Fortran implementation of the Actor Model using MPI
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Revision as of 18:52, 30 November 2014 by Miranda ricardo (talk | contribs)
A very simple ping-pong program is shown here. There are 2 programs, ping and pong, that shoot messages among them, starting each with a random number of plays. The first program reaching 0 will send a message for the other program to stop and stops itself. File moduleMPImanagement is necessary to compile both programs.
If you examine the code there is no single MPI_BARRIER or any other explicit synchronization point. The main subroutine is:
subroutine main() type(T_pingPong), pointer :: pingPong integer :: STAT_CALL STAT_CALL = UNDEFINED pingPong => constructPingPong() STAT_CALL = startGame(pingPong) if (STAT_CALL .NE. SUCCESS) then print*, "STAT_CALL = ", STAT_CALL stop "subroutine main, error calling startGame, ERR01" end if call loop(pingPong) !This loop reads MPI messages call EXIT(SUCCESS) end subroutine main
There is a call to an infinite loop. This routine reads the MPI message queue identifying messages to itself (MPI_PROBE).
recursive subroutine loop(pingPong) type(T_pingPong), pointer :: pingPong integer :: STAT_CALL integer :: STATUS(MPI_STATUS_SIZE) STAT_CALL = UNDEFINED call MPI_PROBE(MPI_ANY_SOURCE, & MPI_ANY_TAG, & MPI_COMM_WORLD, & STATUS, & STAT_CALL) if (STAT_CALL .NE. SUCCESS) then print*, "STAT_CALL = ", STAT_CALL stop "subroutine loop, error calling MPI_PROBE, ERR01" end if if (STATUS(MPI_SOURCE) .EQ. getOtherMPI_id(pingPong)) then if (STATUS(MPI_TAG) .EQ. getMsgPlayBall3Tag()) then STAT_CALL = receiveBall(pingPong, STATUS(MPI_TAG)) if (STAT_CALL .NE. SUCCESS) then print*, "STAT_CALL = ", STAT_CALL stop "subroutine loop, error calling receiveBall, ERR02" end if else if (STATUS(MPI_TAG) .EQ. getMsgEndGameTag()) then STAT_CALL = killPingPong(pingPong) if (STAT_CALL .NE. SUCCESS) then print*, "STAT_CALL = ", STAT_CALL stop "subroutine main, error calling killPingPong, ERR02" end if end if end if if (pingPong%gameON) call loop(pingPong) end subroutine loop
In the recursive subroutine loop 2 messages are processed: getMsgPlayBall3Tag and getMsgEndGameTag. As promised by the actor model:
- internal state is completely encapsulated;
- messages are processed one at a time; and
- communication is asynchronous.