Akka for simulations - simulation

I'm new to akka and the actor-pattern, therefore I'm not sure if it fit my needs.
I want to create a simulation with akka and millions of entities (think as domain objects - later actors) that can influence each other. So thinking as simulation with a more-or-less "fuzzy" result, we have an array with entities, where each of these entities has a speed, but is thwarted by the entities in front of the actual entity. When the simulation starts, each entity should move n-fields, or, if thwarted by others, less fields. We have multiple iterations, and in the end we have a new order. This is repeated for some rounds until we want to see a "snapshot" of the leading entities (which are then possibly removed before the next round starts).
So I don't understand if I can create this with akka, because:
Is it possible to have global list with the position of each actor, so they know at which position they are and which are in front of them?
As far as I understand, this violates the encapsulation of the actors. I can put the position of the actor in the actor itself, but how can I see/notify the actors around this actor?
Beside of this, the global list will create synchronization problems and impacts the performance, which is the exactly opposite of the desired behaviour (and is complementary to akka/the actor-pattern)
What did I missed? Do I have to search for another design approach?
Thanks for suggestions.
Update: working with the eventbus and classifiers doesn't seem an option, too. Refering to the documentation:
"hence it is not well-suited to use cases in which subscriptions change with very high frequency"

The actor model is a very good fit for your scenario. Actors communicate by sending messages, so each actor can send messages to his neighbors containing his position. Of course, each actor cannot know about every other actor in the system (not efficiently anyway) so you will have to also devise a scheme though which each actor knows which are his neighbors.
As for getting a snapshot of the system, simply have a central actor that is known by everybody and knows everybody.
It seems like you're just getting started with actors. Read a bit more - the akka site is a good resource - and come back and refine your question, if needed.
Your problem sounds like an n-body simulation sort of thing, so looking into that might help also.

Related

Akka and singleton actors

I've recently started messing around with akka's actors and http modules. However I've stumbled upon a rather annoying little quirk, namely, creating singelton actors.
Here are two examples:
1)
I have an in-memory cache, my service is quite small (its an app rather) so I really like this in memory model. I can hold most information relevant to the user in a Map (well, a map of lists, but still, quite an easy to reason about structure) and I don't get the overhead and complexity of a redis, geode or aerospike.
The only problem is that this in-memory chache can be modified, by multiple sources and said modifications must be synchronous. Instead of synchornizing all 3 acess methods for this structure (e.g. by building a message queue or implementing locks) I thought I'd just wrap the structure and its access methods into an actor, build in message queue, easy receive->send logic and if things scale up it will be very easy to replace with a DA actors over a dedicated in memory db.
2) I have a "Service" layer that should be used to dispatch actors for various jobs (access the database, access the in-memory cache, do this computation with data and deliver the result to the user... etc).
It makes sense of this Service layer to be a "singleton" of sorts, a closure over some functions, since it does nothing that's blocking or cpu/memory intensive in any way, it simply assigns tasks further down the line (e.g. decides how many actors/thread/w.e should be created and where a request should go)
However, this thing would require either:
a) Making both object singleton actors or
b) Making both objects actual "objects"(as in the scala object notation that designates a single named singleton with functions that have closures over its scope)
There are plenty of problems with b), namely that the service layer will either have to get an actors system "passed" to it (and I'm not sure that's a best practice) in order o create actors, rather than creating its own "childrens" it will create children's using the global actors system and the messaging and monitoring logic will be a lot more awkward and unintuitive. Also, that the in-memory cache will not have the advantage of the built in message que (I'm not saying its hard to implement one, but this seems like one of those situation where one goes "Oh, jolly, its good that I have actors and I don't have to spend time implementing and testing this code")
a) seems to have the problem of being generally speaking poorly documented and unadvised in the akka documentation. I mean:
http://doc.akka.io/docs/akka/2.4/scala/cluster-singleton.html
Look at this shit, half of the docs are warning against using it, it was its own dependency and quite frankly its very hard to read for a poor sod like me which hasn't set foot in the functional&concurrent programming ivory tower.
So, ahm. Could any of you guys explain to me why its bad to use singleton actors ? How do you design singletons if they can't be actors ? Is there any way to design singleton actors that won't cause a lot of damage down the line ? Is the whole "service" model of having "global" services that are called rather than instantiated "un akka like" ?
Just to clarify the documentation, they're not warning against using it. They're warning that there are circumstances in which using a singleton will cause problems, which are expected given the circumstances. They mention the following situations:
If the singleton is a performance bottleneck. This makes sense. If everything relies on a single object that does work slowly, everything will be slow.
If the actor needs to be non-stop available, you'll run into problems if the singleton ever goes down, because those messages can't just be handled by another instance. It will take some amount of time to re-start the singleton before its work can be resumed.
The biggest problem happens if you have auto-downing turned on. Auto-downing is a policy by which an unreachable node is assumed to be down, and removed from the network. If you do this, but the node is not actually down but just unreachable due to a network partition, both sides of the partition will decide that they're the surviving nodes and create their own singletons. So now you have two singletons. Which is, of course, not what you want from a singleton. But you should never use auto-downing outside of testing anyway. It's a terrible recovery strategy that was included for completeness and convenience in testing.
So I don't read that as recommending against using it. Just being clear about the expected pitfalls if you do use it, based on the nature of the structure.

How to handle the two signals depending on each other?

I read Deprecating the Observer Pattern with Scala.React and found reactive programming very interesting.
But there is a point I can't figure out: the author described the signals as the nodes in a DAG(Directed acyclic graph). Then what if you have two signals(or event sources, or models, w/e) depending on each other? i.e. the 'two-way binding', like a model and a view in web front-end programming.
Sometimes it's just inevitable because the user can change view, and the back-end(asynchronous request, for example) can change model, and you hope the other side to reflect the change immediately.
The loop dependencies in a reactive programming language can be handled with a variety of semantics. The one that appears to have been chosen in scala.React is that of synchronous reactive languages and specifically that of Esterel. You can have a good explanation of this semantics and its alternatives in the paper "The synchronous languages 12 years later" by Benveniste, A. ; Caspi, P. ; Edwards, S.A. ; Halbwachs, N. ; Le Guernic, P. ; de Simone, R. and available at http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=1173191&tag=1 or http://virtualhost.cs.columbia.edu/~sedwards/papers/benveniste2003synchronous.pdf.
Replying #Matt Carkci here, because a comment wouldn't suffice
In the paper section 7.1 Change Propagation you have
Our change propagation implementation uses a push-based approach based on a topologically ordered dependency graph. When a propagation turn starts, the propagator puts all nodes that have been invalidated since the last turn into a priority queue which is sorted according to the topological order, briefly level, of the nodes. The propagator dequeues the node on the lowest level and validates it, potentially changing its state and putting its dependent nodes, which are on greater levels, on the queue. The propagator repeats this step until the queue is empty, always keeping track of the current level, which becomes important for level mismatches below. For correctly ordered graphs, this process monotonically proceeds to greater levels, thus ensuring data consistency, i.e., the absence of glitches.
and later at section 7.6 Level Mismatch
We therefore need to prepare for an opaque node n to access another node that is on a higher topological level. Every node that is read from during n’s evaluation, first checks whether the current propagation level which is maintained by the propagator is greater than the node’s level. If it is, it proceed as usual, otherwise it throws a level mismatch exception containing a reference to itself, which is caught only in the main propagation loop. The propagator then hoists n by first changing its level to a level above the node which threw the exception, reinserting n into the propagation queue (since it’s level has changed) for later evaluation in the same turn and then transitively hoisting all of n’s dependents.
While there's no mention about any topological constraint (cyclic vs acyclic), something is not clear. (at least to me)
First arises the question of how is the topological order defined.
And then the implementation suggests that mutually dependent nodes would loop forever in the evaluation through the exception mechanism explained above.
What do you think?
After scanning the paper, I can't find where they mention that it must be acyclic. There's nothing stopping you from creating cyclic graphs in dataflow/reactive programming. Acyclic graphs only allow you to create Pipeline Dataflow (e.g. Unix command line pipes).
Feedback and cycles are a very powerful mechanism in dataflow. Without them you are restricted to the types of programs you can create. Take a look at Flow-Based Programming - Loop-Type Networks.
Edit after second post by pagoda_5b
One statement in the paper made me take notice...
For correctly ordered graphs, this process
monotonically proceeds to greater levels, thus ensuring data
consistency, i.e., the absence of glitches.
To me that says that loops are not allowed within the Scala.React framework. A cycle between two nodes would seem to cause the system to continually try to raise the level of both nodes forever.
But that doesn't mean that you have to encode the loops within their framework. It could be possible to have have one path from the item you want to observe and then another, separate, path back to the GUI.
To me, it always seems that too much emphasis is placed on a programming system completing and giving one answer. Loops make it difficult to determine when to terminate. Libraries that use the term "reactive" tend to subscribe to this thought process. But that is just a result of the Von Neumann architecture of computers... a focus of solving an equation and returning the answer. Libraries that shy away from loops seem to be worried about program termination.
Dataflow doesn't require a program to have one right answer or ever terminate. The answer is the answer at this moment of time due to the inputs at this moment. Feedback and loops are expected if not required. A dataflow system is basically just a big loop that constantly passes data between nodes. To terminate it, you just stop it.
Dataflow doesn't have to be so complicated. It is just a very different way to think about programming. I suggest you look at J. Paul Morison's book "Flow Based Programming" for a field tested version of dataflow or my book (once it's done).
Check your MVC knowledge. The view doesn't update the model, so it won't send signals to it. The controller updates the model. For a C/F converter, you would have two controllers (one for the F control, on for the C control). Both controllers would send signals to a single model (which stores the only real temperature, Kelvin, in a lossless format). The model sends signals to two separate views (one for C view, one for F view). No cycles.
Based on the answer from #pagoda_5b, I'd say that you are likely allowed to have cycles (7.6 should handle it, at the cost of performance) but you must guarantee that there is no infinite regress. For example, you could have the controllers also receive signals from the model, as long as you guaranteed that receipt of said signal never caused a signal to be sent back to the model.
I think the above is a good description, but it uses the word "signal" in a non-FRP style. "Signals" in the above are really messages. If the description in 7.1 is correct and complete, loops in the signal graph would always cause infinite regress as processing the dependents of a node would cause the node to be processed and vice-versa, ad inf.
As #Matt Carkci said, there are FRP frameworks that allow loops, at least to a limited extent. They will either not be push-based, use non-strictness in interesting ways, enforce monotonicity, or introduce "artificial" delays so that when the signal graph is expanded on the temporal dimension (turning it into a value graph) the cycles disappear.

