Actors

March’s concurrency model is built on actors and tasks. Actors are isolated processes that communicate exclusively through message passing: no shared mutable state. Tasks are lightweight one-off computations that run concurrently and return a value. Both run whether you use the interpreter or compile to a native binary.

Most of what’s on this page (spawning, sending, receiving, checking liveness, killing, and request-reply built on plain send) behaves identically either way. Only a few newer conveniences diverge on the compiled backend: capability-based messaging (get_cap/send_checked), reading a supervised actor’s state from outside (get_actor_field/pid_of_int), and Actor.call’s return value. Those are the compiled-backend gaps; each is called out where it matters below, and all three are collected in one place in the Builtins Reference table. Where a gap affects a pattern you need compiled, the portable alternative is given right there (for synchronous calls, see Request-Reply That Works Compiled).


Defining an Actor

An actor declaration has three parts:

  • state { ... }: the state record type
  • init { ... }: the initial state value
  • on Msg(...) do ... end: message handlers, each returning the new state
actor Counter do
  state { value : Int }
  init  { value: 0 }

  on Increment(n : Int) do
    { state with value: state.value + n }
  end

  on Decrement(n : Int) do
    { state with value: state.value - n }
  end

  on Reset() do
    { state with value: 0 }
  end
end

Inside a handler, state refers to the current state record. Each handler must return the new state (same type as state); the compiler checks that init produces the declared state record and that every handler body returns that same type.


Spawning Actors

spawn creates a new actor and returns its process identifier (Pid):

fn main() do
  let counter = spawn(Counter)
  -- counter : Pid
end

spawn(Name) requires a literal actor name written directly; a computed actor expression (from an if, match, or function call) is rejected at compile time, because March resolves which actor to spawn statically from its name.


Sending Messages

send delivers a message to an actor asynchronously:

send(counter, Increment(10))
send(counter, Increment(5))
send(counter, Reset())

The message is the constructor applied to its arguments. The actor handles it according to its on clause.

Message names share one flat global constructor namespace. A handler on Msg(…) registers Msg as an ordinary constructor; there is no per-actor message namespace. So a message name that collides with a constructor another type (including a stdlib type) already declares is ambiguous: writing send(counter, Ping(…)) when the stdlib also declares a Ping constructor is rejected (Constructor \Ping` is defined by multiple types … Use a qualified form to disambiguate). Pick message names unlikely to collide (e.g. Increment, Poke`), or qualify.

send returns Some(()) if the actor is alive, or None if the actor is dead (interpreted; the compiled backend currently returns Some even for a dead pid, a known divergence):

match send(counter, Increment(1)) do
  Some(_) -> println("message delivered")
  None    -> println("actor is dead")
end

Receiving Messages Inside a Handler

receive() blocks until the next message arrives in the actor’s mailbox. Use it when a handler needs to wait for a sub-message before continuing:

Every message you send (including the follow-up a handler receive()s) must be a declared handler message: the Followup message below is a valid constructor only because the actor declares an on Followup(n) handler. (A message name with no matching handler is not a registered constructor and is rejected at compile time.)

actor Dispatcher do
  state { got : Int }
  init  { got: 0 }

  on Dispatch() do
    -- wait for the follow-up message already queued behind this one
    let follow = receive()
    match follow do
      Followup(n) -> { got: n }
      _           -> state
    end
  end

  on Followup(n : Int) do
    { got: n }
  end
end

fn main() do
  let pid = spawn(Dispatcher)
  send(pid, Dispatch())
  send(pid, Followup(99))   -- queued before Dispatch() is dispatched
  run_until_idle()
end

Blocking semantics: If the mailbox is empty when receive() is called, the actor parks and resumes automatically once a message is delivered. run_until_idle() returns as soon as all actors are either idle or waiting: no deadlock.

Once-per-handler limitation: only the first receive() in a handler body is safe to block on: if a handler calls receive() twice and the second one blocks (empty mailbox), the message the first receive() already popped is lost. A handler needing multiple messages should recurse, with each receive() the first operation in its own handler body. The example above receive()s exactly once, on an already-queued message, so it doesn’t trip this limitation.

Messages are always delivered in FIFO order, so receive() pops the oldest queued message.


Stash and Become: multi-step protocols without selective receive

receive() always pops the oldest message, and only the first receive() in a handler may block, so there is no way to say “wait for this particular message next” (Erlang’s selective receive). What an actor does have is its own state, and that is enough for the two jobs selective receive is used for, the same way Akka’s stash/become cover them:

  • become: a mode field that the handlers dispatch on;
  • stash: a list in state holding the work that cannot be served yet, replayed through the same serving code when the mode changes.

A session that must be told it is connected before it may serve queries:

type Mode = Connecting | Ready

actor Session do
  state { mode : Mode, stash : List(String), served : String }
  init  { mode: Connecting, stash: Nil, served: "" }

  on Query(q : String) do
    match state.mode do
      Ready      -> serve(state, q)
      Connecting -> { state with stash: Cons(q, state.stash) }   -- stash it
    end
  end

  on Connected() do
    -- become Ready, then unstash: the stash is newest-first, so reverse it
    -- and push each stashed query through the same serving code.
    let ready = { state with mode: Ready, stash: Nil }
    List.fold_left(List.reverse(state.stash), ready, fn (st, q) -> serve(st, q))
  end
end

fn serve(st, q) do
  { mode: st.mode, stash: st.stash, served: st.served ++ q ++ ";" }
end

Sending Query("a"), Query("b"), Connected(), Query("c") serves a;b;c;: the stash drains in arrival order before anything queued behind the transition is looked at. Draining inline is what gives that order. The other unstash shape, re-sending each stashed message to self(), is simpler when the stashed thing really is a whole message, but a re-sent message lands behind whatever is already queued, so here it would serve c;a;b;. Pick by whether arrival order matters to the protocol.

The full example is test/native/actor_stash_become.march, run on both backends.


Checking if an Actor is Alive

let alive = is_alive(counter)
println("alive: " ++ bool_to_string(alive))

Stopping an Actor

kill(counter)

After kill, is_alive(counter) returns false and further sends return None (interpreted; see the dead-send note above).

Monitoring Actor Death

monitor(watcher, target) delivers a control-plane Down(ref, target_pid, reason) message to watcher when target terminates. The local reasons are Normal, Killed, and Crash(message). Match the three fields in a handler rather than treating a monitor as a count of dead actors:

actor Watcher do
  state { seen : Int }
  init  { seen: 0 }

  on CheckDown() do
    match receive() do
      Down(_, target, Normal) ->
        println("stopped " ++ to_string(target))
        state
      Down(_, target, Killed) ->
        println("killed " ++ to_string(target))
        state
      Down(_, _, Crash(error)) ->
        println("crashed " ++ error)
        state
      _ ->
        println("unexpected monitor message")
        state
    end
  end
end

Monitor Down messages are control-plane delivery: they bypass the target watcher’s mailbox limit, so a full bounded mailbox cannot lose the death notification. Local monitoring has the same payload and reason vocabulary on the interpreted and compiled backends; the distributed monitor protocol uses the same Down(ref, target_pid, reason) shape (and additionally has NodeDown).

March’s fault model is monitors plus supervisors, not BEAM’s links and exit signals. A monitor is one-directional and observational: the watcher receives Down(ref, pid, reason) where the reason is Normal, Killed, or Crash(msg), and determines for itself what to do. Failure propagates downward through supervision trees, never sideways between actor peers.

This is the same choice Akka made in dropping links for DeathWatch plus supervision strategies. A reason-carrying Down gives a watcher everything a link’s exit signal would have told it, without the bidirectional coupling, and without needing a trap_exit escape hatch to make that coupling survivable.

One asymmetric edge remains: task_spawn_link links a plain task to an actor, and if the task’s thunk raises, the linked actor is crashed: a task-to-actor propagation path, not an actor-to-actor one. It is a narrower primitive than a BEAM link (a task cannot itself be linked to or crashed by anything), so it doesn’t reopen the sideways-coupling problem this section argues against.


