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/* Copyright (c) 2017-2025. The SimGrid Team. All rights reserved. */
/* This program is free software; you can redistribute it and/or modify it
* under the terms of the license (GNU LGPL) which comes with this package. */
/* There is two very different ways of being informed when an actor exits.
*
* The this_actor::on_exit() function allows one to register a function to be
* executed when this very actor exits. The registered function will run
* when this actor terminates (either because its main function returns, or
* because it's killed in any way). No simcall are allowed here: your actor
* is dead already, so it cannot interact with its environment in any way
* (network, executions, disks, etc).
*
* Usually, the functions registered in this_actor::on_exit() are in charge
* of releasing any memory allocated by the actor during its execution.
*
* The other way of getting informed when an actor terminates is to connect a
* function in the Actor::on_termination signal, that is shared between
* all actors. Callbacks to this signal are executed for each terminating
* actors, no matter what. This is useful in many cases, in particular
* when developing SimGrid plugins.
*
* Finally, you can attach callbacks to the Actor::on_destruction signal.
* It is also shared between all actors, and gets fired when the actors
* are destroyed. A delay is possible between the termination of an actor
* (ie, when it terminates executing its code) and its destruction (ie,
* when it is not referenced anywhere in the simulation and can be collected).
*
* In both cases, you can stack more than one callback in the signal.
* They will all be executed in the registration order.
*/
import org.simgrid.s4u.*;
class ActorA extends Actor {
public void run()
{
// Register a lambda function to be executed once it stops
on_exit(new CallbackBoolean() {
@Override public void run(boolean failed)
{
Engine.info("I stop now");
}
});
sleep_for(1);
}
}
class ActorB extends Actor {
public void run() { sleep_for(2); }
}
class ActorC extends Actor {
public void run() throws SimgridException
{
// Register a lambda function to be executed once it stops
on_exit(new CallbackBoolean() {
@Override public void run(boolean failed)
{
if (failed) {
Engine.info("I was killed!");
} else
Engine.info("Exiting gracefully.");
}
});
sleep_for(3);
Engine.info("And now, induce a deadlock by waiting for a message that will never come\n\n");
this.get_engine().mailbox_by_name("nobody").get();
Engine.die("Receiving is not supposed to succeed when nobody is sending");
}
}
class actor_exiting {
public static void main(String[] args)
{
Engine e = new Engine(args);
e.load_platform(args[0]); /* - Load the platform description */
/* Register a callback in the Actor::on_creation signal. It will be called for every started actors */
Actor.on_creation_cb(new CallbackActor() {
@Override public void run(Actor a)
{
Engine.info("Actor " + a.get_name() + " starts now.");
}
});
/* Register a callback in the Actor::on_termination signal. It will be called when the actor interrupts its
* execution (either by reaching its end or being killed) */
Actor.on_termination_cb(new CallbackActor() {
@Override public void run(Actor a)
{
Engine.info("Actor " + a.get_name() + " terminates now.");
}
});
/* Create some actors */
e.host_by_name("Tremblay").add_actor("A", new ActorA());
e.host_by_name("Fafard").add_actor("B", new ActorB());
e.host_by_name("Ginette").add_actor("C", new ActorC());
e.run(); /* Run the simulation */
// The following call is useless in your code, but our continuous integration uses it to track memleaks
e.force_garbage_collection();
}
}
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