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Chapter 1: Introduction

The Problem Space

Modern ML training at scale faces critical challenges:

GPU Failure Rates

  • 0.1% GPU failure rate → 10% throughput loss with TP64
  • Mean Time Between Failures (MTBF): 26-56 hours for large clusters
  • Recovery requires full job restart, losing hours of progress

Current Solutions Fall Short

  • Checkpointing: 30-40 minute overhead, still loses recent work
  • Redundancy: Expensive, doesn't handle software failures
  • Static allocation: Can't adapt to changing resources

The BEAM Inspiration

The Erlang/BEAM runtime achieves 99.999% uptime through:

Actor Model

  • Lightweight processes with isolated state
  • Message passing only communication
  • No shared memory, no locks

Preemptive Scheduling

  • Reduction-based fair scheduling
  • No process monopolizes the system
  • Predictable latency

Supervision Trees

  • "Let it crash" philosophy
  • Automatic restart strategies
  • Hierarchical failure isolation

Hot Code Swapping

  • Update running systems
  • Zero downtime deployments
  • Gradual rollout

zbmd Vision

Apply BEAM's proven principles to GPU/ML workloads:

Actors for Everything

pub const MLActor = union(enum) {
    tensor: TensorActor,        // Data containers
    operator: OperatorActor,    // Computations
    layer: LayerActor,          // Model components
    optimizer: OptimizerActor,  // Training logic
    supervisor: SupervisorActor,// Fault handling
};

GPU Kernels as Actors

  • Each CUDA kernel is a supervised actor
  • Automatic retry on failure
  • Migration to healthy GPUs

Distributed by Default

  • Transparent multi-node operation
  • Automatic work distribution
  • Elastic scaling

Design Principles

1. Safety First (Tiger Style)

  • No undefined behavior
  • Fixed memory limits
  • Bounded operations
  • Fail fast with recovery

2. Zero-Cost Abstractions

  • Comptime dispatch for backends
  • No runtime overhead
  • Direct GPU memory access

3. Test-Driven Development

  • Tests alongside implementation
  • Property-based testing
  • Fault injection testing

4. Domain-Driven Design

  • Clear bounded contexts
  • Actor boundaries match domains
  • Message contracts as APIs

Non-Goals

zbmd is NOT:

  • A Python wrapper (pure Zig)
  • A general actor framework (ML-focused)
  • A distributed database (though it could be)
  • A web framework (compute only)

Success Metrics

Performance

  • < 1% overhead vs native CUDA
  • Linear scaling to 10,000 GPUs
  • Sub-millisecond failure detection

Reliability

  • 99.999% uptime for training
  • Zero data loss on failures
  • Automatic recovery < 1 second

Usability

  • Single binary deployment
  • Zero configuration defaults
  • Drop-in PyTorch replacement

Chapter 2: Architecture

System Layers


┌─────────────────────────────────────────┐
│ Application Layer │
│ (User Models, Training Scripts) │
├─────────────────────────────────────────┤
│ Actor System Layer │
│ (Scheduling, Messaging, Supervision) │
├─────────────────────────────────────────┤
│ GPU Abstraction Layer │
│ (CUDA, ROCm, Vulkan, Metal, CPU) │
├─────────────────────────────────────────┤
│ Memory Management Layer │
│ (Allocators, Zero-copy, RDMA) │
├─────────────────────────────────────────┤
│ Distribution Layer │
│ (Clustering, Gossip, Consensus) │
├─────────────────────────────────────────┤
│ Runtime Layer │
│ (OS Threads, I/O, Networking) │
└─────────────────────────────────────────┘

Core Components

Actor System

pub const ActorSystem = struct {
    // Fixed-size pools (Tiger Style)
    const MAX_ACTORS = 1_000_000;
    const MAX_WORKERS = 1024;

    actors: BoundedArray(Actor, MAX_ACTORS),
    workers: [MAX_WORKERS]Worker,
    scheduler: Scheduler,
    registry: ActorRegistry,

    pub fn init(config: Config) !ActorSystem {
        // Static allocation at startup
        var system: ActorSystem = undefined;
        system.actors = try BoundedArray(Actor, MAX_ACTORS).init();

        // Initialize workers
        const worker_count = @min(config.workers, MAX_WORKERS);
        for (0..worker_count) |i| {
            system.workers[i] = try Worker.init(i);
        }

        return system;
    }
};

Message Passing

pub const Message = struct {
    // Fixed-size message header
    id: u128,
    from: ActorId,
    to: ActorId,
    timestamp: i64,

    // Payload variants
    payload: union(enum) {
        // Small messages inline (Tiger Style: avoid allocation)
        small: [256]u8,

        // Large messages via zero-copy
        zero_copy: struct {
            ptr: [*]u8,
            len: usize,
            owner: ActorId,
        },

        // GPU memory reference
        gpu_ref: struct {
            device: GpuId,
            ptr: DevicePtr,
            size: usize,
        },

        // RDMA reference
        rdma: struct {
            node: NodeId,
            addr: u64,
            rkey: u32,
        },
    },
};

Scheduling

pub const Scheduler = struct {
    // Per-CPU run queues
    run_queues: [MAX_CPUS]RunQueue,

    // Work stealing
    steal_threshold: u32 = 3,
    last_steal: [MAX_CPUS]u64,

    pub fn schedule(self: *Scheduler) !*Actor {
        const cpu = getCpuId();

        // Try local queue first
        if (self.run_queues[cpu].pop()) |actor| {
            return actor;
        }

        // Try work stealing
        if (self.shouldSteal(cpu)) {
            return self.stealWork(cpu);
        }

        // Return idle actor
        return &idle_actor;
    }

    // Reduction-based preemption
    pub fn executeActor(self: *Scheduler, actor: *Actor) !void {
        actor.reductions = INITIAL_REDUCTIONS;

        while (actor.reductions > 0) {
            if (try actor.receiveMessage()) |msg| {
                try actor.handleMessage(msg);
                actor.reductions -= messageReductions(msg);
            } else {
                break;
            }
        }

        // Re-enqueue if still has work
        if (actor.hasMessages()) {
            try self.enqueue(actor);
        }
    }
};

Memory Architecture

Actor Memory Layout

pub const ActorMemory = struct {
    // Cache-aligned for performance
    mailbox: align(64) BoundedQueue(Message, 256),
    heap: align(4096) [ACTOR_HEAP_SIZE]u8,
    stack: align(16) [ACTOR_STACK_SIZE]u8,

    // Comptime-known offsets
    comptime {
        assert(@offsetOf(ActorMemory, "mailbox") % 64 == 0);
        assert(@offsetOf(ActorMemory, "heap") % 4096 == 0);
    }
};

GPU Memory Management

pub const GpuMemoryPool = struct {
    // Per-device pools
    pools: [MAX_GPUS]DevicePool,

    pub const DevicePool = struct {
        // Slab allocator for common sizes
        slabs: [SLAB_CLASSES]Slab,

        // Large allocations
        large_allocs: BTreeMap(usize, Allocation),

        pub fn alloc(self: *DevicePool, size: usize) !DevicePtr {
            // Use slab for small allocations
            if (size <= MAX_SLAB_SIZE) {
                const class = sizeToClass(size);
                return self.slabs[class].alloc();
            }

            // Fall back to large allocator
            return self.allocLarge(size);
        }
    };
};

Distribution Architecture

Cluster Topology

pub const ClusterNode = struct {
    id: NodeId,
    address: NetworkAddress,
    gpus: []GpuInfo,

    // Failure detection
    last_heartbeat: i64,
    phi_score: f64,  // Phi accrual failure detector

    // Load information
    load: LoadMetrics,

    pub const LoadMetrics = struct {
        cpu_usage: f32,
        memory_usage: f32,
        gpu_usage: [MAX_GPUS_PER_NODE]f32,
        network_bandwidth: f32,
    };
};

Consensus Layer

pub const ConsensusModule = struct {
    // Raft for critical decisions
    raft: RaftNode,

    // Operations requiring consensus
    pub fn requiresConsensus(op: Operation) bool {
        return switch (op) {
            .node_join, .node_leave => true,
            .supervisor_failover => true,
            .cluster_reconfiguration => true,
            else => false,
        };
    }
};

Fault Tolerance Architecture

Supervision Hierarchy

System Supervisor
├── GPU Supervisor
│   ├── CUDA Supervisor
│   │   └── Kernel Actors
│   └── ROCm Supervisor
│       └── Kernel Actors
├── Model Supervisor
│   ├── Layer Supervisors
│   │   └── Layer Actors
│   └── Optimizer Supervisor
│       └── Optimizer Actors
└── Data Supervisor
    ├── Dataset Actors
    └── Dataloader Actors

Restart Strategies

pub const RestartStrategy = enum {
    one_for_one,      // Restart only failed actor
    one_for_all,      // Restart all children
    rest_for_one,     // Restart failed and younger siblings
    simple_one_for_one, // Dynamic children
};

pub const RestartPolicy = struct {
    strategy: RestartStrategy,
    max_restarts: u32 = 10,
    time_window: i64 = 60_000_000_000, // 60 seconds
    backoff: BackoffStrategy = .exponential,
};

Performance Optimizations

Comptime Backend Selection

pub fn selectBackend(comptime device: Device) type {
    return switch (device) {
        .cuda => CudaBackend,
        .rocm => RocmBackend,
        .vulkan => VulkanBackend,
        .metal => MetalBackend,
        .cpu => CpuBackend,
    };
}

// Zero-cost abstraction
pub fn matmul(comptime device: Device) MatmulFn {
    const Backend = selectBackend(device);
    return Backend.matmul;
}

Cache-Aware Data Structures

pub const CacheAlignedArray = struct {
    pub fn init(comptime T: type, comptime len: usize) type {
        return struct {
            // Ensure cache line alignment
            data: [@divCeil(len * @sizeOf(T), 64) * 64]u8 align(64),

            pub fn get(self: *@This(), idx: usize) T {
                const ptr = @ptrCast([*]T, &self.data);
                return ptr[idx];
            }
        };
    }
};

Chapter 3: Actor System

Actor Model Implementation

Core Actor Structure

pub const Actor = struct {
    // Identity
    id: ActorId,
    name: ?[]const u8,

    // Execution state
    state: ActorState,
    reductions: i32,

    // Memory (Tiger Style - fixed limits)
    mailbox: BoundedQueue(Message, MAX_MAILBOX_SIZE),
    heap: FixedAllocator(ACTOR_HEAP_SIZE),
    stack: [ACTOR_STACK_SIZE]u8 align(16),

    // Behavior
    behavior: *const fn (*Actor, Message) Error!void,

    // Supervision
    supervisor: ?ActorId,
    children: BoundedArray(ActorId, MAX_CHILDREN),
    restart_count: u32,

    // Monitoring/Links
    monitors: BoundedArray(Monitor, MAX_MONITORS),
    links: BoundedArray(ActorId, MAX_LINKS),

    pub const ActorState = enum {
        initializing,
        running,
        suspended,
        migrating,
        terminated,
    };
};

Message Handling

pub const MessageHandler = struct {
    // Pattern matching for messages
    pub fn handle(self: *Actor, msg: Message) Error!void {
        switch (msg.payload) {
            .compute => |compute| try self.handleCompute(compute),
            .data => |data| try self.handleData(data),
            .control => |control| try self.handleControl(control),
            .system => |system| try self.handleSystem(system),
        }

        // Update metrics
        self.messages_processed += 1;
    }

    // Selective receive pattern
    pub fn receive(
        self: *Actor,
        comptime pattern: []const MessageType,
        timeout: ?u64,
    ) !Message {
        const deadline = if (timeout) |t|
            std.time.nanoTimestamp() + t
        else
            null;

        while (true) {
            // Check mailbox for matching message
            var iter = self.mailbox.iterator();
            while (iter.next()) |msg| {
                if (matchesPattern(msg, pattern)) {
                    self.mailbox.remove(msg);
                    return msg;
                }
            }

            // Check timeout
            if (deadline) |d| {
                if (std.time.nanoTimestamp() > d) {
                    return error.Timeout;
                }
            }

            // Yield to scheduler
            try self.yield();
        }
    }
};

Actor Lifecycle

pub const ActorLifecycle = struct {
    // Actor creation
    pub fn spawn(
        system: *ActorSystem,
        behavior: ActorBehavior,
        options: SpawnOptions,
    ) !ActorId {
        // Allocate actor from pool
        const actor = try system.allocateActor();

        // Initialize actor
        actor.* = Actor{
            .id = system.generateId(),
            .behavior = behavior,
            .state = .initializing,
            .reductions = INITIAL_REDUCTIONS,
            .supervisor = options.supervisor,
            // ... other fields
        };

        // Register with system
        try system.registry.register(actor);

        // Add to run queue
        try system.scheduler.enqueue(actor);

        // Send init message
        try actor.send(.{ .system = .init });

        return actor.id;
    }

    // Actor termination
    pub fn terminate(
        self: *Actor,
        reason: TerminationReason,
    ) !void {
        // Notify linked actors
        for (self.links.items) |linked| {
            try linked.send(.{
                .system = .{ .exit = .{
                    .from = self.id,
                    .reason = reason,
                }},
            });
        }

        // Notify monitors
        for (self.monitors.items) |monitor| {
            try monitor.send(.{
                .system = .{ .down = .{
                    .actor = self.id,
                    .reason = reason,
                }},
            });
        }

        // Clean up resources
        self.heap.deinit();
        self.mailbox.deinit();

        // Update state
        self.state = .terminated;

        // Return to pool
        self.system.releaseActor(self);
    }
};

Scheduling

Work-Stealing Scheduler

pub const WorkStealingScheduler = struct {
    // Per-worker queues
    queues: [MAX_WORKERS]WorkQueue,

    // Global queue for overflow
    global_queue: WorkQueue,

    // Stealing strategy
    steal_strategy: StealStrategy = .random,

    pub fn schedule(self: *Scheduler, worker_id: u32) !*Actor {
        const queue = &self.queues[worker_id];

        // Fast path: local queue
        if (queue.pop()) |actor| {
            return actor;
        }

        // Try global queue
        if (self.global_queue.pop()) |actor| {
            return actor;
        }

        // Steal from other workers
        return self.steal(worker_id);
    }

    fn steal(self: *Scheduler, thief: u32) !*Actor {
        const victim = switch (self.steal_strategy) {
            .random => self.randomVictim(thief),
            .round_robin => self.nextVictim(thief),
            .least_loaded => self.leastLoadedVictim(),
        };

        return self.queues[victim].steal();
    }
};

Reduction Counting

pub const ReductionCounter = struct {
    // Cost of operations in reductions
    pub const Costs = struct {
        pub const message_send = 1;
        pub const message_receive = 1;
        pub const function_call = 1;
        pub const allocation = 10;
        pub const gpu_launch = 1000;
        pub const io_operation = 100;
    };

    // Track reductions
    pub fn consume(
        actor: *Actor,
        comptime operation: Operation,
    ) !void {
        const cost = switch (operation) {
            .message_send => Costs.message_send,
            .message_receive => Costs.message_receive,
            .function_call => Costs.function_call,
            .allocation => Costs.allocation,
            .gpu_launch => Costs.gpu_launch,
            .io_operation => Costs.io_operation,
        };

        actor.reductions -= cost;

        if (actor.reductions <= 0) {
            // Yield to scheduler
            try actor.yield();
            actor.reductions = INITIAL_REDUCTIONS;
        }
    }
};

Inter-Actor Communication

Message Passing

pub const MessagePassing = struct {
    // Send message to actor
    pub fn send(
        from: ActorId,
        to: ActorId,
        payload: MessagePayload,
    ) !void {
        const msg = Message{
            .id = generateMessageId(),
            .from = from,
            .to = to,
            .timestamp = std.time.nanoTimestamp(),
            .payload = payload,
        };

        // Local or remote?
        if (isLocal(to)) {
            const actor = registry.get(to);
            try actor.mailbox.push(msg);
        } else {
            try network.send(to.node, msg);
        }
    }

    // Broadcast to multiple actors
    pub fn broadcast(
        from: ActorId,
        recipients: []const ActorId,
        payload: MessagePayload,
    ) !void {
        // Group by node for efficiency
        var by_node = std.AutoHashMap(NodeId, ArrayList(ActorId)).init();
        defer by_node.deinit();

        for (recipients) |recipient| {
            const node = getNode(recipient);
            const list = try by_node.getOrPut(node);
            try list.append(recipient);
        }

        // Send batched messages per node
        var iter = by_node.iterator();
        while (iter.next()) |entry| {
            try network.sendBatch(entry.key, entry.value, payload);
        }
    }
};

Process Linking

pub const ProcessLinking = struct {
    // Link two actors
    pub fn link(a: ActorId, b: ActorId) !void {
        const actor_a = registry.get(a);
        const actor_b = registry.get(b);

        try actor_a.links.append(b);
        try actor_b.links.append(a);
    }

    // Monitor an actor
    pub fn monitor(
        monitor: ActorId,
        monitored: ActorId,
    ) !MonitorRef {
        const ref = MonitorRef{
            .monitor = monitor,
            .monitored = monitored,
            .ref = generateRef(),
        };

        const actor = registry.get(monitored);
        try actor.monitors.append(ref);

        return ref;
    }

    // Trap exit signals
    pub fn trapExit(actor: ActorId, enable: bool) !void {
        const a = registry.get(actor);
        a.trap_exit = enable;
    }
};

Actor Patterns

GenServer Pattern

pub const GenServer = struct {
    actor: Actor,
    state: *anyopaque,

    // Callbacks
    init: *const fn (*anyopaque) anyerror!void,
    handle_call: *const fn (*anyopaque, Message) anyerror!Response,
    handle_cast: *const fn (*anyopaque, Message) anyerror!void,
    handle_info: *const fn (*anyopaque, Message) anyerror!void,
    terminate: *const fn (*anyopaque, Reason) void,

    pub fn start(
        callbacks: Callbacks,
        initial_state: anytype,
    ) !ActorId {
        const server = GenServer{
            .state = initial_state,
            .init = callbacks.init,
            .handle_call = callbacks.handle_call,
            .handle_cast = callbacks.handle_cast,
            .handle_info = callbacks.handle_info,
            .terminate = callbacks.terminate,
        };

        return ActorSystem.spawn(genServerBehavior, .{
            .data = server,
        });
    }

    fn genServerBehavior(actor: *Actor, msg: Message) !void {
        const server = @ptrCast(*GenServer, actor.data);

        switch (msg.type) {
            .call => {
                const response = try server.handle_call(server.state, msg);
                try msg.from.reply(response);
            },
            .cast => {
                try server.handle_cast(server.state, msg);
            },
            .info => {
                try server.handle_info(server.state, msg);
            },
        }
    }
};

FSM Pattern

pub const FSM = struct {
    actor: Actor,
    state: State,
    data: *anyopaque,

    pub const State = enum {
        idle,
        processing,
        waiting,
        error_state,
    };

    pub const Transition = struct {
        from: State,
        event: Event,
        to: State,
        action: ?*const fn (*anyopaque) anyerror!void,
    };

    transitions: []const Transition,

    pub fn handleEvent(self: *FSM, event: Event) !void {
        for (self.transitions) |transition| {
            if (transition.from == self.state and
                transition.event == event) {

                if (transition.action) |action| {
                    try action(self.data);
                }

                self.state = transition.to;
                return;
            }
        }

        return error.InvalidTransition;
    }
};

Testing Actors

test "actor message passing" {
    var system = try ActorSystem.init(.{});
    defer system.deinit();

    const actor = try system.spawn(echoActor, .{});

    // Send message
    try actor.send(.{ .data = "hello" });

    // Verify response
    const response = try actor.call(.{ .data = "world" }, 1000);
    try testing.expectEqualStrings("world", response.data);
}

test "actor supervision" {
    var system = try ActorSystem.init(.{});
    defer system.deinit();

    // Create supervisor
    const supervisor = try system.spawn(supervisorActor, .{
        .restart_strategy = .one_for_one,
    });

    // Create child that crashes
    const child = try supervisor.startChild(crashingActor, .{});

    // Verify child restarts
    try child.send(.{ .crash = true });
    try testing.expect(child.isAlive());
}

test "actor fault injection" {
    var system = try ActorSystem.init(.{
        .fault_injection = .{
            .enabled = true,
            .failure_rate = 0.1,
        },
    });
    defer system.deinit();

    var success_count: u32 = 0;
    var failure_count: u32 = 0;

    // Run 1000 operations
    for (0..1000) |_| {
        const result = actor.send(.{ .compute = data });
        if (result) {
            success_count += 1;
        } else |err| {
            failure_count += 1;
            try testing.expect(err == error.InjectedFault);
        }
    }

    // Verify ~10% failure rate
    const failure_rate = @as(f32, failure_count) / 1000.0;
    try testing.expect(failure_rate > 0.08 and failure_rate < 0.12);
}

Chapter 4: GPU Abstraction

Multi-Backend Architecture

Backend Interface

pub const GpuBackend = union(enum) {
    cuda: CudaBackend,
    rocm: RocmBackend,
    vulkan: VulkanBackend,
    metal: MetalBackend,
    opencl: OpenClBackend,
    cpu: CpuBackend,

    // Unified interface
    pub fn allocate(self: *GpuBackend, size: usize) !DevicePtr {
        return switch (self.*) {
            .cuda => |*b| b.cudaMalloc(size),
            .rocm => |*b| b.hipMalloc(size),
            .vulkan => |*b| b.vkAllocateMemory(size),
            .metal => |*b| b.newBuffer(size),
            .opencl => |*b| b.clCreateBuffer(size),
            .cpu => |*b| b.aligned_alloc(size),
        };
    }

    pub fn launch(
        self: *GpuBackend,
        kernel: Kernel,
        grid: Grid,
        args: []const *anyopaque,
    ) !void {
        return switch (self.*) {
            .cuda => |*b| b.cudaLaunchKernel(kernel, grid, args),
            .rocm => |*b| b.hipLaunchKernel(kernel, grid, args),
            .vulkan => |*b| b.vkCmdDispatch(kernel, grid),
            .metal => |*b| b.dispatchThreads(kernel, grid),
            .opencl => |*b| b.clEnqueueNDRangeKernel(kernel, grid),
            .cpu => |*b| b.parallel_for(kernel, grid),
        };
    }
};

Runtime Device Detection

pub const DeviceDetector = struct {
    pub fn detectDevices() ![]Device {
        var devices = ArrayList(Device).init();

        // Try CUDA
        if (cuda.isAvailable()) {
            const count = try cuda.deviceGetCount();
            for (0..count) |i| {
                const props = try cuda.getDeviceProperties(i);
                try devices.append(.{
                    .backend = .cuda,
                    .id = i,
                    .name = props.name,
                    .memory = props.totalGlobalMem,
                    .compute_capability = props.major * 10 + props.minor,
                });
            }
        }

        // Try ROCm
        if (rocm.isAvailable()) {
            const count = try rocm.hipGetDeviceCount();
            for (0..count) |i| {
                const props = try rocm.hipGetDeviceProperties(i);
                try devices.append(.{
                    .backend = .rocm,
                    .id = i,
                    .name = props.name,
                    .memory = props.totalGlobalMem,
                    .compute_capability = props.major * 10 + props.minor,
                });
            }
        }

        // Try Vulkan
        if (vulkan.isAvailable()) {
            const physical_devices = try vulkan.enumeratePhysicalDevices();
            for (physical_devices) |pd| {
                const props = try vulkan.getPhysicalDeviceProperties(pd);
                if (props.deviceType == .discrete_gpu or
                    props.deviceType == .integrated_gpu) {
                    try devices.append(.{
                        .backend = .vulkan,
                        .id = pd.handle,
                        .name = props.deviceName,
                        .memory = props.memorySize,
                    });
                }
            }
        }

        // Fallback to CPU
        if (devices.items.len == 0) {
            try devices.append(.{
                .backend = .cpu,
                .id = 0,
                .name = "CPU",
                .memory = getSystemMemory(),
            });
        }

        return devices.toOwnedSlice();
    }
};

Kernel Compilation

Comptime Kernel Generation

pub fn generateKernel(comptime spec: KernelSpec) type {
    return struct {
        // Generate backend-specific code
        pub const cuda_code = if (spec.backends.cuda)
            generateCudaKernel(spec)
        else
            null;

        pub const rocm_code = if (spec.backends.rocm)
            generateRocmKernel(spec)
        else
            null;

        pub const spirv_code = if (spec.backends.vulkan)
            generateSpirvKernel(spec)
        else
            null;

        pub const metal_code = if (spec.backends.metal)
            generateMetalKernel(spec)
        else
            null;

        pub fn launch(
            backend: GpuBackend,
            args: KernelArgs,
        ) !void {
            switch (backend) {
                .cuda => try launchCuda(cuda_code.?, args),
                .rocm => try launchRocm(rocm_code.?, args),
                .vulkan => try launchVulkan(spirv_code.?, args),
                .metal => try launchMetal(metal_code.?, args),
                .cpu => try launchCpu(spec, args),
                else => return error.UnsupportedBackend,
            }
        }
    };
}

// Example: Matrix multiplication kernel
pub const matmul = generateKernel(.{
    .name = "matmul",
    .backends = .{ .cuda = true, .rocm = true, .vulkan = true },
    .params = .{
        .a = .{ .type = f32, .layout = .row_major },
        .b = .{ .type = f32, .layout = .row_major },
        .c = .{ .type = f32, .layout = .row_major },
    },
    .body =
        \\const idx = getGlobalId();
        \\const row = idx / N;
        \\const col = idx % N;
        \\
        \\var sum: f32 = 0.0;
        \\for (0..K) |k| {
        \\    sum += a[row * K + k] * b[k * N + col];
        \\}
        \\c[row * N + col] = sum;
    ,
});

JIT Compilation

pub const JitCompiler = struct {
    cuda_compiler: ?*cuda.nvrtcCompiler,
    rocm_compiler: ?*rocm.hiprtcCompiler,
    vulkan_compiler: ?*vulkan.glslangCompiler,

    pub fn compile(
        self: *JitCompiler,
        source: []const u8,
        backend: GpuBackend,
        options: CompileOptions,
    ) !CompiledKernel {
        return switch (backend) {
            .cuda => blk: {
                const ptx = try self.cuda_compiler.?.compile(source, .{
                    .arch = options.arch,
                    .opt_level = options.optimization,
                });
                break :blk CompiledKernel{ .cuda = ptx };
            },
            .rocm => blk: {
                const hsaco = try self.rocm_compiler.?.compile(source, .{
                    .arch = options.arch,
                    .opt_level = options.optimization,
                });
                break :blk CompiledKernel{ .rocm = hsaco };
            },
            .vulkan => blk: {
                const spirv = try self.vulkan_compiler.?.compile(source, .{
                    .target = .vulkan1_3,
                    .opt_level = options.optimization,
                });
                break :blk CompiledKernel{ .vulkan = spirv };
            },
            else => error.UnsupportedBackend,
        };
    }
};

Memory Management

Unified Memory Abstraction

pub const UnifiedMemory = struct {
    // Device memory tracking
    allocations: std.AutoHashMap(DevicePtr, Allocation),

    pub const Allocation = struct {
        device: Device,
        size: usize,
        host_ptr: ?*anyopaque,
        is_pinned: bool,
        ref_count: u32,
    };

    // Allocate with migration support
    pub fn allocate(
        self: *UnifiedMemory,
        size: usize,
        hints: AllocationHints,
    ) !DevicePtr {
        const device = selectDevice(hints);

        const ptr = try device.backend.allocate(size);

        // Track allocation
        try self.allocations.put(ptr, .{
            .device = device,
            .size = size,
            .host_ptr = if (hints.cpu_accessible)
                try allocatePinnedHost(size)
            else
                null,
            .is_pinned = hints.pinned,
            .ref_count = 1,
        });

        return ptr;
    }

    // Migrate between devices
    pub fn migrate(
        self: *UnifiedMemory,
        ptr: DevicePtr,
        target: Device,
    ) !DevicePtr {
        const alloc = self.allocations.get(ptr) orelse
            return error.InvalidPointer;

        if (alloc.device.id == target.id) {
            return ptr; // Already on target
        }

        // Allocate on target
        const new_ptr = try target.backend.allocate(alloc.size);

        // Copy data
        try copyBetweenDevices(
            alloc.device,
            ptr,
            target,
            new_ptr,
            alloc.size,
        );

        // Update tracking
        try self.allocations.put(new_ptr, .{
            .device = target,
            .size = alloc.size,
            .host_ptr = alloc.host_ptr,
            .is_pinned = alloc.is_pinned,
            .ref_count = alloc.ref_count,
        });

        // Free old allocation
        try alloc.device.backend.free(ptr);
        _ = self.allocations.remove(ptr);

        return new_ptr;
    }
};

Zero-Copy Optimizations

pub const ZeroCopy = struct {
    // RDMA for inter-node
    rdma_context: ?*rdma.Context,

    // GPUDirect for intra-node
    gpu_direct: ?*cuda.GPUDirect,

    pub fn transfer(
        self: *ZeroCopy,
        src: DevicePtr,
        src_device: Device,
        dst: DevicePtr,
        dst_device: Device,
        size: usize,
    ) !void {
        // Same device - use device copy
        if (src_device.id == dst_device.id) {
            return src_device.backend.copyOnDevice(src, dst, size);
        }

        // Same node - try GPUDirect
        if (src_device.node == dst_device.node) {
            if (self.gpu_direct) |gd| {
                if (try gd.canTransfer(src_device, dst_device)) {
                    return gd.p2pCopy(src, dst, size);
                }
            }
        }

        // Different nodes - use RDMA
        if (self.rdma_context) |rdma| {
            const mr_src = try rdma.registerMemory(src, size);
            const mr_dst = try rdma.registerMemory(dst, size);
            defer rdma.deregisterMemory(mr_src);
            defer rdma.deregisterMemory(mr_dst);

            return rdma.write(mr_src, mr_dst, size);
        }

        // Fallback to staged copy through host
        const tmp = try std.heap.page_allocator.alloc(u8, size);
        defer std.heap.page_allocator.free(tmp);

        try src_device.backend.copyToHost(src, tmp.ptr, size);
        try dst_device.backend.copyFromHost(tmp.ptr, dst, size);
    }
};

Actor-Based GPU Execution

GPU Kernel Actor

pub const GpuKernelActor = struct {
    actor: Actor,
    kernel: CompiledKernel,
    device: Device,
    stream: Stream,

    // Fault tolerance
    retry_count: u32 = 0,
    max_retries: u32 = 3,

    pub fn behavior(self: *Actor, msg: Message) !void {
        const kernel_actor = @fieldParentPtr(GpuKernelActor, "actor", self);

        switch (msg.payload) {
            .launch => |args| {
                // Try to launch kernel
                const result = kernel_actor.tryLaunch(args);

                if (result) |output| {
                    // Success - send result
                    try msg.from.send(.{
                        .kernel_result = output,
                    });
                } else |err| {
                    // Handle GPU errors
                    if (err == error.GpuError) {
                        if (kernel_actor.retry_count < kernel_actor.max_retries) {
                            // Retry on different device
                            try kernel_actor.migrateAndRetry(args);
                            kernel_actor.retry_count += 1;
                        } else {
                            // Report failure to supervisor
                            try kernel_actor.actor.supervisor.send(.{
                                .child_failed = .{
                                    .actor = self.id,
                                    .reason = err,
                                },
                            });
                        }
                    }
                }
            },
            .migrate => |target| {
                try kernel_actor.migrateTo(target);
            },
        }
    }

    fn tryLaunch(self: *GpuKernelActor, args: LaunchArgs) !Output {
        // Set device context
        try self.device.backend.setDevice(self.device.id);

        // Launch kernel
        try self.kernel.launch(
            self.device.backend,
            args.grid,
            args.blocks,
            args.shared_memory,
            self.stream,
            args.params,
        );

        // Wait for completion
        try self.stream.synchronize();

        // Check for errors
        if (try self.device.backend.getLastError()) |err| {
            return err;
        }

        return args.output;
    }
};

Stream Management

pub const StreamManager = struct {
    streams: std.AutoHashMap(StreamId, Stream),
    pools: [MAX_DEVICES]StreamPool,

    pub const StreamPool = struct {
        available: BoundedQueue(Stream, MAX_STREAMS_PER_DEVICE),
        in_use: std.AutoHashMap(StreamId, Stream),

        pub fn acquire(self: *StreamPool) !Stream {
            if (self.available.pop()) |stream| {
                try self.in_use.put(stream.id, stream);
                return stream;
            }

            // Create new stream if under limit
            if (self.in_use.count() < MAX_STREAMS_PER_DEVICE) {
                const stream = try Stream.create();
                try self.in_use.put(stream.id, stream);
                return stream;
            }

            return error.NoStreamsAvailable;
        }

        pub fn release(self: *StreamPool, stream: Stream) !void {
            _ = self.in_use.remove(stream.id);
            try self.available.push(stream);
        }
    };
};

Testing GPU Code

test "GPU backend detection" {
    const devices = try DeviceDetector.detectDevices();

    // Should have at least CPU fallback
    try testing.expect(devices.len > 0);

    for (devices) |device| {
        std.debug.print("Found device: {} - {}\n", .{
            device.backend,
            device.name,
        });
    }
}

test "kernel compilation and execution" {
    const backend = try selectBestBackend();

    // Compile simple kernel
    const kernel = try JitCompiler.compile(
        \\__global__ void add(float* a, float* b, float* c, int n) {
        \\    int i = blockIdx.x * blockDim.x + threadIdx.x;
        \\    if (i < n) {
        \\        c[i] = a[i] + b[i];
        \\    }
        \\}
    , backend, .{});

    // Allocate memory
    const n = 1024;
    const a = try backend.allocate(n * @sizeOf(f32));
    const b = try backend.allocate(n * @sizeOf(f32));
    const c = try backend.allocate(n * @sizeOf(f32));
    defer backend.free(a);
    defer backend.free(b);
    defer backend.free(c);

    // Initialize data
    var host_a: [1024]f32 = undefined;
    var host_b: [1024]f32 = undefined;
    for (0..n) |i| {
        host_a[i] = @floatFromInt(i);
        host_b[i] = @floatFromInt(i * 2);
    }

    try backend.copyFromHost(&host_a, a, n * @sizeOf(f32));
    try backend.copyFromHost(&host_b, b, n * @sizeOf(f32));

    // Launch kernel
    try kernel.launch(backend, .{
        .grid = .{ .x = (n + 255) / 256 },
        .blocks = .{ .x = 256 },
        .params = .{ a, b, c, n },
    });

    // Check results
    var host_c: [1024]f32 = undefined;
    try backend.copyToHost(c, &host_c, n * @sizeOf(f32));

    for (0..n) |i| {
        try testing.expectApproxEqRel(
            host_a[i] + host_b[i],
            host_c[i],
            1e-5,
        );
    }
}

test "GPU fault tolerance" {
    var system = try ActorSystem.init(.{});
    defer system.deinit();

    // Create GPU kernel actor
    const kernel_actor = try system.spawn(GpuKernelActor, .{
        .kernel = matmul_kernel,
        .device = try selectDevice(),
        .max_retries = 3,
    });

    // Inject fault
    system.fault_injector.injectGpuError(kernel_actor.device);

    // Launch should retry and succeed
    const result = try kernel_actor.call(.{
        .launch = .{
            .grid = .{ .x = 16, .y = 16 },
            .params = .{ a, b, c },
        },
    }, 5000);

    try testing.expect(result == .kernel_result);
}

Chapter 5: Supervision & Fault Tolerance

Supervision Trees

Supervisor Structure

pub const Supervisor = struct {
    actor: Actor,
    children: BoundedArray(Child, MAX_CHILDREN),
    strategy: RestartStrategy,
    intensity: u32,          // Max restarts
    period: i64,             // Time window (nanoseconds)
    restart_count: u32,
    restart_timestamps: BoundedArray(i64, MAX_RESTARTS),

    pub const Child = struct {
        id: ActorId,
        spec: ChildSpec,
        state: ChildState,
        restart_count: u32,
    };

    pub const ChildSpec = struct {
        behavior: ActorBehavior,
        restart: RestartType,
        shutdown: ShutdownType,
        type: ChildType,
    };

    pub const RestartType = enum {
        permanent,    // Always restart
        temporary,    // Never restart
        transient,    // Restart only on abnormal exit
    };

    pub const ChildState = enum {
        starting,
        running,
        stopping,
        stopped,
    };
};

Restart Strategies

pub const RestartStrategies = struct {
    // Restart only the failed child
    pub fn oneForOne(
        supervisor: *Supervisor,
        failed_child: ActorId,
        reason: TerminationReason,
    ) !void {
        const child = supervisor.findChild(failed_child) orelse
            return error.ChildNotFound;

        // Check if should restart
        if (shouldRestart(child, reason)) {
            try supervisor.restartChild(child);
        }
    }

    // Restart all children
    pub fn oneForAll(
        supervisor: *Supervisor,
        failed_child: ActorId,
        reason: TerminationReason,
    ) !void {
        _ = failed_child;
        _ = reason;

        // Stop all children
        for (supervisor.children.items) |*child| {
            try supervisor.stopChild(child);
        }

        // Restart all children
        for (supervisor.children.items) |*child| {
            try supervisor.restartChild(child);
        }
    }

    // Restart failed child and all children started after it
    pub fn restForOne(
        supervisor: *Supervisor,
        failed_child: ActorId,
        reason: TerminationReason,
    ) !void {
        const failed_idx = supervisor.findChildIndex(failed_child) orelse
            return error.ChildNotFound;

        // Stop failed and younger children
        for (failed_idx..supervisor.children.items.len) |i| {
            try supervisor.stopChild(&supervisor.children.items[i]);
        }

        // Restart them
        for (failed_idx..supervisor.children.items.len) |i| {
            try supervisor.restartChild(&supervisor.children.items[i]);
        }
    }

    fn shouldRestart(child: *Child, reason: TerminationReason) bool {
        return switch (child.spec.restart) {
            .permanent => true,
            .temporary => false,
            .transient => reason != .normal,
        };
    }
};

Dynamic Supervision

pub const DynamicSupervisor = struct {
    supervisor: Supervisor,
    child_spec: ChildSpec,  // Template for all children

    pub fn startChild(
        self: *DynamicSupervisor,
        args: anytype,
    ) !ActorId {
        const child = try self.supervisor.actor.system.spawn(
            self.child_spec.behavior,
            .{
                .supervisor = self.supervisor.actor.id,
                .args = args,
            },
        );

        try self.supervisor.children.append(.{
            .id = child,
            .spec = self.child_spec,
            .state = .running,
            .restart_count = 0,
        });

        return child;
    }

    pub fn terminateChild(
        self: *DynamicSupervisor,
        child_id: ActorId,
    ) !void {
        const idx = self.supervisor.findChildIndex(child_id) orelse
            return error.ChildNotFound;

        try self.supervisor.stopChild(&self.supervisor.children.items[idx]);
        _ = self.supervisor.children.swapRemove(idx);
    }
};

ML-Specific Supervisors

Training Supervisor

pub const TrainingSupervisor = struct {
    supervisor: Supervisor,

    // Children
    model_actor: ActorId,
    optimizer_actor: ActorId,
    dataloader_actor: ActorId,
    checkpoint_actor: ActorId,
    metric_actor: ActorId,

    // Training state
    current_epoch: u32,
    current_batch: u32,
    best_loss: f32,

    pub fn init(system: *ActorSystem, config: TrainingConfig) !ActorId {
        const supervisor = try system.spawn(trainingSupervisorBehavior, .{
            .strategy = .rest_for_one,  // Model failure restarts optimizer too
            .intensity = 10,
            .period = 60_000_000_000,  // 1 minute
        });

        // Start children in order
        const model = try supervisor.startChild(ModelActor, .{
            .architecture = config.model,
        });

        const optimizer = try supervisor.startChild(OptimizerActor, .{
            .type = config.optimizer,
            .lr = config.learning_rate,
        });

        const dataloader = try supervisor.startChild(DataloaderActor, .{
            .dataset = config.dataset,
            .batch_size = config.batch_size,
        });

        const checkpoint = try supervisor.startChild(CheckpointActor, .{
            .interval = config.checkpoint_interval,
            .path = config.checkpoint_path,
        });

        const metrics = try supervisor.startChild(MetricActor, .{});

        return supervisor;
    }

    fn trainingSupervisorBehavior(self: *Actor, msg: Message) !void {
        switch (msg.payload) {
            .child_failed => |failure| {
                try handleChildFailure(self, failure);
            },
            .epoch_complete => |epoch| {
                try handleEpochComplete(self, epoch);
            },
            .checkpoint_request => {
                try performCheckpoint(self);
            },
        }
    }

    fn handleChildFailure(
        self: *Actor,
        failure: ChildFailure,
    ) !void {
        const supervisor = @fieldParentPtr(TrainingSupervisor, "supervisor.actor", self);

        switch (failure.child_type) {
            .model => {
                // Critical failure - checkpoint and restart
                try supervisor.checkpoint_actor.send(.emergency_checkpoint);
                try supervisor.supervisor.restartStrategy(failure.child_id, failure.reason);
            },
            .dataloader => {
                // Can recover - just restart
                try supervisor.supervisor.oneForOne(failure.child_id, failure.reason);
            },
            .optimizer => {
                // Reset optimizer state
                try supervisor.optimizer_actor.send(.reset_state);
                try supervisor.supervisor.oneForOne(failure.child_id, failure.reason);
            },
        }
    }
};

GPU Supervisor

pub const GpuSupervisor = struct {
    supervisor: Supervisor,
    devices: []Device,
    kernel_actors: std.AutoHashMap(KernelId, ActorId),

    // Health monitoring
    health_checker: ActorId,
    unhealthy_devices: std.AutoHashMap(DeviceId, HealthStatus),

    pub fn superviseKernel(
        self: *GpuSupervisor,
        kernel: Kernel,
        device: Device,
    ) !ActorId {
        // Check device health
        if (self.unhealthy_devices.get(device.id)) |status| {
            if (status.severity == .critical) {
                // Find alternative device
                device = try self.findHealthyDevice(kernel.requirements);
            }
        }

        // Create supervised kernel actor
        const actor = try self.supervisor.startChild(GpuKernelActor, .{
            .kernel = kernel,
            .device = device,
            .restart = .transient,  // Restart on GPU errors
        });

        try self.kernel_actors.put(kernel.id, actor);
        return actor;
    }

    pub fn handleGpuError(
        self: *GpuSupervisor,
        device: DeviceId,
        error_type: GpuError,
    ) !void {
        // Update health status
        const status = self.unhealthy_devices.get(device) orelse .{
            .error_count = 0,
            .last_error = 0,
            .severity = .healthy,
        };

        status.error_count += 1;
        status.last_error = std.time.nanoTimestamp();

        // Determine severity
        status.severity = if (status.error_count > 10)
            .critical
        else if (status.error_count > 5)
            .degraded
        else
            .warning;

        try self.unhealthy_devices.put(device, status);

        // Migrate actors if critical
        if (status.severity == .critical) {
            try self.migrateActorsFromDevice(device);
        }
    }

    fn migrateActorsFromDevice(
        self: *GpuSupervisor,
        failed_device: DeviceId,
    ) !void {
        var iter = self.kernel_actors.iterator();
        while (iter.next()) |entry| {
            const actor = self.supervisor.actor.system.getActor(entry.value);
            const kernel_actor = @fieldParentPtr(GpuKernelActor, "actor", actor);

            if (kernel_actor.device.id == failed_device) {
                const new_device = try self.findHealthyDevice(
                    kernel_actor.kernel.requirements
                );

                try kernel_actor.migrateTo(new_device);
            }
        }
    }
};

Failure Detection

Phi Accrual Failure Detector

pub const PhiAccrualDetector = struct {
    // Sliding window of heartbeat intervals
    intervals: BoundedArray(i64, WINDOW_SIZE),
    last_heartbeat: i64,
    threshold: f64 = 8.0,  // Suspicion threshold

    pub fn heartbeat(self: *PhiAccrualDetector) void {
        const now = std.time.nanoTimestamp();

        if (self.last_heartbeat > 0) {
            const interval = now - self.last_heartbeat;
            try self.intervals.append(interval);

            // Keep window size bounded
            if (self.intervals.items.len > WINDOW_SIZE) {
                _ = self.intervals.orderedRemove(0);
            }
        }

        self.last_heartbeat = now;
    }

    pub fn phi(self: *PhiAccrualDetector) f64 {
        if (self.intervals.items.len < MIN_SAMPLES) {
            return 0.0;  // Not enough data
        }

        const now = std.time.nanoTimestamp();
        const time_since = now - self.last_heartbeat;

        // Calculate mean and variance
        const mean = calculateMean(self.intervals.items);
        const variance = calculateVariance(self.intervals.items, mean);
        const stddev = @sqrt(variance);

        // Calculate phi
        const phi_value = -@log10(1.0 - cdf(time_since, mean, stddev));
        return phi_value;
    }

    pub fn isAlive(self: *PhiAccrualDetector) bool {
        return self.phi() < self.threshold;
    }
};

Circuit Breaker

pub const CircuitBreaker = struct {
    state: State,
    failure_count: u32,
    success_count: u32,
    last_failure: i64,

    // Configuration
    failure_threshold: u32 = 5,
    success_threshold: u32 = 3,
    timeout: i64 = 30_000_000_000,  // 30 seconds

    pub const State = enum {
        closed,      // Normal operation
        open,        // Failing, reject calls
        half_open,   // Testing recovery
    };

    pub fn call(
        self: *CircuitBreaker,
        func: anytype,
        args: anytype,
    ) !ReturnType(@TypeOf(func)) {
        switch (self.state) {
            .open => {
                // Check if should transition to half-open
                if (std.time.nanoTimestamp() - self.last_failure > self.timeout) {
                    self.state = .half_open;
                    self.success_count = 0;
                } else {
                    return error.CircuitOpen;
                }
            },
            .half_open => {
                // Testing recovery
                const result = func(args) catch |err| {
                    self.state = .open;
                    self.failure_count += 1;
                    self.last_failure = std.time.nanoTimestamp();
                    return err;
                };

                self.success_count += 1;
                if (self.success_count >= self.success_threshold) {
                    self.state = .closed;
                    self.failure_count = 0;
                }

                return result;
            },
            .closed => {
                // Normal operation
                const result = func(args) catch |err| {
                    self.failure_count += 1;
                    self.last_failure = std.time.nanoTimestamp();

                    if (self.failure_count >= self.failure_threshold) {
                        self.state = .open;
                    }

                    return err;
                };

                // Reset on success
                self.failure_count = 0;
                return result;
            },
        }
    }
};

Recovery Mechanisms

Checkpoint and Recovery

pub const CheckpointManager = struct {
    // Checkpoint storage
    storage: CheckpointStorage,

    // Active checkpoints
    checkpoints: std.AutoHashMap(ActorId, Checkpoint),

    pub const Checkpoint = struct {
        actor_id: ActorId,
        timestamp: i64,
        state: []const u8,
        mailbox: []Message,
        metadata: CheckpointMetadata,
    };

    pub fn checkpoint(
        self: *CheckpointManager,
        actor: *Actor,
    ) !void {
        // Serialize actor state
        const state = try actor.serialize();
        defer state.deinit();

        // Save mailbox messages
        var messages = ArrayList(Message).init();
        var iter = actor.mailbox.iterator();
        while (iter.next()) |msg| {
            try messages.append(msg.*);
        }

        const cp = Checkpoint{
            .actor_id = actor.id,
            .timestamp = std.time.nanoTimestamp(),
            .state = state.items,
            .mailbox = messages.toOwnedSlice(),
            .metadata = .{
                .reductions = actor.reductions,
                .message_count = actor.mailbox.count(),
            },
        };

        // Store checkpoint
        try self.storage.store(cp);
        try self.checkpoints.put(actor.id, cp);
    }

    pub fn recover(
        self: *CheckpointManager,
        actor_id: ActorId,
    ) !*Actor {
        const cp = self.checkpoints.get(actor_id) orelse
            try self.storage.load(actor_id);

        // Create new actor with saved state
        const actor = try Actor.deserialize(cp.state);

        // Restore mailbox
        for (cp.mailbox) |msg| {
            try actor.mailbox.push(msg);
        }

        // Restore metadata
        actor.reductions = cp.metadata.reductions;

        return actor;
    }
};

Testing Fault Tolerance

test "supervisor restart strategies" {
    var system = try ActorSystem.init(.{});
    defer system.deinit();

    // Test one-for-one
    {
        const supervisor = try system.spawn(Supervisor, .{
            .strategy = .one_for_one,
        });

        const child1 = try supervisor.startChild(testActor, .{});
        const child2 = try supervisor.startChild(testActor, .{});

        // Kill child1
        try child1.send(.{ .exit = .crash });

        // Child1 should restart, child2 should be unaffected
        try testing.expect(child1.isAlive());
        try testing.expect(child2.isAlive());
    }

    // Test one-for-all
    {
        const supervisor = try system.spawn(Supervisor, .{
            .strategy = .one_for_all,
        });

        const child1 = try supervisor.startChild(testActor, .{});
        const child2 = try supervisor.startChild(testActor, .{});

        const child1_pid = child1.id;
        const child2_pid = child2.id;

        // Kill child1
        try child1.send(.{ .exit = .crash });

        // Both should have new PIDs (restarted)
        try testing.expect(child1.id != child1_pid);
        try testing.expect(child2.id != child2_pid);
    }
}

test "circuit breaker" {
    var breaker = CircuitBreaker{
        .state = .closed,
        .failure_count = 0,
        .success_count = 0,
        .last_failure = 0,
        .failure_threshold = 3,
    };

    var fail_count: u32 = 0;

    const failingFunc = struct {
        fn call(count: *u32) !void {
            count.* += 1;
            if (count.* <= 3) {
                return error.ServiceError;
            }
        }
    }.call;

    // First 3 calls fail, circuit opens
    for (0..3) |_| {
        _ = breaker.call(failingFunc, &fail_count) catch {};
    }

    try testing.expect(breaker.state == .open);

    // Calls while open should fail fast
    const result = breaker.call(failingFunc, &fail_count);
    try testing.expectError(error.CircuitOpen, result);
}

test "checkpoint and recovery" {
    var system = try ActorSystem.init(.{});
    defer system.deinit();

    var manager = try CheckpointManager.init();

    // Create actor with state
    const actor = try system.spawn(statefulActor, .{
        .initial_state = 42,
    });

    // Process some messages
    for (0..10) |i| {
        try actor.send(.{ .increment = i });
    }

    // Checkpoint
    try manager.checkpoint(actor);

    // Simulate crash
    try actor.terminate(.crash);

    // Recover
    const recovered = try manager.recover(actor.id);

    // State should be preserved
    try testing.expectEqual(42 + 45, recovered.state);
}

Chapter 6: Test-Driven Development

Testing Philosophy

TDD Cycle for zbmd

// 1. Write failing test
test "tensor actor performs matrix multiplication" {
    const system = try ActorSystem.init(.{});
    defer system.deinit();

    const tensor_actor = try system.spawn(TensorActor, .{});

    const a = try Tensor.init(.{ .shape = .{2, 3}, .data = .{...} });
    const b = try Tensor.init(.{ .shape = .{3, 2}, .data = .{...} });

    const result = try tensor_actor.call(.{
        .matmul = .{ .left = a, .right = b }
    }, 1000);

    try testing.expectEqual(.{2, 2}, result.shape);
    // This test will fail until we implement TensorActor
}

// 2. Implement minimum code to pass
pub const TensorActor = struct {
    pub fn behavior(self: *Actor, msg: Message) !void {
        switch (msg.payload) {
            .matmul => |args| {
                const result = try matmul(args.left, args.right);
                try msg.reply(result);
            },
        }
    }
};

// 3. Refactor with confidence

Test Categories

// Unit tests - test individual components
test "message queue operations" {
    var queue = BoundedQueue(Message, 10).init();

    try queue.push(.{ .data = "hello" });
    const msg = try queue.pop();

    try testing.expectEqualStrings("hello", msg.data);
}

// Integration tests - test component interactions
test "actor system message routing" {
    var system = try ActorSystem.init(.{});
    const actor1 = try system.spawn(echoActor, .{});
    const actor2 = try system.spawn(echoActor, .{});

    try actor1.send(.{ .forward_to = actor2, .data = "test" });
    const response = try actor2.receive(1000);

    try testing.expectEqualStrings("test", response.data);
}

// Property-based tests
test "actor mailbox never loses messages" {
    var prng = std.rand.DefaultPrng.init(0);
    const rand = prng.random();

    for (0..1000) |_| {
        var mailbox = BoundedQueue(Message, 256).init();
        const num_messages = rand.intRangeAtMost(u32, 1, 256);

        // Send random messages
        var sent = ArrayList(u32).init();
        for (0..num_messages) |_| {
            const val = rand.int(u32);
            try sent.append(val);
            try mailbox.push(.{ .value = val });
        }

        // Receive all messages
        var received = ArrayList(u32).init();
        while (mailbox.pop()) |msg| {
            try received.append(msg.value);
        }

        // Property: all sent messages are received
        try testing.expectEqualSlices(u32, sent.items, received.items);
    }
}

// Fault injection tests
test "system recovers from random actor failures" {
    var system = try ActorSystem.init(.{
        .fault_injection = .{
            .enabled = true,
            .failure_rate = 0.1,
            .failure_types = .{ .crash, .timeout, .corruption },
        },
    });
    defer system.deinit();

    // Create supervised actor tree
    const supervisor = try system.spawn(Supervisor, .{
        .strategy = .one_for_one,
    });

    var workers: [10]ActorId = undefined;
    for (&workers) |*w| {
        w.* = try supervisor.startChild(workerActor, .{});
    }

    // Run workload with injected faults
    for (0..1000) |i| {
        const worker = workers[i % 10];
        _ = worker.send(.{ .work = i }) catch {
            // Actor might be restarting
            continue;
        };
    }

    // All workers should still be alive
    for (workers) |w| {
        try testing.expect(w.isAlive());
    }
}

GPU Testing

Mock GPU Backend

pub const MockGpuBackend = struct {
    allocations: std.AutoHashMap(DevicePtr, []u8),
    kernels: std.StringHashMap(KernelFunc),

    // Fault injection
    should_fail: bool = false,
    failure_type: GpuError = .out_of_memory,

    pub fn allocate(self: *MockGpuBackend, size: usize) !DevicePtr {
        if (self.should_fail) {
            return self.failure_type;
        }

        const memory = try std.heap.page_allocator.alloc(u8, size);
        const ptr = @ptrToInt(memory.ptr);
        try self.allocations.put(ptr, memory);
        return ptr;
    }

    pub fn launch(
        self: *MockGpuBackend,
        kernel: Kernel,
        grid: Grid,
        args: []const *anyopaque,
    ) !void {
        if (self.should_fail) {
            return self.failure_type;
        }

        // Execute kernel on CPU for testing
        const func = self.kernels.get(kernel.name) orelse
            return error.KernelNotFound;

        try func(grid, args);
    }
};

test "GPU kernel actor handles device failures" {
    var system = try ActorSystem.init(.{});
    defer system.deinit();

    // Create mock backend
    var mock_gpu = MockGpuBackend{};

    const kernel_actor = try system.spawn(GpuKernelActor, .{
        .backend = .{ .mock = &mock_gpu },
        .kernel = test_kernel,
    });

    // First launch succeeds
    const result1 = try kernel_actor.call(.{
        .launch = .{ .params = test_params },
    }, 1000);
    try testing.expect(result1 == .success);

    // Inject failure
    mock_gpu.should_fail = true;
    mock_gpu.failure_type = .device_error;

    // Should retry and eventually succeed
    const result2 = kernel_actor.call(.{
        .launch = .{ .params = test_params },
    }, 5000);

    // Kernel actor should have migrated to different device
    try testing.expect(result2 == .success);
}

Performance Testing

test "actor system throughput" {
    var system = try ActorSystem.init(.{
        .workers = 8,
    });
    defer system.deinit();

    const start = std.time.nanoTimestamp();
    const num_messages = 1_000_000;

    // Create actors
    var actors: [100]ActorId = undefined;
    for (&actors) |*a| {
        a.* = try system.spawn(throughputActor, .{});
    }

    // Send messages
    for (0..num_messages) |i| {
        const target = actors[i % 100];
        try target.send(.{ .data = i });
    }

    // Wait for completion
    for (actors) |a| {
        try a.call(.{ .get_count = {} }, 5000);
    }

    const elapsed = std.time.nanoTimestamp() - start;
    const msgs_per_sec = num_messages * 1_000_000_000 / elapsed;

    std.debug.print("Throughput: {} msgs/sec\n", .{msgs_per_sec});

    // Should handle at least 100k msgs/sec
    try testing.expect(msgs_per_sec > 100_000);
}

test "GPU kernel performance" {
    const backend = try selectBestBackend();

    // Skip if no GPU available
    if (backend == .cpu) return;

    const n = 1024 * 1024;
    const a = try backend.allocate(n * @sizeOf(f32));
    const b = try backend.allocate(n * @sizeOf(f32));
    const c = try backend.allocate(n * @sizeOf(f32));
    defer backend.free(a);
    defer backend.free(b);
    defer backend.free(c);

    // Measure kernel execution time
    const start = std.time.nanoTimestamp();

    for (0..100) |_| {
        try vectorAddKernel.launch(backend, .{
            .grid = .{ .x = (n + 255) / 256 },
            .blocks = .{ .x = 256 },
            .params = .{ a, b, c, n },
        });
    }

    try backend.synchronize();
    const elapsed = std.time.nanoTimestamp() - start;

    const gflops = (100.0 * n) / (@as(f64, elapsed) / 1_000_000_000.0) / 1_000_000_000.0;
    std.debug.print("Vector add: {.2} GFLOPS\n", .{gflops});

    // Should achieve reasonable performance
    try testing.expect(gflops > 10.0);
}

Test Infrastructure

Test Fixtures

pub const TestFixtures = struct {
    pub fn createTestSystem() !ActorSystem {
        return ActorSystem.init(.{
            .workers = 4,
            .max_actors = 1000,
            .enable_tracing = true,
        });
    }

    pub fn createTestTensor(comptime shape: []const usize) !Tensor {
        const size = comptime blk: {
            var s = 1;
            for (shape) |dim| {
                s *= dim;
            }
            break :blk s;
        };

        var data: [size]f32 = undefined;
        for (&data, 0..) |*d, i| {
            d.* = @floatFromInt(i);
        }

        return Tensor.init(.{
            .shape = shape,
            .data = data,
        });
    }

    pub fn createTestModel() !ModelActor {
        var system = try createTestSystem();

        return system.spawn(ModelActor, .{
            .layers = &[_]LayerSpec{
                .{ .type = .dense, .units = 128 },
                .{ .type = .relu },
                .{ .type = .dense, .units = 10 },
                .{ .type = .softmax },
            },
        });
    }
};

Test Helpers

pub const TestHelpers = struct {
    // Wait for condition with timeout
    pub fn waitFor(
        condition: *const fn () bool,
        timeout_ms: u64,
    ) !void {
        const start = std.time.milliTimestamp();

        while (!condition()) {
            if (std.time.milliTimestamp() - start > timeout_ms) {
                return error.Timeout;
            }
            std.time.sleep(1_000_000); // 1ms
        }
    }

    // Verify actor message trace
    pub fn expectMessageSequence(
        actor: ActorId,
        expected: []const MessageType,
    ) !void {
        const trace = actor.getMessageTrace();

        try testing.expectEqual(expected.len, trace.len);

        for (expected, trace) |exp, actual| {
            try testing.expectEqual(exp, actual.type);
        }
    }

    // Compare tensors with tolerance
    pub fn expectTensorApproxEqual(
        expected: Tensor,
        actual: Tensor,
        tolerance: f32,
    ) !void {
        try testing.expectEqualSlices(usize, expected.shape, actual.shape);

        for (expected.data, actual.data) |e, a| {
            try testing.expectApproxEqRel(e, a, tolerance);
        }
    }
};

Benchmarking

pub const Benchmark = struct {
    name: []const u8,
    iterations: u32,
    warmup: u32 = 10,

    pub fn run(
        self: Benchmark,
        func: anytype,
        args: anytype,
    ) !BenchmarkResult {
        // Warmup
        for (0..self.warmup) |_| {
            _ = try func(args);
        }

        var times = ArrayList(u64).init();
        var total: u64 = 0;

        for (0..self.iterations) |_| {
            const start = std.time.nanoTimestamp();
            _ = try func(args);
            const elapsed = std.time.nanoTimestamp() - start;

            try times.append(elapsed);
            total += elapsed;
        }

        // Calculate statistics
        std.sort.sort(u64, times.items, {}, comptime std.sort.asc(u64));

        return BenchmarkResult{
            .name = self.name,
            .iterations = self.iterations,
            .mean = total / self.iterations,
            .median = times.items[times.items.len / 2],
            .min = times.items[0],
            .max = times.items[times.items.len - 1],
            .p99 = times.items[@intFromFloat(times.items.len * 0.99)],
        };
    }
};

test "benchmark actor messaging" {
    var system = try TestFixtures.createTestSystem();
    defer system.deinit();

    const actor = try system.spawn(echoActor, .{});

    const bench = Benchmark{
        .name = "actor_send_receive",
        .iterations = 10000,
    };

    const result = try bench.run(
        struct {
            fn run(a: ActorId) !void {
                try a.send(.{ .data = "test" });
                _ = try a.receive(100);
            }
        }.run,
        actor,
    );

    std.debug.print("Actor messaging: mean={}, p99={}\n", .{
        result.mean,
        result.p99,
    });

    // Should be under 1 microsecond
    try testing.expect(result.mean < 1000);
}

Continuous Testing

Test Runner Configuration

// build.zig
pub fn build(b: *std.Build) void {
    // ... other config ...

    // Test step with coverage
    const test_step = b.step("test", "Run all tests");

    // Unit tests
    const unit_tests = b.addTest(.{
        .root_source_file = .{ .path = "src/test_all.zig" },
        .optimize = .Debug,
    });
    unit_tests.addOption(bool, "enable_coverage", true);
    test_step.dependOn(&unit_tests.step);

    // Integration tests
    const integration_tests = b.addTest(.{
        .root_source_file = .{ .path = "tests/integration.zig" },
        .optimize = .ReleaseSafe,
    });
    test_step.dependOn(&integration_tests.step);

    // Fuzzing
    const fuzz_step = b.step("fuzz", "Run fuzz tests");
    const fuzz_tests = b.addExecutable(.{
        .name = "fuzz",
        .root_source_file = .{ .path = "tests/fuzz.zig" },
        .optimize = .ReleaseFast,
    });
    fuzz_tests.linkSystemLibrary("AFL");
    fuzz_step.dependOn(&fuzz_tests.step);

    // Benchmarks
    const bench_step = b.step("bench", "Run benchmarks");
    const benchmarks = b.addExecutable(.{
        .name = "bench",
        .root_source_file = .{ .path = "tests/bench.zig" },
        .optimize = .ReleaseFast,
    });
    bench_step.dependOn(&benchmarks.step);
}

CI Pipeline

# .github/workflows/test.yml
name: Tests

on: [push, pull_request]

jobs:
  test:
    runs-on: ${{ matrix.os }}
    strategy:
      matrix:
        os: [ubuntu-latest, macos-latest, windows-latest]
        zig: [0.15.2]

    steps:
      - uses: actions/checkout@v3

      - name: Setup Zig
        uses: goto-bus-stop/setup-zig@v2
        with:
          version: ${{ matrix.zig }}

      - name: Install CUDA
        if: runner.os == 'Linux'
        run: |
          # Install CUDA toolkit

      - name: Run Tests
        run: |
          zig build test

      - name: Run Benchmarks
        run: |
          zig build bench

      - name: Fuzzing
        if: runner.os == 'Linux'
        run: |
          zig build fuzz -- -max_total_time=60

Chapter 7: Domain-Driven Design

Bounded Contexts

Core Domain: Actor System

pub const ActorSystemDomain = struct {
    // Core concepts
    pub const Actor = struct {
        id: ActorId,
        behavior: Behavior,
        mailbox: Mailbox,
        state: State,
    };

    pub const Message = struct {
        from: ActorId,
        to: ActorId,
        payload: Payload,
    };

    pub const Supervisor = struct {
        strategy: RestartStrategy,
        children: []Actor,
    };

    // Domain services
    pub const ActorRegistry = struct {
        fn register(actor: Actor) !void;
        fn lookup(id: ActorId) ?*Actor;
        fn unregister(id: ActorId) void;
    };

    pub const MessageRouter = struct {
        fn route(msg: Message) !void;
        fn broadcast(msg: Message, targets: []ActorId) !void;
    };

    // Domain events
    pub const DomainEvent = union(enum) {
        actor_spawned: ActorSpawned,
        actor_terminated: ActorTerminated,
        message_sent: MessageSent,
        supervision_triggered: SupervisionTriggered,
    };
};

ML Domain: Training & Inference

pub const MLDomain = struct {
    // Value objects
    pub const TensorShape = struct {
        dims: []const usize,

        pub fn numElements(self: TensorShape) usize {
            var prod: usize = 1;
            for (self.dims) |d| prod *= d;
            return prod;
        }

        pub fn isCompatible(self: TensorShape, other: TensorShape) bool {
            // Broadcasting rules
            // ...
        }
    };

    pub const LearningRate = struct {
        value: f32,
        schedule: Schedule,

        pub fn decay(self: *LearningRate, step: u32) void {
            self.value = self.schedule.calculate(step);
        }
    };

    // Entities
    pub const Model = struct {
        id: ModelId,
        architecture: Architecture,
        parameters: []Parameter,
        version: Version,

        // Invariants
        pub fn validate(self: Model) !void {
            // Check architecture consistency
            // Validate parameter shapes
            // ...
        }
    };

    pub const TrainingSession = struct {
        id: SessionId,
        model: Model,
        dataset: Dataset,
        hyperparameters: Hyperparameters,
        state: TrainingState,

        pub fn canResume(self: TrainingSession) bool {
            return self.state != .completed and self.state != .failed;
        }
    };

    // Aggregates
    pub const TrainingRun = struct {
        session: TrainingSession,
        checkpoints: []Checkpoint,
        metrics: MetricsHistory,

        // Aggregate root ensures consistency
        pub fn addCheckpoint(self: *TrainingRun, cp: Checkpoint) !void {
            // Validate checkpoint
            if (cp.session_id != self.session.id) {
                return error.InvalidCheckpoint;
            }

            // Ensure monotonic progress
            if (self.checkpoints.len > 0) {
                const last = self.checkpoints[self.checkpoints.len - 1];
                if (cp.epoch <= last.epoch) {
                    return error.NonMonotonicCheckpoint;
                }
            }

            try self.checkpoints.append(cp);
        }
    };

    // Domain services
    pub const TrainingService = struct {
        pub fn startTraining(
            model: Model,
            dataset: Dataset,
            config: TrainingConfig,
        ) !TrainingSession {
            // Validate preconditions
            try model.validate();
            try dataset.validate();

            // Create session
            const session = TrainingSession{
                .id = generateId(),
                .model = model,
                .dataset = dataset,
                .hyperparameters = config.hyperparameters,
                .state = .initializing,
            };

            // Emit domain event
            try EventBus.publish(.{
                .training_started = .{
                    .session_id = session.id,
                    .model_id = model.id,
                },
            });

            return session;
        }
    };
};

GPU Domain: Device & Kernel Management

pub const GpuDomain = struct {
    // Value objects
    pub const ComputeCapability = struct {
        major: u8,
        minor: u8,

        pub fn supports(self: ComputeCapability, feature: Feature) bool {
            return switch (feature) {
                .tensor_cores => self.major >= 7,
                .bf16 => self.major >= 8,
                .fp64 => self.major >= 2,
                // ...
            };
        }
    };

    pub const MemoryRequirement = struct {
        size: usize,
        alignment: usize,
        access_pattern: AccessPattern,

        pub fn isSatisfiedBy(self: MemoryRequirement, allocation: Allocation) bool {
            return allocation.size >= self.size and
                   allocation.alignment >= self.alignment;
        }
    };

    // Entities
    pub const GpuDevice = struct {
        id: DeviceId,
        name: []const u8,
        capability: ComputeCapability,
        memory: MemoryInfo,
        health: HealthStatus,

        pub fn canExecute(self: GpuDevice, kernel: Kernel) bool {
            // Check capability requirements
            for (kernel.requirements) |req| {
                if (!self.capability.supports(req)) {
                    return false;
                }
            }

            // Check memory availability
            return self.memory.available >= kernel.memory_requirement;
        }
    };

    pub const KernelInstance = struct {
        id: InstanceId,
        kernel: Kernel,
        device: GpuDevice,
        state: ExecutionState,
        launch_config: LaunchConfig,

        // State transitions
        pub fn launch(self: *KernelInstance) !void {
            if (self.state != .ready) {
                return error.InvalidState;
            }

            self.state = .launching;
            // ...
        }
    };

    // Repository pattern
    pub const DeviceRepository = struct {
        fn findAvailable(requirements: Requirements) ![]GpuDevice;
        fn getById(id: DeviceId) ?GpuDevice;
        fn save(device: GpuDevice) !void;
    };

    // Domain service
    pub const KernelScheduler = struct {
        devices: DeviceRepository,

        pub fn scheduleKernel(
            kernel: Kernel,
            preferences: SchedulingPreferences,
        ) !KernelInstance {
            // Find suitable device
            const devices = try self.devices.findAvailable(kernel.requirements);

            if (devices.len == 0) {
                return error.NoSuitableDevice;
            }

            // Select best device based on preferences
            const device = selectBestDevice(devices, preferences);

            // Create kernel instance
            const instance = KernelInstance{
                .id = generateId(),
                .kernel = kernel,
                .device = device,
                .state = .ready,
                .launch_config = calculateLaunchConfig(kernel, device),
            };

            return instance;
        }
    };
};

Context Mapping

Integration Between Contexts

pub const ContextIntegration = struct {
    // Anti-corruption layer between Actor System and ML domains
    pub const MLActorAdapter = struct {
        pub fn adaptModelToActor(model: MLDomain.Model) ActorSystemDomain.Actor {
            return .{
                .id = generateActorId(model.id),
                .behavior = modelActorBehavior,
                .mailbox = Mailbox.init(),
                .state = .{
                    .model = model,
                },
            };
        }

        pub fn adaptMessageToMLCommand(
            msg: ActorSystemDomain.Message,
        ) ?MLCommand {
            return switch (msg.payload) {
                .train => |params| MLCommand.StartTraining{
                    .hyperparameters = params.hyperparameters,
                    .dataset = params.dataset,
                },
                .infer => |params| MLCommand.RunInference{
                    .input = params.input,
                    .batch_size = params.batch_size,
                },
                else => null,
            };
        }
    };

    // Shared kernel between ML and GPU domains
    pub const TensorOperations = struct {
        // Shared understanding of tensor operations
        pub const Operation = enum {
            matmul,
            conv2d,
            attention,
            // ...
        };

        pub fn getKernelForOperation(
            op: Operation,
            dtype: DataType,
            device: GpuDomain.ComputeCapability,
        ) Kernel {
            // Select optimized kernel based on device
            // ...
        }
    };

    // Published language for external systems
    pub const ExternalAPI = struct {
        pub const TrainingRequest = struct {
            model_architecture: []const u8,
            dataset_path: []const u8,
            config: struct {
                batch_size: u32,
                learning_rate: f32,
                epochs: u32,
            },
        };

        pub fn fromExternalRequest(
            req: TrainingRequest,
        ) !MLDomain.TrainingConfig {
            // Translate external format to internal domain model
            // ...
        }
    };
};

Domain Events

Event Sourcing

pub const EventStore = struct {
    events: std.ArrayListUnmanaged(DomainEvent),
    snapshots: std.AutoHashMap(AggregateId, Snapshot),

    pub const DomainEvent = struct {
        id: EventId,
        timestamp: i64,
        aggregate_id: AggregateId,
        version: u32,
        payload: EventPayload,
    };

    pub fn append(self: *EventStore, event: DomainEvent) !void {
        // Validate event
        if (event.version <= self.getLatestVersion(event.aggregate_id)) {
            return error.ConcurrencyConflict;
        }

        try self.events.append(event);

        // Publish to subscribers
        try EventBus.publish(event);
    }

    pub fn replay(
        self: *EventStore,
        aggregate_id: AggregateId,
        from_version: ?u32,
    ) ![]DomainEvent {
        var result = ArrayList(DomainEvent).init();

        // Start from snapshot if available
        if (self.snapshots.get(aggregate_id)) |snapshot| {
            if (from_version == null or snapshot.version >= from_version.?) {
                // Use snapshot as starting point
                from_version = snapshot.version + 1;
            }
        }

        // Replay events
        for (self.events.items) |event| {
            if (event.aggregate_id == aggregate_id and
                event.version >= (from_version orelse 0)) {
                try result.append(event);
            }
        }

        return result.toOwnedSlice();
    }
};

Saga Pattern for Distributed Transactions

pub const TrainingSaga = struct {
    pub const State = enum {
        allocating_resources,
        loading_data,
        initializing_model,
        training,
        checkpointing,
        completed,
        compensating,
        failed,
    };

    state: State,
    context: SagaContext,

    pub const SagaContext = struct {
        session_id: SessionId,
        allocated_devices: []DeviceId,
        loaded_datasets: []DatasetId,
        checkpoint_path: ?[]const u8,
    };

    pub fn handle(self: *TrainingSaga, event: DomainEvent) !void {
        switch (self.state) {
            .allocating_resources => {
                switch (event) {
                    .resource_allocated => |e| {
                        try self.context.allocated_devices.append(e.device_id);

                        if (self.context.allocated_devices.len >= required_devices) {
                            self.state = .loading_data;
                            try self.loadData();
                        }
                    },
                    .resource_allocation_failed => {
                        self.state = .compensating;
                        try self.compensate();
                    },
                    else => {},
                }
            },
            .training => {
                switch (event) {
                    .epoch_completed => |e| {
                        if (e.epoch % checkpoint_interval == 0) {
                            self.state = .checkpointing;
                            try self.createCheckpoint();
                        }
                    },
                    .training_failed => {
                        self.state = .compensating;
                        try self.compensate();
                    },
                    else => {},
                }
            },
            .compensating => {
                // Rollback actions
                for (self.context.allocated_devices) |device| {
                    try releaseDevice(device);
                }

                for (self.context.loaded_datasets) |dataset| {
                    try unloadDataset(dataset);
                }

                self.state = .failed;
            },
            // ...
        }
    }
};

Domain Testing

test "training aggregate maintains invariants" {
    var run = MLDomain.TrainingRun{
        .session = .{
            .id = "test_session",
            .model = test_model,
            .dataset = test_dataset,
            .hyperparameters = .{},
            .state = .running,
        },
        .checkpoints = ArrayList(Checkpoint).init(),
        .metrics = MetricsHistory.init(),
    };

    // Should accept valid checkpoint
    const cp1 = Checkpoint{
        .session_id = "test_session",
        .epoch = 1,
        .loss = 0.5,
    };
    try run.addCheckpoint(cp1);

    // Should reject non-monotonic checkpoint
    const cp2 = Checkpoint{
        .session_id = "test_session",
        .epoch = 0, // Earlier than cp1
        .loss = 0.6,
    };

    const result = run.addCheckpoint(cp2);
    try testing.expectError(error.NonMonotonicCheckpoint, result);
}

test "device capability checking" {
    const device = GpuDomain.GpuDevice{
        .id = "gpu0",
        .name = "RTX 3090",
        .capability = .{ .major = 8, .minor = 6 },
        .memory = .{
            .total = 24 * 1024 * 1024 * 1024,
            .available = 20 * 1024 * 1024 * 1024,
        },
        .health = .healthy,
    };

    const kernel_with_tensor_cores = Kernel{
        .requirements = &[_]Feature{.tensor_cores},
        .memory_requirement = 1024 * 1024 * 1024,
    };

    // Should support tensor cores (8.6 >= 7.0)
    try testing.expect(device.canExecute(kernel_with_tensor_cores));

    const kernel_with_huge_memory = Kernel{
        .requirements = &[_]Feature{},
        .memory_requirement = 30 * 1024 * 1024 * 1024,
    };

    // Should reject due to insufficient memory
    try testing.expect(!device.canExecute(kernel_with_huge_memory));
}

test "saga compensation on failure" {
    var saga = TrainingSaga{
        .state = .training,
        .context = .{
            .session_id = "test",
            .allocated_devices = &[_]DeviceId{"gpu0", "gpu1"},
            .loaded_datasets = &[_]DatasetId{"dataset1"},
            .checkpoint_path = null,
        },
    };

    // Simulate training failure
    try saga.handle(.{ .training_failed = .{
        .session_id = "test",
        .reason = "OOM",
    }});

    // Should transition to compensating
    try testing.expectEqual(.compensating, saga.state);

    // Should clean up resources
    // (In real implementation, would verify devices are released)
}

Chapter 8: Tiger Style Safety & Performance

Safety First

No Undefined Behavior

// ❌ BAD: Using undefined
pub fn badInit() Actor {
    var actor: Actor = undefined;  // NEVER do this
    actor.id = generateId();
    // What about other fields? Undefined behavior!
    return actor;
}

// ✅ GOOD: Explicit initialization
pub fn goodInit() Actor {
    return Actor{
        .id = generateId(),
        .state = .initializing,
        .mailbox = BoundedQueue.init(),
        .reductions = INITIAL_REDUCTIONS,
        .supervisor = null,
        .children = BoundedArray.init(),
        // Every field explicitly initialized
    };
}

Fixed Limits Everywhere

pub const Limits = struct {
    // Tiger Style: All limits are fixed at compile time
    pub const MAX_ACTORS = 1_000_000;
    pub const MAX_MAILBOX_SIZE = 256;
    pub const MAX_MESSAGE_SIZE = 64 * 1024;  // 64KB
    pub const MAX_CHILDREN = 100;
    pub const MAX_REDUCTIONS = 2000;
    pub const MAX_RETRIES = 10;
    pub const MAX_DEVICES = 16;
    pub const ACTOR_HEAP_SIZE = 1024 * 1024;  // 1MB
    pub const ACTOR_STACK_SIZE = 64 * 1024;   // 64KB
};

// All data structures bounded
pub const BoundedQueue = struct(comptime T: type, comptime max: usize) {
    items: [max]T,
    head: usize = 0,
    tail: usize = 0,
    count: usize = 0,

    pub fn push(self: *@This(), item: T) !void {
        if (self.count >= max) {
            return error.QueueFull;
        }

        self.items[self.tail] = item;
        self.tail = (self.tail + 1) % max;
        self.count += 1;
    }

    pub fn pop(self: *@This()) ?T {
        if (self.count == 0) return null;

        const item = self.items[self.head];
        self.head = (self.head + 1) % max;
        self.count -= 1;

        return item;
    }
};

Assertions & Invariants

pub const ActorSystem = struct {
    actors: []Actor,
    worker_count: u32,

    pub fn spawn(self: *ActorSystem, behavior: Behavior) !ActorId {
        // Precondition assertions
        assert(self.worker_count > 0);
        assert(self.actors.len < Limits.MAX_ACTORS);

        const actor = try self.allocateActor();

        // Invariant: actor must be in valid state
        assert(actor.state == .initializing or actor.state == .running);

        // Postcondition: actor is registered
        defer assert(self.registry.contains(actor.id));

        return actor.id;
    }

    // Pair assertions for critical data
    pub fn transferMessage(self: *ActorSystem, msg: Message) !void {
        const sender_before = self.getActor(msg.from).mailbox.count;
        const receiver_before = self.getActor(msg.to).mailbox.count;

        try self.doTransfer(msg);

        const sender_after = self.getActor(msg.from).mailbox.count;
        const receiver_after = self.getActor(msg.to).mailbox.count;

        // Pair assertion: one message moved
        assert(sender_after == sender_before - 1);
        assert(receiver_after == receiver_before + 1);
    }
};

Error Handling

// All errors are explicit
pub const GpuError = error{
    OutOfMemory,
    DeviceLost,
    KernelTimeout,
    InvalidConfiguration,
    UnsupportedOperation,
};

pub fn launchKernel(kernel: Kernel, device: Device) GpuError!void {
    // Check preconditions
    if (!device.isHealthy()) {
        return error.DeviceLost;
    }

    if (kernel.memory_requirement > device.available_memory) {
        return error.OutOfMemory;
    }

    // Fail fast on programmer errors
    assert(kernel.grid.x > 0);  // This should never be 0
    assert(kernel.grid.y > 0);
    assert(kernel.grid.z > 0);

    // Handle all possible failures
    const result = device.backend.launch(kernel) catch |err| {
        switch (err) {
            error.CudaError => return error.DeviceLost,
            error.Timeout => return error.KernelTimeout,
            else => return err,
        }
    };

    // Verify success
    assert(result.status == .success);
}

Performance by Design

Napkin Math

// Document performance assumptions
pub const PerformanceModel = struct {
    // Memory bandwidth: 900 GB/s (A100)
    // L2 cache: 40 MB
    // SM count: 108
    // Registers per SM: 65536

    pub fn estimateMatmulTime(m: usize, n: usize, k: usize) f64 {
        // FLOPs = 2 * M * N * K
        const flops = 2 * m * n * k;

        // Memory transfers = M*K + K*N + M*N elements
        const memory_bytes = @sizeOf(f32) * (m * k + k * n + m * n);

        // Assuming peak performance
        const compute_time = @as(f64, flops) / (19.5 * 1e12);  // 19.5 TFLOPS
        const memory_time = @as(f64, memory_bytes) / (900 * 1e9);  // 900 GB/s

        // Actual time is max of compute and memory bound
        return @max(compute_time, memory_time);
    }

    pub fn canFitInSharedMemory(tensor_size: usize) bool {
        const shared_mem_per_sm = 164 * 1024;  // 164 KB on A100
        return tensor_size <= shared_mem_per_sm;
    }
};

Batch Operations

pub const BatchProcessor = struct {
    // Amortize expensive operations
    pub fn processBatch(
        messages: []const Message,
        actor: *Actor,
    ) !void {
        // Sort messages by type for better branch prediction
        var sorted = try allocator.alloc(Message, messages.len);
        defer allocator.free(sorted);

        std.sort.sort(Message, sorted, {}, struct {
            fn lessThan(ctx: void, a: Message, b: Message) bool {
                _ = ctx;
                return @intFromEnum(a.type) < @intFromEnum(b.type);
            }
        }.lessThan);

        // Process in batches by type
        var i: usize = 0;
        while (i < sorted.len) {
            const msg_type = sorted[i].type;
            var j = i + 1;

            // Find end of same-type messages
            while (j < sorted.len and sorted[j].type == msg_type) : (j += 1) {}

            // Process batch
            try processSameType(sorted[i..j], actor);

            i = j;
        }
    }

    // Batch GPU operations
    pub fn launchKernelBatch(
        kernels: []const Kernel,
        device: Device,
    ) !void {
        // Use CUDA streams for concurrent execution
        var streams: [MAX_STREAMS]Stream = undefined;
        for (0..@min(kernels.len, MAX_STREAMS)) |i| {
            streams[i] = try device.createStream();
        }
        defer for (streams) |s| device.destroyStream(s);

        // Launch all kernels asynchronously
        for (kernels, 0..) |kernel, i| {
            const stream = streams[i % MAX_STREAMS];
            try device.launchAsync(kernel, stream);
        }

        // Wait for all to complete
        for (streams[0..@min(kernels.len, MAX_STREAMS)]) |stream| {
            try stream.synchronize();
        }
    }
};

Memory Efficiency

pub const MemoryEfficientTensor = struct {
    // Use minimum precision needed
    data: union(enum) {
        f32: []f32,
        f16: []f16,
        bf16: []bf16,
        i8: []i8,   // Quantized
        i4: []u8,   // 4-bit packed
    },

    shape: TensorShape,

    // Lazy allocation
    allocated: bool = false,

    pub fn allocate(self: *@This()) !void {
        if (self.allocated) return;

        const num_elements = self.shape.numElements();

        switch (self.data) {
            .f32 => |*d| d.* = try allocator.alloc(f32, num_elements),
            .f16 => |*d| d.* = try allocator.alloc(f16, num_elements),
            .bf16 => |*d| d.* = try allocator.alloc(bf16, num_elements),
            .i8 => |*d| d.* = try allocator.alloc(i8, num_elements),
            .i4 => |*d| d.* = try allocator.alloc(u8, (num_elements + 1) / 2),
        }

        self.allocated = true;
    }

    // Memory pooling
    pub fn deallocate(self: *@This(), pool: *TensorPool) !void {
        if (!self.allocated) return;

        // Return to pool instead of freeing
        try pool.return(self);
        self.allocated = false;
    }
};

Cache Optimization

pub const CacheOptimized = struct {
    // Structure padding for cache alignment
    pub const CacheAlignedActor = struct {
        // Hot data on same cache line
        hot: struct {
            id: ActorId,
            state: State,
            reductions: i32,
            message_count: u32,
            padding: [40]u8,  // Pad to 64 bytes
        } align(64),

        // Cold data on separate cache lines
        cold: struct {
            supervisor: ?ActorId,
            children: BoundedArray(ActorId, MAX_CHILDREN),
            metadata: Metadata,
        } align(64),
    };

    // Prefetching
    pub fn processActors(actors: []Actor) !void {
        // Prefetch next actors while processing current
        for (actors, 0..) |*actor, i| {
            // Prefetch next few actors
            if (i + 1 < actors.len) {
                @prefetch(&actors[i + 1], .{
                    .rw = .read,
                    .locality = 1,
                    .cache = .data,
                });
            }

            // Process current actor
            try actor.process();
        }
    }
};

