sim.engine
Class AsynchronousSteppable

java.lang.Object
  extended by sim.engine.AsynchronousSteppable
All Implemented Interfaces:
java.io.Serializable, Asynchronous, Steppable, Stoppable

public abstract class AsynchronousSteppable
extends java.lang.Object
implements Asynchronous

Fires up a separate thread which runs until the simulation model requests it be halted. This mechanism makes possible parallel threads which run in the background independently of the schedule being stepped. Note that the use of such threads makes the simulation unable to guarantee replicability.

Like all multithreaded stuff, AsynchronousSteppables are inherently dangerous and not to be trifled with: they access data at the same time as other threads, and so must deal with locking. In general if you lock on the Schedule, you are guaranteed atomic access to the underlying simulation model. You'll need to do this for even basic things such as accessing the random number generator. Locking on the Schedule is fairly course-grained, however: the simulation model obtains a lock on the Schedule for the whole duration of a Schedule's step. Instead you might create your own lock shared between the AsynchronousSteppable and the main thread which allows access to some piece of data you both need in a more fine-grained fashion. In this case, make certain that the GUI isn't trying to read that data (to display it, say), or that the GUI obtains a lock when it needs to as well. If you have no idea what we're talking about: don't use an AsynchronousSteppable.

When an AsynchronousSteppable is stepped, it fires off a thread which performs the asynchronous task. This task could be an infinite loop (or otherwise very long process) or it could be a short one-shot thing which runs and ends. Infinite loops can be paused and resumed (for checkpointing) and they can be stopped entirely.

AsynchronousSteppables automatically register themselves to be stopped at the end of the simulation (and when stopped, they unregister themselves). But if the task is an infinite loop, it's possible you may wish to stop the loop before the simulation ends, perhaps at an agreed-upon point in the schedule. The easiest way to do this is to get a stopper() and schedule it on the schedule, along these lines:


   AsynchronousSteppable s = ...
   Steppable stopper = s.stopper();
   schedule.scheduleOnce(s....);
   schedule.scheduleOnce(stopper....);
    

If the task is a SHORT, one-shot process and the user can reasonably wait for the task to complete after he has presed the 'stop' button, then run(false) should perform the asynchronous task, run(true) should be set to do nothing, and halt(true) and halt(false) should both do nothing. Here's some code to show how to form such a beast.


   AsynchronousSteppable s = new AsynchronousSteppable()
       {
       protected void run(boolean resuming)
           {
           if (!resuming)
               {
               // do your stuff here
               }
           }

       protected void halt(boolean pausing) { } // nothing
       };
    

If the task is an infinite loop or otherwise long process, it needs to be pausable, resumable, and haltable. In this case, run(false) should perform the asynchronous task, halt(false) and halt(true) should both cause the thread to die or trigger events which will soon lead to thread death halt(...) returns, and run(true) should fire up the task loop again after it had been halted with halt(true). The most common situation is where you don't distinguish between your thread being killed temporarily or being killed permanently. Here's some code for this situation:


   AsynchronousSteppable s = new AsynchronousSteppable()
       {
       boolean shouldQuit = false;
       double[] shouldQuitLock = new double[1]; // an array is a unique, serializable object

       boolean shouldQuit()
           {
           synchronized(shouldQuitLock) { return shouldQuit; }
           }

       protected void run(boolean resuming)
           {
           while(!shouldQuit())
               {
               // do your stuff here -- assuming it doesn't block...
               }
           // we're quitting -- do cleanup here if you need to

           // now reset our flag
           shouldQuit = false;
           }

       protected void halt(boolean pausing)
           {
           synchronized(shouldQuitLock) { shouldQuit = val; }
           }
       };
    

Let's say the task needs to distinguish between being paused and being quit. In this case you need a custom way of handling pausing and knowing that you're resuming (perhaps to save state away). Here's some code for this situation:


   AsynchronousSteppable s = new AsynchronousSteppable()
       {
       boolean shouldQuit = false;
       double[] shouldQuitLock = new boolean[1]; // an array is a unique, serializable object
       boolean shouldPause = false;
       double[] shouldPauseLock = new boolean[1]; // an array is a unique, serializable object

       boolean shouldQuit()
           {
           synchronized(shouldQuitLock) { return shouldQuit; }
           }

       boolean shouldPause()
           {
           synchronized(shouldPauseLock) { return shouldPause; }
           }

       protected void run(boolean resuming)
           {
           if (resuming)
               {
               // we're resuming from a pause -- re-set up here if you have to
               }
           else // (!resuming)
               {
               // we're starting fresh -- set up here if you have to
               }

           while(!shouldQuit() && !shouldPause())
               {
               // do your stuff here -- assuming it doesn't block...
               }

           if (shouldPause())
               {
               // we're pausing -- do cleanup here if you need to
               }
           else // if (shouldQuit())
               {
               // we're quitting -- do cleanup here if you need to
               }

           // now reset our flags
           shouldPause = false;
           shouldQuit = false;
           }

       protected void halt(boolean pausing)
           {
           if (pausing) synchronized(shouldPauseLock) { shouldPause = val; }
           else synchronized(shouldQuitLock) { shouldQuit = val; }
           }
       };
    

See Also:
Serialized Form

Field Summary
protected  SimState state
           
 
Constructor Summary
AsynchronousSteppable()
           
 
Method Summary
protected  void finalize()
           
protected abstract  void halt(boolean pausing)
          This method should cause the loop created in run(...) to die.
 void pause()
          Requests that the AsynchronousSteppable shut down its thread (temporarily) and blocks until this occurs.
 void resume()
          Fires up the AsynchronousSteppable after a pause().
protected abstract  void run(boolean resuming)
          This method should enter the parallel thread's loop.
 void step(SimState state)
          Fires up the AsynchronousSteppable and registers it with the SimState.
 void stop()
          Requests that the AsynchronousSteppable shut down its thread, and blocks until this occurs.
 Steppable stopper()
          Call this method to get a Steppable, which when called, executes top() on the AsynchornousSteppable.
 
Methods inherited from class java.lang.Object
clone, equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

state

protected SimState state
Constructor Detail

AsynchronousSteppable

public AsynchronousSteppable()
Method Detail

run

protected abstract void run(boolean resuming)
This method should enter the parallel thread's loop. If resuming is true, then you may assume the parallel steppable is being resumed in the middle of a simulation after being paused (likely to checkpoint), as opposed to being started fresh.


halt

protected abstract void halt(boolean pausing)
This method should cause the loop created in run(...) to die. If pausing is true, then you may assume the parallel steppable is being paused in the middle of a simulation (likely to checkpoint), as opposed to being entirely stopped due to the end of the simulation.


step

public final void step(SimState state)
Fires up the AsynchronousSteppable and registers it with the SimState. If it's already running, nothing happens.

Specified by:
step in interface Steppable

stop

public final void stop()
Requests that the AsynchronousSteppable shut down its thread, and blocks until this occurs. If it's already stopped, nothing happens.

Specified by:
stop in interface Stoppable

pause

public final void pause()
Requests that the AsynchronousSteppable shut down its thread (temporarily) and blocks until this occurs. If it's already paused or not running, nothing happens.

Specified by:
pause in interface Asynchronous

resume

public final void resume()
Fires up the AsynchronousSteppable after a pause(). If it's already unpaused or not running, nothing happens.

Specified by:
resume in interface Asynchronous

finalize

protected void finalize()
                 throws java.lang.Throwable
Overrides:
finalize in class java.lang.Object
Throws:
java.lang.Throwable

stopper

public final Steppable stopper()
Call this method to get a Steppable, which when called, executes top() on the AsynchornousSteppable. You can then schedule this Steppable to occur at some point in the future on a schedule.