I don't know Erlang, but I have built production-level software using Scala/Java and Akka. Thus, I am aware of the clean separation of processing responsibilities that Actors can bring about. Because I am a newbie in Rust, I am trying learn ways of building Actor-based systems in Rust. I cannot say that I have understood everything that you have shared in here, but certainly this presentation helps me to build the mental model of how an ActorSystem in Rust is expected to work. Thank you! I will be keen to know more on this topic, if you share links etc.
That’s how I feel! I love the actor model and am trying to adopt it in other places and I’ve always been enamored with rust and understood there ARE lifetimes but I’ve never heard an explanation that helps them make sense. This does. Thanks Alice!
@@someonlinevideos This video and her associated blogpost single handedly taught me how to structure and build larger Rust applications. I am eternally grateful.
Great talk - thank you. How would you or anyone else recommend managing JoinHandles in this design pattern? Specifically for task management, so that a parent task can, for example, wait for one (or all) of its spawned child Actors to complete. Note that a JoinHandle is *not* Clone, so it can't be stored in the ActorHandle struct as we want to be able to freely clone these as we pass them around.
Coming from go and with a basic idea of rust, this comes timely for me, thanks you so much for your video, your blog and your work in OSS with tokio, Alice. Keep going!
Great talk! we need more rust content from Alice. I was looking into Microsoft Orleans (mainly for the Actor aspect) and was looking for equivalent things in rust. Looks like it's tons more fun to just roll it yourself with tokio.
I don't know Erlang, but I have built production-level software using Scala/Java and Akka. Thus, I am aware of the clean separation of processing responsibilities that Actors can bring about. Because I am a newbie in Rust, I am trying learn ways of building Actor-based systems in Rust. I cannot say that I have understood everything that you have shared in here, but certainly this presentation helps me to build the mental model of how an ActorSystem in Rust is expected to work. Thank you! I will be keen to know more on this topic, if you share links etc.
Unexpectedly, the best explanation of lifetimes that I've ever heard 😅. Great talk!
That’s how I feel! I love the actor model and am trying to adopt it in other places and I’ve always been enamored with rust and understood there ARE lifetimes but I’ve never heard an explanation that helps them make sense. This does. Thanks Alice!
@@someonlinevideos This video and her associated blogpost single handedly taught me how to structure and build larger Rust applications. I am eternally grateful.
HELL YEAH ALICE, YOU ROCK!!
Great talk - thank you. How would you or anyone else recommend managing JoinHandles in this design pattern? Specifically for task management, so that a parent task can, for example, wait for one (or all) of its spawned child Actors to complete.
Note that a JoinHandle is *not* Clone, so it can't be stored in the ActorHandle struct as we want to be able to freely clone these as we pass them around.
This was a really awesome talk! Seeing the actor implementation I had a new lightbulb moment every slide
Coming from go and with a basic idea of rust, this comes timely for me, thanks you so much for your video, your blog and your work in OSS with tokio, Alice. Keep going!
Great talk! we need more rust content from Alice. I was looking into Microsoft Orleans (mainly for the Actor aspect) and was looking for equivalent things in rust. Looks like it's tons more fun to just roll it yourself with tokio.
Very cool! I didn't know about tokio:select!, that seems very useful
This was very insightful and clear
would love more content from alice!!! this was a very insightful talk
thank you 🎉❤