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// Copyright (C) 2017 Jesse Jones
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 3, or (at your option)
// any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
use std;
use fmt;
/// `Component`s are the building blocks of a `Simulation`. They are arranged into
/// a tree and use a thread to respond to `Event`s which execute at some particular
/// `Time`. Note that, in general, all state managed within components should be
/// stored in the `Store`. This makes it possible to use GUI tools to see what is
/// happening within components and even more importantly allows the Simulation to
/// perform speculative execution of components.
///
/// Typically type safe structs are defined for components with the aid of [`OutPort`],
/// [`InPort`], [`IntValue`], etc.
/// To make lifetime management easier components are referenced using a small
/// integer instead of a rust reference.
;
/// The id of the root component.
pub const NO_COMPONENT: ComponentID = ComponentID;
/// Typically `Component` threads will use this to cut down on the boiler plate involved in
/// processing dispatched `Event`s. Note that this will panic if it tries to process an
/// event that doesn't have an associated code block.
///
/// # Examples
///
/// ```
/// use score::*;
/// use std::thread;
///
/// fn my_thread(data: ThreadData)
/// {
/// thread::spawn(move || {
/// process_events!(data, event, state, effector,
/// "init 0" => {
/// // Use the effector to change the simulation state.
/// let event = Event::new("timer");
/// effector.schedule_after_secs(event, data.id, 1.0);
/// },
/// "timer" => {
/// // Typically you'd re-schedule the timer here,
/// log_info!(effector, "timer fired!");
/// }
/// );
/// });
/// }
/// ```