Named Actors

A Pid is not stable. When a supervisor restarts a crashed child, the replacement gets a new Pid, and everyone still holding the old one is talking to a corpse. The named registry hands out a stable string name instead:

mod Main do
  needs IO.Console

  actor Counter do
    state { n : Int }
    init  { n: 0 }
    on Bump() do { n: state.n + 1 } end
  end

  fn main(_c : Cap(IO.Console)) do
    let pid = spawn(Counter)
    println("registered: " ++ bool_to_string(Actor.register(pid, "counter")))
    println("names: " ++ int_to_string(List.length(Actor.registered())))

    -- Resolve the name once, then reuse the Pid for the whole burst.
    match Actor.whereis("counter") do
      None -> println("counter is unavailable right now — retry")
      Some(here) ->
        let _ = send(here, Bump())
        let _ = send(here, Bump())
        println("sent")
    end

    println("unregistered: " ++ bool_to_string(Actor.unregister("counter")))
  end
end
Function Returns Description
Actor.register(pid, name) Bool Bind name to pid. false if pid is already dead, or if name is currently held by a live actor.
Actor.unregister(name) Bool Release the name. false if it was not registered.
Actor.whereis(name) Option(Pid) The actor currently holding name.
Actor.registered() List(String) Every name currently bound; order unspecified.

A name is released automatically when its actor dies, so a name never resolves to a dead Pid and you do not have to unregister from a crash path.

whereis returns an Option because a name can be momentarily unresolvable. While a supervised child is being respawned (in particular while it waits out its restart backoff) the old actor is gone and its replacement does not exist yet. None there is the accurate signal that the service is mid-restart, not that the name was never registered; retry rather than treating it as a permanent error.

Names survive supervisor restarts, on both backends: the crashing child’s names are brought forward and re-established on its replacement, so a holder outside the supervision tree keeps reaching whichever incarnation is current without at any point learning the new Pid. Hold names, not Pids, across a restart boundary. This includes a live sibling killed by a one_for_all / rest_for_one batch restart, not only the child that actually crashed. If a different live actor claims the name during the restart window, the carried-forward registration is dropped for that name rather than stolen back. Unsupervised actors are unaffected; their names are simply dropped on death.

On a hot path, resolve a name once and cache the Pid instead of calling whereis per message. Concurrent lookups of the same name all bump the refcount on the one stored value, and that contention, not the registry’s table lock, is what bounds same-name resolution; send itself takes no registry lock. Re-resolve when a send fails or a monitor fires, not on every message.


Capability-Based Messaging

For supervision-safe message delivery, use capabilities (Cap). A capability encodes the actor’s identity and current epoch: it becomes stale (and is rejected) if the actor restarts:

-- Obtain a capability for a live actor
match get_cap(pid) do
  None      -> println("actor is dead")
  Some(cap) ->
    -- send_checked validates the epoch before delivering
    match send_checked(cap, Increment(1)) do
      :ok    -> println("delivered")
      _      -> println("actor dead or cap stale")   -- :error or, compiled, a garbage atom
    end
end

Use capabilities when you hold a reference across an actor restart boundary and need to know whether the message was delivered to the current incarnation of the actor. Under a supervisor, a restarted actor gets a fresh epoch, invalidating caps from before the restart.

Interpreter-only, today. Capability validation (get_cap, send_checked) only works correctly under the interpreter; in a compiled binary send_checked doesn’t validate the epoch at all and returns a value that matches neither :ok nor :error (hence the _ catch-all above). revoke_cap and is_cap_valid aren’t callable yet on either backend. If you need behavior that’s reliable compiled, use plain send/is_alive instead.


Request-Reply That Works Compiled

Actor.call (below) now works correctly on both backends; its return value bug was fixed 2026-07-22. This lower-level pattern (pass a reply address and get the answer back as an ordinary message) is still worth knowing: it’s built entirely from send, which behaves identically interpreted and compiled, and it’s the right choice when a handler needs to reply to more than one caller or reply asynchronously outside the call/timeout protocol.

The requester includes its own Pid (from self()) in the message; the handler replies with a plain send to that address:

on Ask(question : String, reply_to) do
  send(reply_to, Answer(compute_answer(question)))
  state
end

The caller (itself an actor, or the top-level process) handles the Answer(...) reply in its own on clause (this is the same reply-address idea as self()). Actor.call (below) covers the common single-request/single-reply case on both backends; reach for this pattern instead when you need more flexibility than a one-shot call.