Typed messages in akka

Akka framework recommends using typed actor only for interacting with external code. However, standard actors from akka are untyped. Is there any better way to create type safe actors? Are there some other actor frameworks or type safe wrappers around akka?
If you really want actors with static typing, then you might as well go ahead and use typed actors throughout your code. This is strongly discouraged for a couple of reasons.
1.) You run the risk of your system degenerating into a bunch of RPCs. An actor's receive method makes it pretty obvious that the whole thing is about message passing, much less so if you're just calling methods on a typed actor.
2.) An actor just really doesn't have a type. While it's running, the messages an actor is able to process may change depending on what state is in, as may what it does with those messages. This is an excellent way of modeling a lot of protocols, and Akka actors have first class support for it with FSMs.
So if you really want to do it, you're free to used typed actors everywhere and it'll work, but you should really think hard about the problem you're trying to solve before doing so.
For compile time checking see SynapseGrid framework. It defines a SystemBuilder that constructs the DataFlow topology. While constructing it is guaranteed that types that pass by are checked. Then the resulting system is converted to RuntimeSystem with nested and properly interconnected actors.
Why is this a problem for you? akka.actor.Actor has the receive method of type PartialFunction that will only be called for messages that it can handle. Why do you need compile time checks? But to answer your question: one way would be - for an external api - to build a wrapper around your ActorRef that then sends the messages to the actor.
Things are going quite fast, I thought about giving an update
1. Typed actors are deprecated
2. Instead a new concept of Akka Typed is being devloped at the momemnt
As I understood this should be the definitive solution to an typed actor system. But since this is at least the third try and planned earliest for Akka 2.4, this claim remains to be proven.
I personally do look forward to have both systems available: the existing one for more dynamic use cases, the new one for more robust ones

Akka framework (Scala) - Agents to store large complex state

I recently discovered the akka framework and felt it was a good match for one of my projects. I must say I'm very impressed with it so far.
In my project, I need to have 1M+ entities receive state updates a very fast rate. Naturally, akka actors seem to be the first choice. I do however wonder if I'm not better off using agents to store the state updates (so far, my actors only have two messages - one for updating the state and the other for reading it -- and I don't believe that will ever change).
Looking at the few examples for agents, I get the feeling that they are not meant to store large complex state. Am I wrong?
In short, I would like to store something like:
case class AgentState(val list1 : List[Int], val list2 : List[Int], val peers : List[Agent])
Obviously, updating the state becomes less pretty than in toy examples where you use integers ;)
Does it make sense then to have an Agent? How would you go about doing this?
Thanks for your answers!
-LP
Akka Agents are backed by Actors, so it only makes sense if you want to have concurrent readers and serial writers.

Recreate a graph that change in time

I have an entity in my domain that represent a city electrical network. Actually my model is an entity with a List that contains breakers, transformers, lines.
The network change every time a breaker is opened/closed, user can change connections etc...
In all examples of CQRS the EventStore is queried with Version and aggregateId.
Do you think I have to implement events only for the "network" aggregate or also for every "Connectable" item?
In this case when I have to replay all events to get the "actual" status (based on a date) I can have near 10000-20000 events to process.
An Event modify one property or I need an Event that modify an object (containing all properties of the object)?
Theres always an exception to the rule but I think you need to have an event for every command handled in your domain. You can get around the problem of processing so many events by making use of Snapshots.
http://thinkbeforecoding.com/post/2010/02/25/Event-Sourcing-and-CQRS-Snapshots
I assume you mean currently your "connectable items" are part of the "network" aggregate and you are asking if they should be their own aggregate? That really depends on the nature of your system and problem and is more of a DDD issue than simple a CQRS one. However if the nature of your changes is typically to operate on the items independently of one another then then should probably be aggregate roots themselves. Regardless in order to answer that question we would need to know much more about the system you are modeling.
As for the challenge of replaying thousands of events, you certainly do not have to replay all your events for each command. Sure snapshotting is an option, but even better is caching the aggregate root objects in memory after they are first loaded to ensure that you do not have to source from events with each command (unless the system crashes, in which case you can rely on snapshots for quicker recovery though you may not need them with caching since you only pay the penalty of loading once).
Now if you are distributing this system across multiple hosts or threads there are some other issues to consider but I think that discussion is best left for another question or the forums.
Finally you asked (I think) can an event modify more than one property of the state of an object? Yes if that is what makes sense based on what that event represents. The idea of an event is simply that it represents a state change in the aggregate, however these events should also represent concepts that make sense to the business.
I hope that helps.