import sys
-def victimA_fun():
+def victrim_a_fun():
this_actor.on_exit(lambda: this_actor.info("I have been killed!"))
this_actor.info("Hello!")
this_actor.info("Suspending myself")
this_actor.info("Bye!")
-def victimB_fun():
+def victrim_b_fun():
this_actor.info("Terminate before being killed")
def killer():
this_actor.info("Hello!") # - First start a victim process
- victimA = Actor.create("victim A", Host.by_name("Fafard"), victimA_fun)
- victimB = Actor.create("victim B", Host.by_name("Jupiter"), victimB_fun)
+ victrim_a = Actor.create("victim A", Host.by_name("Fafard"), victrim_a_fun)
+ victrim_b = Actor.create("victim B", Host.by_name("Jupiter"), victrim_b_fun)
this_actor.sleep_for(10) # - Wait for 10 seconds
# - Resume it from its suspended state
this_actor.info("Resume the victim A")
- victimA.resume()
+ victrim_a.resume()
this_actor.sleep_for(2)
this_actor.info("Kill the victim A") # - and then kill it
- Actor.by_pid(victimA.pid).kill() # You can retrieve an actor from its PID (and then kill it)
+ Actor.by_pid(victrim_a.pid).kill() # You can retrieve an actor from its PID (and then kill it)
this_actor.sleep_for(1)
# that's a no-op, there is no zombies in SimGrid
- this_actor.info("Kill victimB, even if it's already dead")
- victimB.kill()
+ this_actor.info("Kill victrim_b, even if it's already dead")
+ victrim_b.kill()
this_actor.sleep_for(1)
this_actor.info("Start a new actor, and kill it right away")
- victimC = Actor.create("victim C", Host.by_name("Jupiter"), victimA_fun)
- victimC.kill()
+ victrim_c = Actor.create("victim C", Host.by_name("Jupiter"), victrim_a_fun)
+ victrim_c.kill()
this_actor.sleep_for(1)
static std::string get_simgrid_version()
{
- int major, minor, patch;
+ int major;
+ int minor;
+ int patch;
sg_version_get(&major, &minor, &patch);
return simgrid::xbt::string_printf("%i.%i.%i", major, minor, patch);
}
[](py::object fun) {
ActorPtr act = Actor::self();
simgrid::s4u::this_actor::on_exit(
- [act, fun](int ignored, void* data) {
+ [act, fun](int /*ignored*/, void* /*data*/) {
try {
fun();
} catch (py::error_already_set& e) {