Synchronous Request-Reply via Actor.call

The Actor module provides a synchronous call pattern. You pass a zero-arg sentinel constructor as the call message; its tag selects which handler receives the call, and the runtime injects the caller (the reply channel) as that handler’s first argument. The handler answers with Actor.reply:

type GetReq = GetReq          -- zero-arg sentinel for the sync call

actor Counter do
  state { count : Int }
  init  { count: 0 }

  -- First handler (tag 0) = the call handler; reply_to is the caller.
  on GetCount(reply_to) do
    Actor.reply(reply_to, state.count)
    state
  end

  on Inc(n : Int) do
    { state with count: state.count + n }
  end
end

fn main() do
  let pid = spawn(Counter)
  Actor.cast(pid, Inc(1))
  run_until_idle()
  match Actor.call(pid, GetReq, 5000) do
    Ok(n)  -> println("count = " ++ int_to_string(n))
    Err(e) -> println("error: " ++ e)
  end
end

This program prints count = 1 on both backends. Actor.call(pid, sentinel, timeout_ms) reads the tag from the zero-arg sentinel, builds an augmented message (same tag, with the caller in field 0), and routes it to the handler at that tag. That handler receives the caller as its first argument and must call Actor.reply(reply_to, result) to unblock the caller. Actor.call returns Ok(result), or Err(reason) if no reply arrives before timeout_ms (a value <= 0 means wait indefinitely).

Two consequences of the tag-selects-the-handler rule:

  • The call handler must be declared FIRST in the actor, so it sits at tag 0: the sentinel GetReq has tag 0, and that is the handler the call routes to.
  • The sentinel must have a name distinct from the handler (GetReq vs GetCount) to avoid a constructor-name clash.

There is no Call wrapper constructor, and the call handler takes exactly one argument (the reply channel).

Timeout and correlation semantics (compiled). timeout_ms is enforced via a deadline-bounded park; the caller’s green thread parks on the scheduler rather than busy-polling, and wakes either on reply delivery or at the deadline. Every reply is wrapped with the correlation id issued for that specific call; a reply that arrives after its call has already timed out (or that belongs to some earlier call) is detected by its stale correlation id and dropped instead of being passed back as the answer to an unrelated later call. timeout_ms <= 0 waits indefinitely.

Actor.cast(pid, msg) is fire-and-forget: equivalent to send but goes through the Actor module.


A Complete Actor Example

mod ActorDemo do
  needs IO.Console

  actor Counter do
    state { value : Int }
    init  { value: 0 }

    on Increment(n : Int) do
      { state with value: state.value + n }
    end

    on Poke(label : String) do
      println("[Counter] poke from " ++ label
              ++ ", value = " ++ int_to_string(state.value))
      state
    end
  end

  actor Logger do
    state { count : Int }
    init  { count: 0 }

    on Log(msg : String) do
      let n = state.count + 1
      println("[LOG #" ++ int_to_string(n) ++ "] " ++ msg)
      { state with count: n }
    end
  end

  fn main() do
    let counter = spawn(Counter)
    let logger  = spawn(Logger)

    send(counter, Increment(10))
    send(logger,  Log("counter incremented by 10"))
    send(counter, Increment(5))
    send(counter, Poke("main"))

    kill(logger)
    println("logger alive: " ++ bool_to_string(is_alive(logger)))

    match send(logger, Log("dropped")) do
      None    -> println("message dropped — actor is dead")
      Some(_) -> ()
    end

    send(counter, Poke("after kill"))
    run_until_idle()
  end

end

(This example uses the message name Poke rather than Ping: Ping collides with a stdlib constructor in the flat global namespace; see the note under Sending Messages. It prints logger alive: false, message dropped — actor is dead, then [Counter] poke from main, value = 15 and [Counter] poke from after kill, value = 15; the same on both backends, since it only uses plain send/kill/is_alive.)


