23 #ifndef Gw_ALoadedActor
24 #define Gw_ALoadedActor
79 virtual void Configure();
107 enum EStatus {
kUndefined, kConfigured, kLoaded, kInitialised, kDoRunning, kRunning, kHasRun, kStopped, kIdle, kFinished, kDead };
128 std::vector < Gw::AnActorConnection * >
fInputs;
150 void ProcessActorGeneration_2_1_0 (Short_t generation);
157 if ( fActor )
delete fActor;
176 fActorStatus = status;
198 virtual void SetGlobals(
const std::vector < ANamedItem *> & );
202 virtual Bool_t GetGlobal(
ANamedItem & )
const;
208 void ComputeDepth(Int_t &depth);
220 return fInputs.size();
225 return fOutputs.size();
230 return fInputs[i]->GetProducer();
235 return fOutputs[i]->GetConsumer();
249 virtual void ConfigureActor();
251 virtual void RegisterActor();
253 virtual void InitActor();
257 virtual void ProcessActor ();
void(* ConfigFunction)(const Char_t *, UInt_t *)
the function used to configure the underlying actor. Added to allow configuration by calling explicit...
virtual NarvalInterface * Register()
creates an instance of the actor
std::vector< Gw::AnActorConnection * > fOutputs
link to actors for sending data ... not owned by this
virtual UInt_t GetError() const
std::vector< ANamedItem * > fGlobals
Globals for this actor ... not owned by this.
virtual void SetStatus(EStatus status)
header file for AnActorConnection.cpp
AConfigurator * fConfigurator
used to configure the actor (config + load)
virtual ~ALoadedActor()
delete the embedded actor. Connections are owned by the emulator.
std::string fName
Actor's name.
LogMessage & error(LogMessage &)
EType fActorType
to know what kind of actor it is (done @ registration time, see RegisterActor) :
virtual UInt_t GetLastError() const
to get the last error code, whatever the action
Base class for a Log message.
void SetConfigMethod(ConfigFunction f)
EType
type of the loaded actor. Required since some interfaces are different for different type of actors...
EStatus fActorStatus
to know what kind of actor it is (done @ registration time, see RegisterActor) :
virtual NarvalInterface * Register()
creates an instance of the actor
An actor looded in an emulator.
NamedItem< Short_t > * fGeneration
From the global it keeps the generation here for efficiency. Init @ SetGlobal.
virtual void SetLastError(UInt_t error)
to set the last error code
virtual NarvalInterface * GetActor() const
get loaded actor, should have the narval interface
ALoadedActor * fRefToLoadedActor
Ref to the loader using this in order to have access to the list of global (containing ConfDir) ...
virtual Int_t GetNbOutput() const
get number of ouput connected actors
virtual EType GetActorType() const
get loaded actor, should have the narval interface
virtual ALoadedActor * GetOutput(Int_t i) const
returns a given ouput of this
ConfigFunction fConfigFunction
real method to be used to configure the actor
virtual void SetError(UInt_t err=0u)
Reset error.
header file for DataHandling.cpp
virtual Int_t GetNbInput() const
get number of input connected actors
Configurator(ALoadedActor *lactor, ConfigFunction f)
header file for NarvalInterface.cpp
virtual Int_t GetDepth() const
get dpeth of this in a topology: -1 if not connected
const std::string & GetName() const
get loaded actor's name
It defines the general interface needed to be a narval actor.
base class in charge of configurating, allocating the true actor loaded in a LoadedActor ...
UInt_t fLastError
to know what kind of actor it is (done @ registration time, see RegisterActor) :
Base class that connects two actors in a general topology.
virtual ALoadedActor * GetInput(Int_t i) const
returns a given input of this
virtual void SetDepth(Int_t depth)
virtual EStatus GetStatus() const
get dpeth of this in a topology: -1 if not connected
std::vector< Gw::AnActorConnection * > fInputs
link to actors providing data ... not owned by this
Int_t fDepth
depth in the toplogy in which this actor is active.