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The Pony Programming Language Andrew Turley N Languages In N Months October 4, 2016

The Pony Programming Language

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The Pony Programming Language

Andrew TurleyN Languages In N Months

October 4, 2016

About MeName

Andrew Turley

Contact@casio_juarez / [email protected]

Career

Currently at Sendence

What Is Pony?

What Is Pony?“Pony is an open-source, object-oriented, actor-model, capabilities-secure, high performance programming language.” -- ponylang.org

What Is Pony?“Pony is an open-source, object-oriented, actor-model, capabilities-secure, high performance programming language.” -- ponylang.org

BSD licenseCopyright (c) 2014-2015, Causality Ltd.All rights reserved.

Redistribution and use in source and binary forms, with or withoutmodification, are permitted provided that the following conditions are met:

1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

What Is Pony?“Pony is an open-source, object-oriented, actor-model, capabilities-secure, high performance programming language.” -- ponylang.org

Classes, Interfaces, Traits(but they may work a little differently than you expect)

What Is Pony?“Pony is an open-source, object-oriented, actor-model, capabilities-secure, high performance programming language.” -- ponylang.org

Actors communicate by passing messages to other

actors

What Is Pony?“Pony is an open-source, object-oriented, actor-model, capabilities-secure, high performance programming language.” -- ponylang.org

The compiler enforces what you can and cannot do with

an object

What Is Pony?“Pony is an open-source, object-oriented, actor-model, capabilities-secure, high performance programming language.” -- ponylang.org

Uses LLVM to compile to native code

What Is Pony?“Pony is an open-source, object-oriented, actor-model, capabilities-secure, high performance programming language.” -- ponylang.org

Also:

● powerful type system (unions, intersections, parameterized types and functions)

● fast actor-based garbage collection system

hello.pony

hello.ponyactor Main new create(env: Env) => env.out.print(“hello world”)

Thanks!

more-interesting.pony

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

traits: nominal subtyping

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

interfaces: structural subtyping

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

primitive: object with no data and only one instance

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

more-interesting.ponytrait Shape fun area(): F64

interface Named fun name(): String

class Circle is Shape let _radius: F64 new create(radius: F64) => _radius = radius fun name(): String => "circle" fun area(): F64 => 3.14159 * _radius * _radius

class Square is Shape let _side: F64 new create(side: F64) => _side = side fun name(): String => "square" fun area(): F64 => _side * _side

primitive AreaReporter fun report(shape: (Shape & Named)): String => "The area of this " + shape.name() + " is " + shape.area().string()

actor Main new create(env: Env) => let s: F64 = 15.3 var area = AreaReporter.report(Circle(s)) env.out.print(area) area = AreaReporter.report(Square(s)) env.out.print(area)

> ./ponyc src/more-interesting> ./more-interestingThe area of this circle is 735.415The area of this square is 234.09>

Pony: The Really Interesting Parts

Pony: The Really Interesting PartsPony uses actors and reference capabilities to allow the compiler to guarantee that a program is data-race-free.

Pony: The Really Interesting PartsPony uses actors and reference capabilities to allow the compiler to guarantee that a program is data-race-free.

Pony: The Really Interesting PartsPony uses actors and reference capabilities to allow the compiler to guarantee

that a program is data-race-free.

Pony: The Really Interesting PartsPony uses actors and reference capabilities to allow the compiler to guarantee

that a program is data-race-free.

Pony: The Really Interesting PartsPony uses actors and reference capabilities to allow the compiler to guarantee

that a program is data-race-free.

Pony: The Really Interesting PartsPony uses actors and reference capabilities to allow the compiler to guarantee

that a program is data-race-free.

Pony: The Really Interesting PartsPony uses actors and reference capabilities to allow the compiler to guarantee that a program is

data-race-free.

Pony: The Really Interesting Parts

data-race-free(this is the part you should remember)

Off To The Data Races!

Off To The Data Races!Some pseudo code (not Pony) …

global int a = 0

function inc() { for x in range(0, 1000001) { a = a + 1 }}

function main() { inc() print(“a = “ + a)}

1000000

Off To The Data Races!Some more pseudo code (not Pony) …

global int a = 0

function inc() { for x in range(0, 1000001) { a = a + 1 }}

function main() { thread thread1 = Thread(inc) thread thread2 = Thread(inc) thread1.run() thread2.run() thread1.join() thread2.join() print(“a = “ + a)}

● Run “inc()” simultaneously in two places

● wait for both runs to finish● print the value of “a”

Off To The Data Races!Some more pseudo code (not Pony) …

global int a = 0

function inc() { for x in range(0, 1000001) { a = a + 1 }}

function main() { thread thread1 = Thread(inc) thread thread2 = Thread(inc) thread1.run() thread2.run() thread1.join() thread2.join() print(“a = “ + a)}

Expected (two threads each

incrementing a variable

1000000 times):

2000000

Off To The Data Races!Some more pseudo code (not Pony) …

global int a = 0

function inc() { for x in range(0, 1000001) { a = a + 1 }}

function main() { thread thread1 = Thread(inc) thread thread2 = Thread(inc) thread1.run() thread2.run() thread1.join() thread2.join() print(“a = “ + a)}

Expected:

2000000

Actual Run 1:

1987735

Actual Run 2:

1935010

Actual Run 3:

1941217

Off To The Data Races!Some more pseudo code (not Pony) …

global int a = 0

function inc() { for x in range(0, 1000001) { a = a + 1 }}

function main() { thread thread1 = Thread(inc) thread thread2 = Thread(inc) thread1.run() thread2.run() thread1.join() thread2.join() print(“a = “ + a)}

Expected:

2000000

Actual Run 1:

1987735

Actual Run 2:

1935010

Actual Run 3:

1941217

WHY?

Off To The Data Races!In thread1 …

// get the value of “a”// add 1 to that value// write the new value back to “a”a = a + 1

Meanwhile, in thread2...

// get the value of “a”// add 1 to that value// write the new value back to “a”a = a + 1

a = 26

Off To The Data Races!In thread1 …

// get the value of “a” 26// add 1 to that value// write the new value back to “a”a = a + 1

Meanwhile, in thread2...

// get the value of “a” 26// add 1 to that value// write the new value back to “a”a = a + 1

a = 26

Off To The Data Races!In thread1 …

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a”a = a + 1

Meanwhile, in thread2...

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a”a = a + 1

a = 26

Off To The Data Races!In thread1 …

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a” a = 27a = a + 1

Meanwhile, in thread2...

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a” a = 27a = a + 1

a = 27

Off To The Data Races!In thread1 …

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a” a = 27a = a + 1

Meanwhile, in thread2...

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a” a = 27a = a + 1

a = 27

We wanted a = 28

Off To The Data Races!In thread1 …

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a” a = 27a = a + 1

Meanwhile, in thread2...

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a” a = 27a = a + 1

a = 27

This may not happen every time, but each time it happens it increases the error of the result.

We wanted a = 28

Off To The Data Races!In thread1 …

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a” a = 27a = a + 1

Meanwhile, in thread2...

// get the value of “a” 26// add 1 to that value 26 + 1 = 27// write the new value back to “a” a = 27a = a + 1

a = 27

This may not happen every time, but each time it happens it increases the error of the result.

We wanted a = 28

“Shared mutable state is the root of all evil.” -- several different people, all at the same time

Off To The Data Races!Techniques various and sundry for avoiding data races ...

● Locks! → a unit of execution acquires a lock, no other unit of execution can acquire the lock until it is released

○ C and C++

● Synchronized blocks/functions/methods! → somebody writes the locks for you○ Java

● Everything is read-only! → don’t need to worry about writes anymore○ Erlang

● There’s only one binding to an object at any time! → move, borrow, copy○ Rust

Off To The Data Races!Techniques various and sundry for avoiding data races ...

● Locks! → a unit of execution acquires a lock, no other unit of execution can acquire the lock until it is released

○ C and C++

● Synchronized blocks/functions/methods! → somebody writes the locks for you○ Java

● Everything is read-only! → don’t need to worry about writes anymore○ Erlang

● There’s only one binding to an object at any time! → move, borrow, copy○ Rust

WELL ACTUALLY

Nope, save it until the end.

