Crates.io | maxim |
lib.rs | maxim |
version | 0.1.0-alpha.0 |
source | src |
created_at | 2020-03-27 21:37:23.499308 |
updated_at | 2020-03-27 21:37:23.499308 |
description | Implements a highly-scalable and ergonomic actor system for Rust based on the best of Erlang / Elixir and Akka. A fork of the Axiom actor framework. |
homepage | https://github.com/katharostech/maxim |
repository | https://github.com/katharostech/maxim |
max_upload_size | |
id | 223663 |
size | 280,184 |
Implementation of a highly-scalable and ergonomic actor model for Rust
Maxim is a fork of the Axiom actor framework that was made so we could use the awesome Actor framework while experimenting with our own ideas for Actor framework design.
Maxim brings a highly-scalable actor model to the Rust language based on the many lessons learned over years of Actor model implementations in Akka and Erlang. Maxim is, however, not a direct re-implementation of either of the two aforementioned actor models but rather a new implementation deriving inspiration from the good parts of those projects.
Current development on Maxim is focused on learning how the framework works and experimenting with our design ideas. We will be pushing 0.1.0-alpha
releases with our changes util it gets to a point that is relatively usable. The first thing we've added since the fork was a spawn_pool
feature that allows you to create pools of actors. This and other features we add are likely to change and adapt as we test them in our projects.
Other things that we are thinking about changing are:
An actor model is an architectural asynchronous programming paradigm characterized by the use of actors for all processing activities.
Actors have the following characteristics:
Note that within the language of Rust, rule five cannot be enforced by Rust but is a best practice which is important for developers creating actors based on Maxim. In Erlang and Elixir rule five cannot be violated because of the structure of the language but this also leads to performance limitations. It's better to allow internal mutable state and encourage the good practice of not sending mutable messages.
What is important to understand is that these rules combined together makes each actor operate like a micro-service in the memory space of the program using them. Since actor messages are immutable, actors can trade information safely and easily without copying large data structures.
Although programming in the actor model is quite an involved process you can get started with Maxim in only a few lines of code.
use maxim::prelude::*;
use std::sync::Arc;
use std::time::Duration;
let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
let aid = system
.spawn()
.with(
0 as usize,
|state: usize, _context: Context, _message: Message| async move {
Ok(Status::done(state))
}
)
.unwrap();
aid.send(Message::new(11)).unwrap();
// It is worth noting that you probably wouldn't just unwrap in real code but deal with
// the result as a panic in Maxim will take down a dispatcher thread and potentially
// hang the system.
// This will wrap the value `17` in a Message for you!
aid.send_new(17).unwrap();
// We can also create and send separately using just `send`, not `send_new`.
let message = Message::new(19);
aid.send(message).unwrap();
// Another neat capability is to send a message after some time has elapsed.
aid.send_after(Message::new(7), Duration::from_millis(10)).unwrap();
aid.send_new_after(7, Duration::from_millis(10)).unwrap();
This code creates an actor system, fetches a builder for an actor via the spawn()
method, spawns an actor and finally sends the actor a message. Once the actor is done processing a message it returns the new state of the actor and the status after handling this message. In this case we didnt change the state so we just return it. Creating an Maxim actor is literally that easy but there is a lot more functionality available as well.
Keep in mind that if you are capturing variables from the environment you will have to wrap the async move {}
block in another block and then move your variables into the first block. Please see the test cases for more examples of this.
If you want to create an actor with a struct that is simple as well. Let's create one that handles a couple of different message types:
use maxim::prelude::*;
use std::sync::Arc;
let system = ActorSystem::create(ActorSystemConfig::default().thread_pool_size(2));
struct Data {
value: i32,
}
impl Data {
fn handle_bool(mut self, message: bool) -> ActorResult<Self> {
if message {
self.value += 1;
} else {
self.value -= 1;
}
Ok(Status::done(self))
}
fn handle_i32(mut self, message: i32) -> ActorResult<Self> {
self.value += message;
Ok(Status::done(self))
}
async fn handle(mut self, _context: Context, message: Message) -> ActorResult<Self> {
if let Some(msg) = message.content_as::<bool>() {
self.handle_bool(*msg)
} else if let Some(msg) = message.content_as::<i32>() {
self.handle_i32(*msg)
} else {
panic!("Failed to dispatch properly");
}
}
}
let data = Data { value: 0 };
let aid = system.spawn().name("Fred").with(data, Data::handle).unwrap();
aid.send_new(11).unwrap();
aid.send_new(true).unwrap();
aid.send_new(false).unwrap();
This code creates a named actor out of an arbitrary struct. Since the only requirement to make an actor is to have a function that is compliant with the maxim::actors::Processor
trait, anything can be an actor. If this struct had been declared somewhere outside of your control you could use it in an actor as state by declaring your own handler function and making the calls to the 3rd party structure.
It's important to keep in mind that the starting state is moved into the actor and you will not have external access to it afterwards. This is by design and although you could conceivably use a Arc
or Mutex
enclosing a structure as state, that would definitely be a bad idea as it would break the rules we laid out for actors.
These are the core principals of Axiom, the project Maxim was forked from:
The principals that Maxim may not preserve are principals 4 and 6. To address those: