Queue Concepts in Discrete Event Simulation Programs (1)
- How to implement non-standard queuing policies:
- usually not provided directly
- often implemented using complex workarounds
- two common methods
- shuffle queue
- clone queue
- Shuffle Queue:
- here used for jockeying
- example implementation in SimEvents 4.4
- basic idea
- trigger signal arrives (e.g. jockeying is
possible)
- all entities leave the queue one after the
other
- selected ones (here: the last one) leave the
queue
- all other entities reenter the queue (remaining
their relative ordering)