Leaving The Data Races

Leaving The Data RacesPony uses two rules to avoid data races:

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

Actors

ActorsActors store state and act on that state in response to messages

Actor● state● behaviors● functions

Actorsmessage3message4

message1message2 } Queue

THE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTOR

THE LIFE OF ACTOR

WHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONE

Actorsmessage3message4

message1message2 } Queue

THE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTOR

THE LIFE OF ACTOR

WHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONE

Actors

Get next message

message3message4

message1message2 } Queue

THE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTOR

THE LIFE OF ACTOR

WHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONE

Actors

Get next message

Processmessage

message3message4

message1message2 } Queue

THE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTOR

THE LIFE OF ACTOR

WHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONE

Actors

Get next message

Processmessage

Collect garbage

message3message4

message1message2 } Queue

THE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTORTHE LIFE OF ACTOR

THE LIFE OF ACTOR

WHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONEWHICH / ONE WHICH / ONE

Actors

Get next message

Processmessage

Collect garbage

message3message4

message1message2 } Queue

Actorsactor Donald

be foo(x: Something) =>

bar(x)

fun bar(x: Something) =>

// do something …

actor Jessica

let _d: Donald = Donald

let _s: Something = Something

be baz() =>

_d.foo(_s)

Actorsactor Donald

be foo(x: Something) =>

bar(x)

fun bar(x: Something) =>

// do something …

actor Jessica

let _d: Donald = Donald

let _s: Something = Something

be baz() =>

_d.foo(_s)

“be” means “behavior”, this is what processes a message

Actorsactor Donald

be foo(x: Something) =>

bar(x)

fun bar(x: Something) =>

// do something …

actor Jessica

let _d: Donald = Donald

let _s: Something = Something

be baz() =>

_d.foo(_s)

“fun” means “function”, these are run by the actor as part of processing the message

Actorsactor Donald

be foo(x: Something) =>

bar(x)

fun bar(x: Something) =>

// do something …

actor Jessica

let _d: Donald = Donald

let _s: Something = Something

be baz() =>

_d.foo(_s)

An actor sends a message to another actor using the “<a>.<be>(...)” syntax

Actorsactor Donald

be foo(x: Something) =>

bar(x)

fun bar(x: Something) =>

// do something …

actor Jessica

let _d: Donald = Donald

let _s: Something = Something

be baz() =>

_d.foo(_s)

When talking about Pony, “method” means either a function or a behavior.

Actors

a1.bar() a2.baz() a1.bar()

a3.dee() a4.doo() a3.doh()

a5.moo()

a8.fee() a7.foo()

a6.mee()

a7.fuz()

time

CPU1: thread1

CPU2: thread2

CPU3: thread3

CPU4: thread4

Actors run on threads (1 thread per CPU by default)

Actors

a1.bar() a2.baz()1 a1.bar()

a3.dee() a4.doo() a3.doh()

a5.moo()

a8.fee() a7.foo()

a6.mee()

a7.fuz()

time

CPU1: thread1

CPU2: thread2

CPU3: thread3

CPU4: thread4

a2.baz()2

Behaviors cannot be preempted

Actors

a1.bar() a2.baz() a1.bar()

a1.buz() a4.doo() a3.doh()

a5.moo()

a8.fee() a7.foo()

a6.mee()

a7.fuz()

time

CPU1: thread1

CPU2: thread2

CPU3: thread3

CPU4: thread4

Actors process one message at a time

Actors: An Example

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main

create(env)

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Maincreate(env)

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e

create(“howdy”)

create(env)

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e

create(env)

o

create(“howdy)

create(env)

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Maincreate(env)create(“howdy)

foo(o)

e_text=”howdy”

o_env=envcreate(env)

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e_text=”howdy”

o_env=env

foo(o)1

foo(o)2

create(env)

foo(o)1

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e_text=”ydwoh”

o_env=env

foo(o)2

foo(o)1

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e_text=”ydwoh”

o_env=env

foo(o)2 say(“ydwoh”)

say(“ydwoh”)foo(o)2

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e_text=”howdy”

o_env=env

YDWOH

foo(o)2

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e_text=”howdy”

o_env=env

say(“howdy”)

