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AFAIK, Erlang is still (as of 2016) the only distributed actor model implementation with preemptive scheduler. All other major implementations (including Akka) have cooperative scheduling, i.e. forbidding blocking code in actors. Erlang allows it. This is huge. And actor supervision is the best way to write reliable systems. I have wrote some code in Akka without much effort and testing (streaming market data aggregation), and it is still running with a few years uptime. |
I implore anyone interested in Erlang or its surrounding languages, to read its source code. [2] More specifically, the BEAM. I'll warn you that it's very 80's hackeresque, but in a good way. Incredibly pragmatic. The way they achieve their world-class scheduling? Tip: not via a perfect theoretical design cooked up in some comp-sci lab. [3] If you've been following game engine design within the last 9 years or so, you'll probably have a good idea of how they do it. [4][5]
[1]: https://medium.com/@jlouis666/erlang-dirty-scheduler-overhea...
[2]: https://github.com/erlang/otp/tree/maint/erts/emulator/beam
[3]: https://hamidreza-s.github.io/erlang/scheduling/real-time/pr...
[4]: http://blog.molecular-matters.com/2012/04/05/building-a-load...
[5]: There's a hell of a lot of depth to this problem domain. Charles Bloom's guiding principles for Oodle are spot, and well worth a look.