Comptime Optimization

CPU Feature Detection

pub const CpuOptimized = struct {
    // Comptime generation of optimized code paths
    pub fn matmul(comptime features: CpuFeatures) type {
        return struct {
            pub fn compute(a: []f32, b: []f32, c: []f32, m: usize, n: usize, k: usize) void {
                if (comptime features.avx512) {
                    matmulAVX512(a, b, c, m, n, k);
                } else if (comptime features.avx2) {
                    matmulAVX2(a, b, c, m, n, k);
                } else if (comptime features.sse4) {
                    matmulSSE4(a, b, c, m, n, k);
                } else {
                    matmulScalar(a, b, c, m, n, k);
                }
            }
        };
    }

    // Runtime dispatch to comptime-optimized versions
    pub fn createOptimizedMatmul() MatmulFn {
        const cpu = detectCpuFeatures();

        if (cpu.avx512) {
            return matmul(.{ .avx512 = true }).compute;
        } else if (cpu.avx2) {
            return matmul(.{ .avx2 = true }).compute;
        } else if (cpu.sse4) {
            return matmul(.{ .sse4 = true }).compute;
        } else {
            return matmul(.{}).compute;
        }
    }
};

GPU Kernel Generation

pub fn generateOptimizedKernel(comptime spec: KernelSpec) type {
    return struct {
        // Generate different versions for different architectures
        pub const cuda_sm70 = if (spec.targets.cuda_sm70)
            generateCudaKernel(spec, .sm_70)
        else
            null;

        pub const cuda_sm80 = if (spec.targets.cuda_sm80)
            generateCudaKernel(spec, .sm_80)
        else
            null;

        pub const cuda_sm90 = if (spec.targets.cuda_sm90)
            generateCudaKernel(spec, .sm_90)
        else
            null;

        // Runtime dispatch
        pub fn launch(device: Device, args: anytype) !void {
            switch (device.compute_capability) {
                90 => try launchKernel(cuda_sm90.?, device, args),
                80...89 => try launchKernel(cuda_sm80.?, device, args),
                70...79 => try launchKernel(cuda_sm70.?, device, args),
                else => return error.UnsupportedDevice,
            }
        }
    };
}

Safety Testing

test "bounded operations never overflow" {
    var queue = BoundedQueue(u32, 10).init();

    // Fill queue
    for (0..10) |i| {
        try queue.push(@intCast(i));
    }

    // Should fail on overflow
    const result = queue.push(10);
    try testing.expectError(error.QueueFull, result);

    // Should handle empty queue
    for (0..10) |_| {
        _ = queue.pop();
    }

    try testing.expect(queue.pop() == null);
}

test "assertions catch invariant violations" {
    if (builtin.mode != .Debug) return;  // Assertions only in debug

    var system = try ActorSystem.init(.{
        .worker_count = 0,  // Invalid!
    });

    // Should panic in debug mode
    const result = std.debug.panic_test(
        system.spawn,
        .{testBehavior},
    );

    try testing.expect(result == .panic);
}

test "memory limits are enforced" {
    var actor = try Actor.init();

    // Try to allocate more than allowed
    const huge_size = Limits.ACTOR_HEAP_SIZE + 1;
    const result = actor.heap.alloc(u8, huge_size);

    try testing.expectError(error.OutOfMemory, result);
}

Performance Validation

test "performance meets requirements" {
    const start = std.time.nanoTimestamp();

    // Message passing latency
    {
        var system = try ActorSystem.init(.{});
        const actor = try system.spawn(echoActor, .{});

        const msg_start = std.time.nanoTimestamp();
        try actor.send(.{ .data = "test" });
        _ = try actor.receive(100);
        const msg_elapsed = std.time.nanoTimestamp() - msg_start;

        // Should be under 1 microsecond
        try testing.expect(msg_elapsed < 1000);
    }

    // GPU kernel launch overhead
    {
        const device = try selectDevice();
        const kernel = simpleKernel;

        const launch_start = std.time.nanoTimestamp();
        try kernel.launch(device, .{});
        const launch_elapsed = std.time.nanoTimestamp() - launch_start;

        // Should be under 10 microseconds
        try testing.expect(launch_elapsed < 10_000);
    }

    const total_elapsed = std.time.nanoTimestamp() - start;
    std.debug.print("Performance test completed in {}ns\n", .{total_elapsed});
}

Tiger Style Checklist

  • No undefined for uninitialized data
  • All loops have fixed bounds
  • All arrays/queues have maximum sizes
  • Functions under 70 lines
  • Assertions for preconditions/invariants
  • Fail fast on programmer errors
  • All errors handled explicitly
  • Compiler warnings as errors
  • No hidden allocations
  • Batch operations where possible
  • Cache-aligned data structures
  • Comptime optimization with runtime dispatch
  • Performance napkin math documented
  • Memory pools instead of allocation/free
  • Prefetching for sequential access

Chapter 9: Implementation Roadmap

Project Structure


zbmd/
├── build.zig # Build configuration
├── build.zig.zon # Dependencies
├── src/
│ ├── zbmd.zig # Public API
│ ├── actor/
│ │ ├── actor.zig
│ │ ├── mailbox.zig
│ │ ├── message.zig
│ │ ├── scheduler.zig
│ │ └── supervisor.zig
│ ├── gpu/
│ │ ├── backend.zig
│ │ ├── cuda/
│ │ ├── rocm/
│ │ ├── vulkan/
│ │ └── kernel.zig
│ ├── ml/
│ │ ├── tensor.zig
│ │ ├── model.zig
│ │ ├── optimizer.zig
│ │ └── training.zig
│ ├── distribution/
│ │ ├── cluster.zig
│ │ ├── gossip.zig
│ │ └── consensus.zig
│ └── utils/
│ ├── allocator.zig
│ ├── bounded.zig
│ └── metrics.zig
├── tests/
│ ├── unit/
│ ├── integration/
│ ├── property/
│ └── benchmarks/
├── examples/
│ ├── hello_actor.zig
│ ├── gpu_training.zig
│ └── distributed_training.zig
└── docs/
└── (this mdBook)

Phase 1: Core Actor System (Weeks 1-3)

Milestone 1.1: Basic Actor Infrastructure

// Implement core actor structure
pub const Actor = struct {
    id: ActorId,
    mailbox: BoundedQueue(Message, 256),
    behavior: *const fn (*Actor, Message) Error!void,
    state: ActorState,
    reductions: i32,
};

// Basic message passing
pub fn send(from: ActorId, to: ActorId, payload: MessagePayload) !void {
    const actor = registry.get(to) orelse return error.ActorNotFound;
    try actor.mailbox.push(.{
        .from = from,
        .to = to,
        .payload = payload,
    });
}

// Tests
test "basic actor creation and messaging" {
    var system = try ActorSystem.init(.{});
    const actor = try system.spawn(echoActor, .{});

    try actor.send(.{ .data = "hello" });
    const reply = try actor.receive(100);
    try testing.expectEqualStrings("hello", reply.data);
}

Milestone 1.2: Scheduler Implementation

// Work-stealing scheduler
pub const Scheduler = struct {
    workers: []Worker,
    run_queues: []RunQueue,

    pub fn init(worker_count: u32) !Scheduler {
        // Initialize per-worker queues
        // Start worker threads
        // Set CPU affinity
    }

    pub fn schedule(self: *Scheduler, actor: *Actor) !void {
        // Add to least loaded queue
        // Wake idle workers
    }
};

// Reduction-based preemption
pub fn executeActor(actor: *Actor) !void {
    actor.reductions = 2000;
    while (actor.reductions > 0) {
        if (try actor.mailbox.pop()) |msg| {
            try actor.behavior(actor, msg);
            actor.reductions -= 1;
        } else break;
    }
}

Milestone 1.3: Supervision Trees

// Supervisor implementation
pub const Supervisor = struct {
    actor: Actor,
    children: BoundedArray(Child, 100),
    strategy: RestartStrategy,

    pub fn startChild(self: *Supervisor, spec: ChildSpec) !ActorId {
        const child = try self.actor.system.spawn(spec.behavior, .{
            .supervisor = self.actor.id,
        });
        try self.children.append(.{
            .id = child,
            .spec = spec,
            .state = .running,
        });
        return child;
    }

    pub fn handleChildExit(self: *Supervisor, child: ActorId, reason: ExitReason) !void {
        switch (self.strategy) {
            .one_for_one => try self.restartChild(child),
            .one_for_all => try self.restartAllChildren(),
            .rest_for_one => try self.restartRestForOne(child),
        }
    }
};

Phase 2: GPU Backend (Weeks 4-7)

Milestone 2.1: Backend Abstraction

// Unified GPU interface
pub const GpuBackend = union(enum) {
    cuda: CudaBackend,
    rocm: RocmBackend,
    vulkan: VulkanBackend,
    cpu: CpuBackend,

    pub fn detect() !GpuBackend {
        if (cuda.isAvailable()) return .{ .cuda = try CudaBackend.init() };
        if (rocm.isAvailable()) return .{ .rocm = try RocmBackend.init() };
        if (vulkan.isAvailable()) return .{ .vulkan = try VulkanBackend.init() };
        return .{ .cpu = CpuBackend.init() };
    }
};

Milestone 2.2: CUDA Integration

// Link with CUDA libraries
const cuda = @cImport({
    @cInclude("cuda_runtime.h");
    @cInclude("cublas_v2.h");
    @cInclude("cudnn.h");
});

pub const CudaBackend = struct {
    device: c_int,
    context: cuda.CUcontext,

    pub fn init() !CudaBackend {
        if (cuda.cudaGetDeviceCount() == 0) {
            return error.NoCudaDevices;
        }

        const device = 0;
        try checkCuda(cuda.cudaSetDevice(device));

        return .{
            .device = device,
            .context = null,
        };
    }

    pub fn allocate(self: *CudaBackend, size: usize) !DevicePtr {
        var ptr: ?*anyopaque = null;
        try checkCuda(cuda.cudaMalloc(&ptr, size));
        return @ptrToInt(ptr.?);
    }

    fn checkCuda(err: cuda.cudaError_t) !void {
        if (err != cuda.cudaSuccess) {
            return error.CudaError;
        }
    }
};

Milestone 2.3: Kernel Compilation

// JIT kernel compilation
pub const KernelCompiler = struct {
    nvrtc: *cuda.nvrtcProgram,

    pub fn compileCuda(source: []const u8, options: CompileOptions) ![]const u8 {
        // Create program
        var prog: cuda.nvrtcProgram = undefined;
        try checkNvrtc(cuda.nvrtcCreateProgram(
            &prog,
            source.ptr,
            "kernel.cu",
            0,
            null,
            null,
        ));
        defer cuda.nvrtcDestroyProgram(&prog);

        // Compile
        const opts = [_][*c]const u8{
            "--gpu-architecture=compute_80",
            "--use_fast_math",
        };
        try checkNvrtc(cuda.nvrtcCompileProgram(prog, opts.len, &opts));

        // Get PTX
        var ptx_size: usize = 0;
        try checkNvrtc(cuda.nvrtcGetPTXSize(prog, &ptx_size));

        const ptx = try allocator.alloc(u8, ptx_size);
        try checkNvrtc(cuda.nvrtcGetPTX(prog, ptx.ptr));

        return ptx;
    }
};

Phase 3: ML Primitives (Weeks 8-11)

Milestone 3.1: Tensor Actors

pub const TensorActor = struct {
    actor: Actor,
    tensor: Tensor,
    device: GpuBackend,

    pub fn behavior(self: *Actor, msg: Message) !void {
        const tensor_actor = @fieldParentPtr(TensorActor, "actor", self);

        switch (msg.payload) {
            .matmul => |args| {
                const result = try tensor_actor.matmul(args.other);
                try msg.reply(.{ .tensor = result });
            },
            .add => |args| {
                try tensor_actor.add(args.other);
                try msg.reply(.{ .success = true });
            },
            .migrate => |target| {
                try tensor_actor.migrateTo(target);
                try msg.reply(.{ .success = true });
            },
        }
    }

    fn matmul(self: *TensorActor, other: TensorActor) !Tensor {
        // Use cuBLAS/rocBLAS
        switch (self.device) {
            .cuda => |*cuda| {
                const handle = try cuda.getCublasHandle();
                try cublas.gemm(
                    handle,
                    self.tensor.data,
                    other.tensor.data,
                    result.data,
                );
            },
            .rocm => |*rocm| {
                // Similar for ROCm
            },
            else => {
                // CPU fallback
            },
        }
        return result;
    }
};

Milestone 3.2: Model Actor

pub const ModelActor = struct {
    actor: Actor,
    layers: []LayerActor,
    optimizer: OptimizerActor,

    pub fn forward(self: *ModelActor, input: Tensor) !Tensor {
        var current = input;

        for (self.layers) |layer| {
            current = try layer.call(.{
                .forward = .{ .input = current }
            }, 1000);
        }

        return current;
    }

    pub fn backward(self: *ModelActor, loss: Tensor) !void {
        var grad = loss;

        // Reverse through layers
        var i = self.layers.len;
        while (i > 0) {
            i -= 1;
            grad = try self.layers[i].call(.{
                .backward = .{ .grad = grad }
            }, 1000);
        }

        // Update with optimizer
        try self.optimizer.send(.{
            .step = .{ .gradients = collected_grads }
        });
    }
};

Milestone 3.3: Training Supervisor

pub const TrainingSupervisor = struct {
    supervisor: Supervisor,
    model: ModelActor,
    dataloader: DataloaderActor,

    pub fn train(self: *TrainingSupervisor, config: TrainingConfig) !void {
        for (0..config.epochs) |epoch| {
            var batch_iter = try self.dataloader.getBatches();

            while (try batch_iter.next()) |batch| {
                // Forward pass
                const output = try self.model.forward(batch.inputs);

                // Compute loss
                const loss = try computeLoss(output, batch.targets);

                // Backward pass
                try self.model.backward(loss);

                // Checkpoint periodically
                if (batch.id % config.checkpoint_interval == 0) {
                    try self.checkpoint();
                }
            }

            try self.onEpochComplete(epoch);
        }
    }

    fn handleFailure(self: *TrainingSupervisor, failure: Failure) !void {
        switch (failure.type) {
            .gpu_oom => {
                // Reduce batch size and retry
                self.dataloader.batch_size /= 2;
                try self.retry();
            },
            .gpu_error => {
                // Migrate to different GPU
                const new_device = try selectHealthyDevice();
                try self.model.migrateTo(new_device);
                try self.resumeFromCheckpoint();
            },
            else => {
                // Let supervisor handle
                return failure;
            },
        }
    }
};

Phase 4: Distribution (Weeks 12-15)