YDWOH

say(“howdy”)

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e_text=”howdy”

o_env=env

YDWOHHOWDY

Actors: An Example

actor Example

var _text: String

new create(text: String) =>

_text = text

be foo(o: Other) =>

o.say(rev())

fun ref rev(): String val =>

_text = recover

_text.reverse()

end

_text

actor Other

let _env: Env

new create(env: Env) =>

_env = env

be say(s: String) =>

_env.out.print(s)

actor Main

new create(env: Env) =>

let e = Example("howdy")

let o = Other(env)

e.foo(o) // prints “ydwoh”

e.foo(o) // prints “howdy”

Main e_text=”howdy”

o_env=env

YDWOHHOWDY

Backpressure?

Backpressure?

“How does Pony handle backpressure?”

Backpressure?

“How does Pony handle backpressure?”

“We’re working on it”

Reference Capabilities

Reference CapabilitiesRemember the Read Rule and the Write Rule:

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

Reference Capabilitiesclass Foo

class val Bar let v: U32 new val create(vv: U32) => v = vv

actor Main new create(env: Env) => let a: Foo iso = recover Foo end var b = Bar(1) b = Bar(2) baz(b) fun baz(c: Bar): U32 => c.v + 16

Reference CapabilitiesSPOT THE REFERENCE CAPABILITIES!

class Foo

class val Bar let v: U32 new val create(vv: U32) => v = vv

actor Main new create(env: Env) => let a: Foo iso = recover Foo end var b = Bar(1) b = Bar(2) baz(b) fun baz(c: Bar): U32 => c.v + 16

Reference CapabilitiesSPOT THE EXPLICIT REFERENCE CAPABILITIES!

SPOT THE IMPLIED REFERENCE CAPABILITIES!

class ref Foo

class val Bar let v: U32 val new val create(vv: U32 val) => v = vv

actor tag Main new create(env: Env val) => let a: Foo iso = recover iso Foo end var b: Bar val = Bar(1) b = Bar(2) baz(b) fun box baz(c: Bar val): U32 val => c.v + 16

Reference CapabilitiesActors have a default reference capability of tag, objects created from classes have a default reference capability of ref

You can change the implicit reference capability of a class (normally it is ref)

You can change the reference capability of the object generated by the constructor (normally it is ref)

class ref Foo

class val Bar let v: U32 val new val create(vv: U32 val) => v = vv

actor tag Main new create(env: Env val) => let a: Foo iso = recover iso Foo end var b: Bar val = Bar(1) b = Bar(2) baz(b) fun box baz(c: Bar val): U32 val => c.v + 16

Reference CapabilitiesYou can specify the type of reference capability that the receiver must have to call a function

class ref Foo

class val Bar let v: U32 val new val create(vv: U32 val) => v = vv

actor tag Main new create(env: Env val) => let a: Foo iso = recover iso Foo end var b: Bar val = Bar(1) b = Bar(2) baz(b) fun box baz(c: Bar val): U32 val => c.v + 16

Reference CapabilitiesYou can specify the type of reference capability that the receiver must have to call a function

This can get really tricky!

class ref Foo

class val Bar let v: U32 val new val create(vv: U32 val) => v = vv

actor tag Main new create(env: Env val) => let a: Foo iso = recover iso Foo end var b: Bar val = Bar(1) b = Bar(2) baz(b) fun box baz(c: Bar val): U32 val => c.v + 16

Reference CapabilitiesYou can specify the type of reference capability that the receiver must have to call a function

This can get really tricky!

class ref Foo

class val Bar let v: U32 val new val create(vv: U32 val) => v = vv

actor tag Main new create(env: Env val) => let a: Foo iso = recover iso Foo end var b: Bar val = Bar(1) b = Bar(2) baz(b) fun box baz(c: Bar val): U32 val => c.v + 16

Reference CapabilitiesAn alias is a name given to a particular object in memory

Aliases are created when

● an object is assigned to a variable● an object is passed as an argument to a

method

class Foo

class val Bar let v: U32 new val create(vv: U32) => v = vv

actor Main new create(env: Env) => let a: Foo iso = recover Foo end var b = Bar(1) b = Bar(2) baz(b) fun baz(c: Bar): U32 => c.v + 16

