An entity path is a connection from an entity output port to an entity input port, depicted as a line connecting the entity ports of two SimEvents® blocks. An entity path represents the equivalence between an entity's departure from the first block and arrival at the second block. For example, in the model shown below, any entity that departs from the FIFO Queue block's OUT port equivalently arrives at the Single Server block's IN port.
The existence of the entity path does not guarantee that any entity actually uses the path; for example, the simulation could be so short that no entities are ever generated. Even when an entity path is used, it is used only at a discrete set of times during the simulation.
In some models, you can use the entity connection lines to infer the full sequence of blocks that a given entity arrives at, throughout the simulation.
In many discrete-event models, however, the set of entity connection lines does not completely determine the sequence of blocks that each entity arrives at. For example, the model below shows two queues in a parallel arrangement, preceded by a block that has one entity input port and two entity output ports.
By looking at the entity connection lines alone, you cannot tell which queue block's IN port an entity will arrive at. Instead, you need to know more about how the one-to-two block (Output Switch) behaves and you might even need to know the outcome of certain run-time decisions.
You design entity paths by choosing or combining entity paths using some of the blocks in the Routing library of the SimEvents library set. These blocks have extra entity ports that let you vary the model's topology (that is, the set of blocks and connection lines).
Typical reasons for manipulating entity paths are
To describe an inherently parallel behavior in the situation you are modeling — for example, a computer cluster with two computers that share the computing load. You can use the Output Switch block to send computing jobs to one of the two computers. You might also use the Path Combiner or Input Switch block if computing jobs share a common destination following the pair of computers.
To design nonlinear topologies, such as feedback loops — for example, repeating an operation if quality criteria such as quality of service (QoS) are not met. You can use the Path Combiner block to combine the paths of new entities and entities that require a repeated operation.
To incorporate logical decision making into your simulation — for example, determining scheduling protocols. You might use the Input Switch block to determine which of several queues receives attention from a server.
Other libraries in the SimEvents library set contain some blocks whose secondary features, such as preemption from a server or timeout from a queue or server, give you opportunities to design paths.