Actor State with Records

Complex state uses record types. Functional update with { state with field: new_value } is the canonical way to update state:

actor WebServer do
  state {
    request_count : Int,
    error_count   : Int,
    last_path     : String
  }
  init {
    request_count: 0,
    error_count:   0,
    last_path:     ""
  }

  on Req(path : String, status : Int) do
    let rc = state.request_count + 1
    let ec = if status >= 400 do state.error_count + 1 else state.error_count end
    { state with
        request_count: rc,
        error_count:   ec,
        last_path:     path }
  end

  on Stats() do
    println("requests: " ++ int_to_string(state.request_count))
    println("errors: "   ++ int_to_string(state.error_count))
    state
  end
end

(This example uses the message name Req rather than Request: Request collides with the stdlib Http.Request constructor in the flat global namespace; see the note under Sending Messages.)


Tasks: Lightweight Concurrent Computations

Tasks are a simpler alternative to actors when you just need to run a function concurrently and collect its result. Use the Task module:

-- Spawn a task and await its result
let t = Task.async(fn () -> expensive_computation())
let result = Task.await(t)   -- Ok(value) or Err(reason)

-- Parallel map
let results = Task.async_stream([1, 2, 3], fn n -> n * n)
-- [Ok(1), Ok(4), Ok(9)]

-- Await multiple tasks
let t1 = Task.async(fn () -> fetch_user(1))
let t2 = Task.async(fn () -> fetch_user(2))
let [r1, r2] = Task.await_many([t1, t2])

-- Unwrap directly (panics on error)
let value = Task.await!(t)

Tasks run on the same green-thread pool as actors, spread automatically across OS threads. Spawning 250,000+ tasks is routine.

See the Task module docs for the full API including Task.race, Task.any, Task.scope, and Task.all_settled.

To run a transformation over a whole collection in parallel without wiring up tasks by hand, use the data-parallel List operations (pmap, pmap_n, pfilter, preduce); see Parallel Collections.


Running Until Idle

In scripts and tests, run_until_idle() processes all pending actor messages before continuing:

fn main() do
  let counter = spawn(Counter)
  send(counter, Increment(1))
  send(counter, Increment(2))
  send(counter, Increment(3))
  run_until_idle()
  -- All three messages are processed here
  send(counter, Poke("done"))
  run_until_idle()
end

In long-running applications, the scheduler runs automatically; you do not call run_until_idle(). It exists for scripts and tests, where you want a deterministic point at which every actor mailbox has been drained.


Actor Identity: self()

Inside a handler, self() returns the current actor’s Pid. Useful for passing yourself as a reply address:

on Request(question : String, caller) do
  let answer = compute_answer(question)
  send(caller, Answer(answer, self()))
  state
end

One gotcha: a bare Pid annotation with no type parameter can resolve against an unrelated GlobalPid.Pid record type that happens to share the same bare name, rather than the actor Pid(a) that spawn/self() actually produce. Leaving caller and reply payloads unannotated, as in the example above, sidesteps this.


App Entry Point

For long-running applications, use app instead of (or alongside) main:

mod MyService do
  actor Worker do
    state { count : Int }
    init  { count: 0 }
    on Tick() do { state with count: state.count + 1 } end
  end

  app MyService do
    Supervisor.spec(:one_for_one, [worker(Worker)])
  end
end

How this relates to the supervise block. These are two spellings of the same idea. The supervise do strategy one_for_one … Child field end block you put inside an ordinary actor (see Supervision Trees) declares that actor’s supervised children with a small DSL. An app body instead evaluates to a Supervisor.Spec value: Supervisor.spec(:one_for_one, [worker(Worker), …]) is the value-level counterpart of that block, and it defines the application’s single top-level supervisor. Note the two surfaces spell the strategy differently: a bare one_for_one in the supervise block versus the atom :one_for_one passed to Supervisor.spec. Reach for supervise to give an actor children; reach for app to declare the root of a long-running application. See Supervision Trees for the full tutorial.

Reading a supervised child’s state is interpreter-only, today. Restart itself (one_for_one etc.) is correct on both backends. But the only way to reach a supervised child from outside (get_actor_field(sup, …) + pid_of_int(…)) crashes in a compiled binary, which also skips running a child’s init at spawn(Sup). Supervised-actor programs run correctly under the interpreter; treat compiled supervision as not-yet-observable from outside the tree.