Reference CapabilitiesAn alias is a name given to a particular object in memory

Aliases are created when

● an object is assigned to a variable● an object is passed as an argument to a

method

class Foo

class val Bar let v: U32 new val create(vv: U32) => v = vv

actor Main new create(env: Env) => let a: Foo iso = recover Foo end var b = Bar(1) b = Bar(2) baz(b) fun baz(c: Bar): U32 => c.v + 16

Reference CapabilitiesAn alias is a name given to a particular object in memory

Aliases are created when

● an object is assigned to a variable● an object is passed as an argument to a

method

class Foo

class val Bar let v: U32 new val create(vv: U32) => v = vv

actor Main new create(env: Env) => let a: Foo iso = recover Foo end var b = Bar(1) b = Bar(2) baz(b) fun baz(c: Bar): U32 => c.v + 16

Reference CapabilitiesAn alias is a name given to a particular object in memory

Aliases are created when

● an object is assigned to a variable● an object is passed as an argument to a

method

class Foo

class val Bar let v: U32 new val create(vv: U32) => v = vv

actor Main new create(env: Env) => let a: Foo iso = recover Foo end var b = Bar(1) b = Bar(2) baz(b) fun baz(c: Bar): U32 => c.v + 16

Reference CapabilitiesAn alias is a name given to a particular object in memory

Aliases are created when

● an object is assigned to a variable● an object is passed as an argument to a

method

class Foo

class val Bar let v: U32 new val create(vv: U32) => v = vv

actor Main new create(env: Env) => let a: Foo iso = recover Foo end var b = Bar(1) b = Bar(2) baz(b) fun baz(c: Bar): U32 => c.v + 16

Reference CapabilitiesAn object may have more than one alias, possibly in more than one actor, but the combination of aliases must not violate the read rule and write rule.

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

class Foo

class val Bar let v: U32 new val create(vv: U32) => v = vv

actor Main new create(env: Env) => let a: Foo iso = recover Foo end var b = Bar(1) b = Bar(2) baz(b) fun baz(c: Bar): U32 => c.v + 16

Reference Capabilities: A Visual Guide

Reference Capabilities: A Visual Guide

A visual language

Reference Capabilities: A Visual Guide

object

object (class or

actor)

A visual language

Reference Capabilities: A Visual Guide

object

alias

A visual language

Reference Capabilities: A Visual Guide

object

ref cap

reference capability

A visual language

Reference Capabilities: A Visual Guide

object

actor boundary

ref cap

A visual language

Reference Capabilities: A Visual Guide

objectalias can send object a message

ref cap

A visual language

Reference Capabilities: A Visual Guide

object note: any alias can send an actor a message, regardless of reference capability

ref cap

A visual language

Reference Capabilities: A Visual Guide

object

alias can read object

ref cap

A visual language

Reference Capabilities: A Visual Guide

object

alias can modify object

ref cap

A visual language

Reference Capabilities: A Visual Guide

object another alias in the actor can read object

ref cap

A visual language

Reference Capabilities: A Visual Guide

object

another alias outside the actor can read object

ref cap

A visual language

Reference Capabilities: A Visual Guide

objectanother alias inside the actor can modify object

ref cap

A visual language

Reference Capabilities: A Visual Guide

objectanother alias outside the actor can modify object

ref cap

A visual language

Reference Capabilities: A Visual Guide

object

ref cap

A visual language

Reference Capabilities: A Visual Guide

object

ref cap

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

Reference Capabilities: iso (isolated)

iso

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

object

iso reference can read and modify an object. No other reference can read or modify the object.

Reference Capabilities: trn (transitional)

trn

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

object

trn reference can read and modify an object. No other reference can modify the object, but the actor may have other references that can read the object.

Reference Capabilities: ref (reference)

ref

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

object

ref reference can read and modify an object. Other references in the object may be able to read or modify the object, but no other actor may have a reference that can read or modify it.

Reference Capabilities: val (value)

val

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

object

val reference can read an object. The actor may have other references that can read the object, and other actors may have references that can read the object, but no actor may have a reference that can modify it.

Reference Capabilities: box (box)

boxOR

box

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

objectobject

Reference Capabilities: box (box)

boxOR

box

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

objectobject

This looks like a ref This looks like a val

Reference Capabilities: box (box)

boxOR

box

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

objectobject

A box capability is used when you want to create a new read-only reference to an object that is either val or ref.

This looks like a ref This looks like a val

Reference Capabilities: box (box)class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X ???): I32 => x.v() + 1

What should the reference capability be?

Reference Capabilities: box (box)class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X ref): I32 => x.v() + 1

Reference Capabilities: box (box)class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X ref): I32 => x.v() + 1

ref doesn’t work because a ref (x) can’t alias a val (b)

Reference Capabilities: box (box)class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X ref): I32 => x.v() + 1

class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X val): I32 => x.v() + 1

ref doesn’t work because a ref (x) can’t alias a val (b)

Reference Capabilities: box (box)class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X ref): I32 => x.v() + 1

class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X val): I32 => x.v() + 1

ref doesn’t work because a ref (x) can’t alias a val (b)

val Doesn’t work because a val (x) can’t alias a ref (a)

Reference Capabilities: box (box)class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X ref): I32 => x.v() + 1

class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X val): I32 => x.v() + 1

ref doesn’t work because a ref (x) can’t alias a val (b)

val Doesn’t work because a val (x) can’t alias a ref (a)

Reference Capabilities: box (box)class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X ref): I32 => x.v() + 1

class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X val): I32 => x.v() + 1

ref doesn’t work because a ref (x) can’t alias a val (b)

val Doesn’t work because a val (x) can’t alias a ref (a)

class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X box): I32 => x.v() + 1

Reference Capabilities: box (box)class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X ref): I32 => x.v() + 1

class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X val): I32 => x.v() + 1

ref doesn’t work because a ref (x) can’t alias a val (b)

val Doesn’t work because a val (x) can’t alias a ref (a)

class X let v: I32 new create(v': I32) => v = v'

actor Main new create(env: Env) => let a: X ref = X(7) let b: X val = recover X(8) end bar(a) bar(b) fun bar(x: X box): I32 => x.v() + 1

box works because a box (x) can alias a ref (a) or a val (b)

Reference Capabilities: tag (tag)

tag

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

object

tag reference cannot read or modify an object, but it can be used to send the object messages if the object is an actor. Other references may read or modify the object as long as they do not violate the Read Rule and the Write Rule.

Reference CapabilitiesReadable → iso, trn, ref, val, box

iso trn

ref val

boxbox

OR

tag

Reference CapabilitiesWriteable → iso, trn, ref

iso trn

ref val

box box

OR

tag

Reference CapabilitiesSendable → iso, val, tag

Objects with sendable reference capabilities can be sent to other actors in messages

iso trn

ref val

box box

OR

tag

Reference Capabilities: Sending A valclass Bar

actor Foo be baz(x: Bar val) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover val Bar end f.baz(b)

Reference Capabilities: Sending A valclass Bar

actor Foo be baz(x: Bar val) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover val Bar end f.baz(b)

main

Reference Capabilities: Sending A valclass Bar

actor Foo be baz(x: Bar val) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover val Bar end f.baz(b)

Main Foo

foo

Reference Capabilities: Sending A valclass Bar

actor Foo be baz(x: Bar val) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover val Bar end f.baz(b)

Main Foo

f

Bar

b

Reference Capabilities: Sending A valclass Bar

actor Foo be baz(x: Bar val) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover val Bar end f.baz(b)

Main Foo

f

Bar

b

baz( )

Reference Capabilities: Sending A valclass Bar

actor Foo be baz(x: Bar val) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover val Bar end f.baz(b)

Main Foo

f

Bar

b

baz( )

x

Reference Capabilities: Sending A valclass Bar

actor Foo be baz(x: Bar val) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover val Bar end f.baz(b)

Main Foo

f

Bar

b x

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

Reference Capabilities: Sending A tagactor Bar

actor Foo be baz(x: Bar tag) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = Bar f.baz(b)

