, double killTime, std::function<void()> code);
+ static ActorPtr createActor(const char* name, s4u::Host *host, double killTime, std::function<void()> code);
{
return createActor(name, host, -1.0, std::move(code));
}
{
return createActor(name, host, -1.0, std::move(code));
}
// This constructor is enabled only if the call code(args...) is valid:
typename = typename std::result_of<F(Args...)>::type
>
// This constructor is enabled only if the call code(args...) is valid:
typename = typename std::result_of<F(Args...)>::type
>
- static Ptr createActor(const char* name, s4u::Host *host, F code, Args... args)
+ static ActorPtr createActor(const char* name, s4u::Host *host, F code, Args... args)
{
return createActor(name, host, wrap_task(std::move(code), std::move(args)...));
}
// Create actor from function name:
{
return createActor(name, host, wrap_task(std::move(code), std::move(args)...));
}
// Create actor from function name:
- static Ptr createActor(const char* name, s4u::Host *host, double killTime,
+ static ActorPtr createActor(const char* name, s4u::Host *host, double killTime,
- static Ptr createActor(const char* name, s4u::Host *host, const char* function,
+ static ActorPtr createActor(const char* name, s4u::Host *host, const char* function,
std::vector<std::string> args)
{
return createActor(name, host, -1.0, function, std::move(args));
std::vector<std::string> args)
{
return createActor(name, host, -1.0, function, std::move(args));
/** If set to true, the actor will automatically restart when its host reboots */
void setAutoRestart(bool autorestart);
/** If set to true, the actor will automatically restart when its host reboots */
void setAutoRestart(bool autorestart);
/** Block the actor until it delivers a message of the given simulated size to the given mailbox
*
* See \ref Comm for the full communication API (including non blocking communications).
*/
/** Block the actor until it delivers a message of the given simulated size to the given mailbox
*
* See \ref Comm for the full communication API (including non blocking communications).
*/