| ▲ | mccoyb 4 hours ago | |||||||
How does this model compare to the syndicated actor model of Tony Garnock-Jones? (which, as far as I can tell, also supports capabilities and caveats for security) Neat work! | ||||||||
| ▲ | davexunit 3 hours ago | parent | next [-] | |||||||
The animation on the Syndicated Actors home page [0] does a pretty good job of showing the difference, I think. Goblins is much more similar to the classic actor model shown at the beginning of the animation. The "syndicated" part, as far as I understand, relates to things like eventually consistent state sync being built-in as primitives. In Goblins, we provide the actor model (actually the vat model [1] like the E language) which can be used to build eventually consistent constructs on top. Recently we prototyped this using multi-user chat as a familiar example. [2] [0] https://syndicate-lang.org/ [1] https://files.spritely.institute/docs/guile-goblins/0.17.0/T... [2] https://spritely.institute/news/composing-capability-securit... | ||||||||
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| ▲ | mccoyb 3 hours ago | parent | prev [-] | |||||||
My 5 minute read is that the divergences are primarily in the communication model and in transactions: - the SAM coordinates through the dataspace, whereas Goblins is focused on ("point-to-point") message passing - SAM (as presented) doesn't contain a transactional semantics -- e.g. turns are atomic, and there's no rollback mechanism (I haven't been up to speed on recent work, I do wonder if this could be designed into SAM) | ||||||||