std::vector<simgrid::s4u::ActorPtr> all_actors =
engine->get_filtered_actors([](simgrid::s4u::ActorPtr actor) { return not actor->is_daemon(); });
- for (auto& actor : all_actors) {
+ for (auto const& actor : all_actors) {
new_mapping.assign(actor, actor->get_host());
}
// Sort the actors, from highest to lowest load; we then just iterate over these actors
heap_handle update_handle = usable_hosts.push(host); // Required to update elements in the heap
additional_load[host] = {update_handle, 0}; // Save the handle for later
const double total_flops_computed = sg_host_get_computed_flops(host);
- for (auto& actor : actors) {
+ for (auto const& actor : actors) {
additional_load[host].load += actor_computation[actor->get_pid()] / total_flops_computed; // Normalize load - this allows comparison
// even between hosts with different frequencies
XBT_DEBUG("Actor %li -> %f", actor->get_pid(), actor_computation[actor->get_pid()]);
}
// Implementation of the Greedy algorithm
- for (auto& actor : all_actors) {
+ for (auto const& actor : all_actors) {
simgrid::s4u::Host* target_host = usable_hosts.top(); // This is the host with the lowest load
simgrid::s4u::Host* cur_mapped_host = new_mapping.get_host(actor);