xbt::signal<void(Actor const&)> s4u::Actor::on_wake_up;
xbt::signal<void(Actor const&)> s4u::Actor::on_migration_start;
xbt::signal<void(Actor const&)> s4u::Actor::on_migration_end;
+xbt::signal<void(Actor const&)> s4u::Actor::on_termination;
xbt::signal<void(Actor const&)> s4u::Actor::on_destruction;
// ***** Actor creation *****
{
intrusive_ptr_release(actor->pimpl_);
}
+int Actor::get_refcount()
+{
+ return pimpl_->get_refcount();
+}
// ***** Actor methods *****
return simgrid::s4u::Actor::self();
}
+void sg_actor_self_execute(double flops)
+{
+ simgrid::s4u::this_actor::execute(flops);
+}
+
/** @brief Take an extra reference on that actor to prevent it to be garbage-collected */
void sg_actor_ref(sg_actor_t actor)
{