Choosing a concurrency primitive

March gives you several concurrency tools, and they all run on the same green-thread scheduler; the choice is about shape of problem, not about performance tiers. One mental model to keep them straight:

Actors = identity + state + mailbox. Tasks = structured fork/join. Flow = bounded streaming. pmap = data-parallel collections. Session channels = a typed two-party conversation.

Pick by what you need:

If you need… Reach for Why
A long-lived stateful entity many parties talk to (counter, connection, cache) actor (spawn / send) Identity + private state + a mailbox; persists across messages and restarts
To fan out independent work and collect all the results Task.async + Task.await_many Structured fork/join; you await every task
The first result and want to cancel the losers Task.race / Task.any Returns as soon as one finishes (any = first success; race = first to settle)
Fork tasks that are guaranteed to be cleaned up when the block exits Task.scope Structured concurrency: no task outlives its scope
To transform a whole list across cores, identical result to map List.pmap / pmap_n Data-parallel; pmap_n bounds concurrency for expensive items
A multi-stage stream where one stage can fall behind a fast producer Flow Backpressure: the consumer’s demand caps how far the producer runs ahead
A strict two-party protocol with a message order the compiler should enforce session channels (Chan.*) Linear, typed conversation; wrong-order/use-after-close are compile errors
Raw, un-managed green-thread spawn (you handle joining yourself) task_spawn The low-level primitive Task.* is built on; prefer Task.*

Rules of thumb:

  • Default to Task.async / await_many for “do these N things concurrently, give me the answers.” It’s the simplest structured option.
  • Default to an actor the moment there’s mutable state with an identity: something that several callers update over time.
  • Choose Flow over an unbounded Task.async_stream when a fast producer could overwhelm a slow downstream stage and pile up in-flight work. See Flow & Backpressure.
  • Choose pmap over hand-wired tasks when the input is a list, items are independent, and you want the order-preserving, threshold-managed convenience. See Parallel Collections.
  • Choose session channels over a bare actor when two parties run a fixed protocol and ordering correctness matters. See Session Types.

Mailbox Limits and Backpressure

By default an actor’s mailbox is unbounded; a producer that outruns its consumer grows the mailbox without limit. Actor.set_queue_limit(pid, limit, policy) bounds it:

Actor.set_queue_limit(pid, 1000, 3)   -- cap at 1000, block_sender policy

Or declare the bound with the actor, so every spawn gets it and no caller has to remember the call:

actor Worker do
  state { n : Int }
  init  { n: 0 }
  mailbox 1000 drop_old        -- after init, before any supervise block
  on Work() do ... end
end

mailbox N policy takes the policy by name — drop_new, drop_old or block_sender — and lowers to Actor.set_queue_limit(pid, N, policy) right after each spawn(Worker). block_sender is compiled-only there too: under the interpreter the spawn fails with the same message the call does.

policy is one of:

Value Policy Behavior when the mailbox is full
0 unbounded (default) never rejects
1 drop_new the incoming message is discarded
2 drop_old the oldest queued message is evicted to make room
3 block_sender the sender parks until space frees up (compiled backend only; the interpreter refuses it at the call rather than silently running unbounded)

Dropped messages (policies 1/2) are counted in Scheduler.dropped_messages(). The interpreter’s single-threaded eager scheduler cannot park a sender without deadlocking, so it treats policy 3 the same as 0 (unbounded).

Under a drop policy, a dropped Actor.call request or its reply is impossible to tell from a lost reply at the caller; both surface as a timeout Err from Actor.call. Callers that rely on Actor.call against a bounded actor should prefer the block_sender policy (3) instead, so no request or reply is silently dropped at any point.


Scheduler Observability

The Scheduler module exposes runtime counters for load-shedding decisions: a supervisor or ingress actor can poll them to decide when to shed:

if Scheduler.live_procs() > 10000 do
  println("shedding: too many live actors")
else
  dispatch_work()
end
Function Returns Description
Scheduler.live_procs() Int Green-thread processes currently alive (actors + tasks + main)
Scheduler.total_spawned() Int Processes spawned over the whole program lifetime
Scheduler.runq_depth() Int Cross-thread global run-queue depth (instantaneous)
Scheduler.dropped_messages() Int Messages dropped by bounded-mailbox overflow policies
Scheduler.stat(i) Int Raw stat by index (0=live procs, 1=total spawned, 2=runq depth, 3=stack-alloc failures, 4=dropped messages, 5=stacks recycled, 6=pending timers; unknown index reads 0)
Actor.top_by_mailbox(n) List((Pid, Int)) The n deepest mailboxes right now, deepest first, as (pid, depth) pairs
Actor.over_mailbox(t) List((Pid, Int)) Every actor whose mailbox is deeper than t, in spawn order: the growing-mailbox alarm, polled