Reference Capabilities: Sending A tagactor Bar

actor Foo be baz(x: Bar tag) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = Bar f.baz(b)

An actor’s default reference capability is tag

Reference Capabilities: Sending A tagactor Bar

actor Foo be baz(x: Bar tag) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = Bar f.baz(b)

main

Reference Capabilities: Sending A tagactor Bar

actor Foo be baz(x: Bar tag) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = Bar f.baz(b)

Main Foo

foo

Reference Capabilities: Sending A tagactor Bar

actor Foo be baz(x: Bar tag) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = Bar f.baz(b)

Main Foo

f

Bar

b

Reference Capabilities: Sending A tagactor Bar

actor Foo be baz(x: Bar tag) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = Bar f.baz(b)

Main Foo

f

Bar

b

baz( )

Reference Capabilities: Sending A tagactor Bar

actor Foo be baz(x: Bar tag) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = Bar f.baz(b)

Main Foo

f

Bar

b

baz( )

x

Reference Capabilities: Sending A tagactor Bar

actor Foo be baz(x: Bar tag) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = Bar f.baz(b)

Main Foo

f

Bar

b x

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

main

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

Main Foo

foo

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

Main Foo

f

Bar

b

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

Main Foo

f

Bar

b

consume causes b to give up it’s reference

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

Main Foo

f

Bar

b

once we consume b, we can no longer use it

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

Main Foo

f

Bar

b

baz( )

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

Main Foo

f

Bar

b

baz( )

x

Reference Capabilities: Sending An isoclass Bar

actor Foo be baz(x: Bar iso) => // do something with x

actor Main new create(env: Env) => let f = Foo let b = recover iso Bar end f.baz(consume b)

Main Foo

f

Bar

b x

● The Read Rule: If an actor can read an object then no other actor can modify that object

● The Write Rule: If an actor can modify an object then no other actor can read or modify it

No More Data Races

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

2000000

No More Data Racesuse “collections”

actor Counter var _count: U64 = 0 be increment() => _count = _count + 1 be print(env: Env) => env.out.print(_count.string())

actor Incrementer new create(counter: Counter, main: Main) => for x in Range(0, 1_000_001) do counter.increment() end main.finished(this)

actor Main let _finished_count = 0 let _counter: Counter = Counter let _env: Env new create(env: Env) => _env = env let inc1 = Incrementer(_counter, this) let inc2 = Incrementer(_counter, this) be finished() => _finished_count = _finished_count + 1 if _finished_count = 2 then _counter.print(env) end

The Counter actor “protects” the _count data structure

Sendence’s Experience With Pony

Sendence’s Experience With PonyIt’s nice to catch errors a compile time rather than runtime

Sendence’s Experience With PonyIt’s nice to catch errors a compile time rather than runtime

Pony is a young language (not even 1.0.0 yet)

Sendence’s Experience With PonyIt’s nice to catch errors a compile time rather than runtime

Pony is a young language (not even 1.0.0 yet)

● limited documentation

Sendence’s Experience With PonyIt’s nice to catch errors a compile time rather than runtime

Pony is a young language (not even 1.0.0 yet)

● limited documentation● things change

Sendence’s Experience With PonyIt’s nice to catch errors a compile time rather than runtime

Pony is a young language (not even 1.0.0 yet)

● limited documentation● things change● there are some sharp edges (compiler bugs, runtime bugs)

Sendence’s Experience With PonyIt’s nice to catch errors a compile time rather than runtime

Pony is a young language (not even 1.0.0 yet)

● limited documentation● things change● there are some sharp edges (compiler bugs, runtime bugs)

“America is all about speed. Hot, nasty, badass speed.” -- Eleanor Roosevelt

PONY

Learn More(because I left a lot out)

Learn MoreUser Mailing List

● https://pony.groups.io/g/user

Website

● https://www.ponylang.org

IRC

● freenode #ponylang

Contribute

ContributeDeveloper Mailing List

● https://pony.groups.io/g/dev

Github

● Pony compiler → https://github.com/ponylang/ponyc● RFCs → https://github.com/ponylang/rfcs

Thank You (Really)!

Questions