The interpreted backend reports the subset that’s meaningful without the C scheduler (live actor count); everything else reads 0 on both backends rather than erroring.

Scheduler answers “is the system behind?”. “Which actor is behind?” is Actor.top_by_mailbox(n) and Actor.over_mailbox(threshold), built on Actor.list() and mailbox_size: both are snapshots (an actor can die or drain between the walk and your reaction) and cost one pass over every live actor, so poll them from a timer, not a hot path. There is no push-style alarm that fires when a queue crosses a threshold, and no per-actor state inspection or tracing; see specs/todos/2026-08-12-per-actor-introspection-and-alarms.md.


Builtins Reference

Backends: both = works the same interpreted and compiled; interpreter-only = correct under the interpreter, but broken or unreliable compiled today.

Builtin Signature Backends Description
spawn(Actor) → Pid both Start a new actor (literal actor name only)
send(pid, msg) → Option(()) both (live actors) Send a message; None if actor is dead interpreted; compiled returns Some for a dead pid
receive() → Msg both Pop the next mailbox message (only the first receive() per handler may block)
kill(pid) → () both Stop an actor
is_alive(pid) → Bool both Check if actor is running
monitor(watcher, target) → Int both Deliver Down(ref, target_pid, reason) on target exit; local reasons are Normal, Killed, and Crash(String)
self() → Pid both Current actor’s Pid
run_until_idle() → () both Drain the scheduler to a fixed point (interpreter / tests)
get_cap(pid) → Option(Cap(Msg)) interpreter-only Obtain an epoch-tagged capability
send_checked(cap, msg) → :ok \| :error interpreter-only Epoch-validated send; compiled, returns a value that matches neither arm
pid_of_int(n) → Pid interpreter-only Convert Int to Pid; crashes compiled
pid_to_int(pid) → Int both The inverse: a Pid’s spawn index, the N in its Pid(N) display (what GlobalPid.make takes for a local actor)
get_actor_field(pid, name) → Option(a) interpreter-only Read an actor’s state field from outside; crashes compiled
task_spawn(fn) → Task(a) both Spawn a green-thread task (use Task.async instead)
task_await(t) → Result(a, String) both Await a task (use Task.await instead)
Actor.set_queue_limit(pid, limit, policy) → () both (policy 3 is compiled-only; interpreted treats it as unbounded) Bound an actor’s mailbox; see Mailbox Limits and Backpressure
Actor.send_after(pid, msg, delay_ms) → TimerRef both Schedule msg for delivery to pid after delay_ms. Built on the same timer heap that backs Actor.call’s timeout and supervisor restart backoff. A pending timer does not keep run_until_idle() waiting.
Actor.cancel_timer(ref) → () both Cancel a pending send_after timer. Safe to call at any time, including after the timer already fired or was already cancelled (both are no-ops).

Next Steps

The concurrency and distribution docs form a journey: actors are the foundation; each step below builds on them:

  • Supervision Trees: fault-tolerant hierarchies with automatic restart, ending in a capstone crash-tolerant job processor.
  • Parallel Collections: pmap / pmap_n for data-parallel work on the same scheduler.
  • Flow & Backpressure: bounded streaming pipelines when a fast producer outruns a slow consumer.
  • Overload & Resilience: the practical guide to mailbox limits, load shedding, deadlines, and restart backoff working together.
  • Session Types: typed two-party protocols with a message order the compiler enforces.
  • Clustering & RPC: take a supervised actor app from one node to a cluster with cross-node calls.
  • Hot Code Reload: deploy new code to a running server without restarting; actors migrate their state on the fly.
  • Linear Types: how linear types interact with message passing.
  • Task stdlib: full Task API reference.