Milestone 4.1: Cluster Management

pub const ClusterNode = struct {
    id: NodeId,
    actors: ActorRegistry,
    peers: []Peer,

    pub fn join(self: *ClusterNode, seeds: []Address) !void {
        // Gossip protocol for discovery
        for (seeds) |seed| {
            try self.connectToPeer(seed);
        }

        // Exchange actor registries
        try self.broadcastActorList();

        // Start failure detection
        try self.startHeartbeat();
    }

    pub fn routeMessage(self: *ClusterNode, msg: Message) !void {
        const target_node = self.findNodeForActor(msg.to);

        if (target_node == self.id) {
            // Local delivery
            try self.actors.deliver(msg);
        } else {
            // Remote delivery
            const peer = self.getPeer(target_node);
            try peer.send(msg);
        }
    }
};

Milestone 4.2: Distributed Training

pub const DistributedTraining = struct {
    nodes: []ClusterNode,
    model_replicas: []ModelActor,

    pub fn dataParallel(self: *DistributedTraining, batch: Batch) !void {
        // Split batch across nodes
        const mini_batches = try splitBatch(batch, self.nodes.len);

        // Parallel forward/backward
        var futures = ArrayList(Future).init();
        for (self.model_replicas, mini_batches) |replica, mb| {
            const future = try replica.callAsync(.{
                .train_step = .{ .batch = mb }
            });
            try futures.append(future);
        }

        // Wait for completion
        for (futures.items) |f| {
            _ = try f.await(5000);
        }

        // All-reduce gradients
        try self.allReduceGradients();
    }

    fn allReduceGradients(self: *DistributedTraining) !void {
        // Ring all-reduce implementation
        const n = self.nodes.len;

        // Each node sends to next in ring
        for (0..n-1) |round| {
            for (self.nodes, 0..) |node, i| {
                const next = (i + 1) % n;
                const chunk = self.getGradientChunk(i, round);
                try node.send(self.nodes[next], chunk);
            }

            // Aggregate received chunks
            for (self.nodes) |node| {
                const received = try node.receive();
                try node.aggregateGradients(received);
            }
        }
    }
};

Phase 5: Production Features (Weeks 16-20)

Milestone 5.1: Monitoring & Metrics

pub const MetricsCollector = struct {
    counters: std.StringHashMap(AtomicU64),
    histograms: std.StringHashMap(Histogram),

    pub fn recordLatency(self: *MetricsCollector, name: []const u8, ns: u64) !void {
        const hist = try self.histograms.getOrPut(name);
        if (!hist.found_existing) {
            hist.value_ptr.* = Histogram.init();
        }
        hist.value_ptr.record(ns);
    }

    pub fn exportPrometheus(self: *MetricsCollector) ![]const u8 {
        var buffer = ArrayList(u8).init();

        // Export counters
        // NOTE: This is pseudo-code for illustration.
        // In Zig 0.15.x, you would need to provide an explicit buffer to writer()
        var iter = self.counters.iterator();
        while (iter.next()) |entry| {
            try buffer.writer().print("# TYPE {} counter\n", .{entry.key_ptr.*});
            try buffer.writer().print("{} {}\n", .{
                entry.key_ptr.*,
                entry.value_ptr.load(.acquire)
            });
        }

        // Export histograms
        // ...

        return buffer.toOwnedSlice();
    }
};

Milestone 5.2: Model Serving

pub const ModelServer = struct {
    model: ModelActor,
    batch_manager: BatchManager,

    pub fn serve(self: *ModelServer, port: u16) !void {
        const server = try std.net.StreamServer.init(.{
            .reuse_address = true,
        });
        defer server.deinit();

        const addr = try std.net.Address.parseIp("0.0.0.0", port);
        try server.listen(addr);

        while (true) {
            const conn = try server.accept();

            // Spawn actor for connection
            _ = try self.system.spawn(connectionHandler, .{
                .conn = conn,
                .model = self.model,
                .batch_manager = self.batch_manager,
            });
        }
    }

    fn connectionHandler(self: *Actor, msg: Message) !void {
        // Parse inference request
        const request = try parseRequest(msg.payload.data);

        // Add to batch
        const batch_future = try self.batch_manager.addRequest(request);

        // Wait for batch processing
        const result = try batch_future.await(request.timeout);

        // Send response
        try sendResponse(msg.payload.conn, result);
    }
};

Development Timeline

Month 1: Foundation

  • Week 1-2: Core actor system
  • Week 3: Basic scheduler
  • Week 4: Supervision trees

Month 2: GPU Support

  • Week 5-6: Backend abstraction
  • Week 7: CUDA integration
  • Week 8: Kernel compilation

Month 3: ML Framework

  • Week 9-10: Tensor operations
  • Week 11: Model actors
  • Week 12: Training supervisor

Month 4: Distribution

  • Week 13-14: Cluster management
  • Week 15: Distributed training
  • Week 16: Consensus & fault tolerance

Month 5: Production

  • Week 17: Monitoring/metrics
  • Week 18: Model serving
  • Week 19: Performance optimization
  • Week 20: Documentation & examples

Testing Strategy

// Continuous testing throughout development
test "integration: end-to-end training" {
    var system = try ActorSystem.init(.{});
    defer system.deinit();

    // Create training supervisor
    const trainer = try system.spawn(TrainingSupervisor, .{
        .model_config = simple_mlp,
        .dataset = mnist,
        .batch_size = 32,
    });

    // Start training
    try trainer.send(.{
        .train = .{
            .epochs = 10,
            .learning_rate = 0.001,
        }
    });

    // Wait for completion
    const result = try trainer.call(.{ .get_status = {} }, 60_000);

    try testing.expect(result.status == .completed);
    try testing.expect(result.final_loss < 0.1);
}

test "fault tolerance: GPU failure during training" {
    var system = try ActorSystem.init(.{
        .fault_injection = .{
            .gpu_failure_rate = 0.1,
        },
    });
    defer system.deinit();

    const trainer = try createTrainer(system);

    // Training should complete despite failures
    const result = try trainer.train(test_config);

    try testing.expect(result.completed);
    try testing.expect(result.recovery_count > 0);
}

Success Criteria

  • 1M+ messages/second throughput
  • < 1μs message latency
  • < 1% overhead vs native CUDA
  • 99.999% training uptime
  • < 1 second recovery from GPU failure
  • Linear scaling to 100+ GPUs
  • Zero data loss on failures
  • Compatible with PyTorch models
  • Single binary deployment
  • < 100MB binary size

Chapter 10: Real-World Examples

Example 1: Hello Actor

const std = @import("std");
const zbmd = @import("zbmd");

pub fn main() !void {
    // Initialize actor system
    var system = try zbmd.ActorSystem.init(.{
        .workers = 4,
    });
    defer system.deinit();

    // Create an echo actor
    const echo = try system.spawn(echoActor, .{});

    // Send message
    try echo.send(.{ .text = "Hello, Actor!" });

    // Receive reply
    const reply = try echo.call(.{ .get_reply = {} }, 1000);
    std.debug.print("Reply: {s}\n", .{reply.text});
}

fn echoActor(self: *zbmd.Actor, msg: zbmd.Message) !void {
    switch (msg.payload) {
        .text => |t| {
            std.debug.print("Echo actor received: {s}\n", .{t});
            self.last_message = t;
        },
        .get_reply => {
            try msg.reply(.{ .text = self.last_message });
        },
        else => {},
    }
}

Example 2: Supervised Counter

const std = @import("std");
const zbmd = @import("zbmd");

pub fn main() !void {
    var system = try zbmd.ActorSystem.init(.{});
    defer system.deinit();

    // Create supervisor
    const supervisor = try system.spawn(zbmd.Supervisor, .{
        .strategy = .one_for_one,
        .max_restarts = 10,
    });

    // Start supervised counter
    const counter = try supervisor.startChild(counterActor, .{
        .restart = .permanent,
    });

    // Increment counter
    for (0..100) |i| {
        // Randomly crash to test supervision
        if (i % 20 == 19) {
            try counter.send(.{ .crash = {} });
        } else {
            try counter.send(.{ .increment = 1 });
        }
    }

    // Get final value
    const value = try counter.call(.{ .get_value = {} }, 1000);
    std.debug.print("Final counter value: {}\n", .{value});
}

fn counterActor(self: *zbmd.Actor, msg: zbmd.Message) !void {
    const state = @ptrCast(*CounterState, self.state);

    switch (msg.payload) {
        .increment => |n| {
            state.value += n;
        },
        .get_value => {
            try msg.reply(.{ .value = state.value });
        },
        .crash => {
            return error.IntentionalCrash;
        },
        else => {},
    }
}

const CounterState = struct {
    value: i32 = 0,
};

Example 3: GPU Vector Addition

const std = @import("std");
const zbmd = @import("zbmd");

pub fn main() !void {
    var system = try zbmd.ActorSystem.init(.{
        .gpu_backends = .{ .cuda, .rocm, .vulkan },
    });
    defer system.deinit();

    // Detect best GPU
    const gpu = try zbmd.selectBestGpu();
    std.debug.print("Using GPU: {s}\n", .{gpu.name});

    // Create tensor actors
    const n = 1_000_000;
    const a = try system.spawn(zbmd.TensorActor, .{
        .shape = .{n},
        .device = gpu,
        .init_value = .ones,
    });

    const b = try system.spawn(zbmd.TensorActor, .{
        .shape = .{n},
        .device = gpu,
        .init_value = .range,
    });

    // Perform addition
    const c = try a.call(.{
        .add = .{ .other = b }
    }, 1000);

    // Verify result
    const first_elements = try c.call(.{
        .get_slice = .{ .start = 0, .end = 10 }
    }, 1000);

    std.debug.print("Result: ", .{});
    for (first_elements) |val| {
        std.debug.print("{d:.2} ", .{val});
    }
    std.debug.print("\n", .{});
}

Example 4: Simple Neural Network Training

const std = @import("std");
const zbmd = @import("zbmd");

pub fn main() !void {
    var system = try zbmd.ActorSystem.init(.{
        .gpu_backends = .{ .cuda, .rocm },
    });
    defer system.deinit();

    // Create model
    const model = try system.spawn(zbmd.ModelActor, .{
        .architecture = &[_]zbmd.LayerSpec{
            .{ .type = .dense, .units = 784, .activation = .none },
            .{ .type = .dense, .units = 128, .activation = .relu },
            .{ .type = .dense, .units = 10, .activation = .softmax },
        },
    });

    // Create optimizer
    const optimizer = try system.spawn(zbmd.OptimizerActor, .{
        .type = .adam,
        .learning_rate = 0.001,
    });

    // Create training supervisor
    const trainer = try system.spawn(zbmd.TrainingSupervisor, .{
        .model = model,
        .optimizer = optimizer,
        .strategy = .one_for_all,  // Restart all on failure
    });

    // Load dataset
    const dataset = try zbmd.Dataset.load("mnist.tfrecord");

    // Training loop with fault tolerance
    const result = try trainer.call(.{
        .train = .{
            .dataset = dataset,
            .epochs = 10,
            .batch_size = 32,
            .checkpoint_interval = 100,
        }
    }, 600_000);  // 10 minute timeout

    std.debug.print("Training completed!\n", .{});
    std.debug.print("Final accuracy: {d:.2}%\n", .{result.accuracy * 100});
    std.debug.print("Training time: {d:.2}s\n", .{result.elapsed_seconds});
    std.debug.print("GPU failures recovered: {}\n", .{result.recovery_count});
}

Example 5: Distributed Training

const std = @import("std");
const zbmd = @import("zbmd");

pub fn main() !void {
    // Parse command line args
    const args = try std.process.argsAlloc(std.heap.page_allocator);
    defer std.process.argsFree(std.heap.page_allocator, args);

    const node_id = try std.fmt.parseInt(u32, args[1], 10);
    const num_nodes = try std.fmt.parseInt(u32, args[2], 10);

    // Initialize distributed actor system
    var system = try zbmd.DistributedSystem.init(.{
        .node_id = node_id,
        .cluster_size = num_nodes,
        .seeds = &[_][]const u8{
            "node0:9000",
            "node1:9000",
        },
    });
    defer system.deinit();

    // Wait for cluster formation
    try system.waitForCluster();
    std.debug.print("Node {} joined cluster\n", .{node_id});

    // Create distributed model
    const model = if (node_id == 0) blk: {
        // Master node creates model
        break :blk try system.spawn(zbmd.DistributedModel, .{
            .architecture = transformer_config,
            .distribution = .{
                .strategy = .data_parallel,
                .nodes = num_nodes,
            },
        });
    } else blk: {
        // Worker nodes wait for model
        break :blk try system.lookupActor("distributed_model");
    };

    // Distributed training
    if (node_id == 0) {
        // Master coordinates training
        const result = try model.call(.{
            .train_distributed = .{
                .dataset = "imagenet",
                .epochs = 100,
                .global_batch_size = 4096,
            }
        }, null);  // No timeout

        std.debug.print("Distributed training complete!\n", .{});
        std.debug.print("Total throughput: {} images/sec\n", .{result.throughput});
    } else {
        // Workers process tasks
        while (true) {
            const task = try system.receiveTask();
            switch (task) {
                .forward => |batch| {
                    const output = try model.forward(batch);
                    try system.sendResult(output);
                },
                .backward => |grad| {
                    try model.backward(grad);
                },
                .terminate => break,
            }
        }
    }
}

const transformer_config = zbmd.ModelConfig{
    .layers = &[_]zbmd.LayerSpec{
        .{ .type = .embedding, .vocab_size = 50000, .dim = 768 },
        .{ .type = .transformer_block, .heads = 12, .dim = 768 },
        // ... more layers
    },
    .parameters = 175_000_000_000,  // 175B parameters
};

Example 6: Production Inference Server

const std = @import("std");
const zbmd = @import("zbmd");

pub fn main() !void {
    var system = try zbmd.ActorSystem.init(.{
        .workers = 32,
        .gpu_backends = .{ .cuda, .rocm },
    });
    defer system.deinit();

    // Load model with multiple replicas
    const model_replicas = try zbmd.ModelReplicas.init(.{
        .model_path = "model.onnx",
        .num_replicas = 4,
        .device_placement = .automatic,
    });

    // Create inference server
    const server = try system.spawn(zbmd.InferenceServer, .{
        .model = model_replicas,
        .batching = .{
            .dynamic = true,
            .max_batch_size = 128,
            .timeout_ms = 10,
        },
        .monitoring = .{
            .prometheus_port = 9090,
            .health_check_port = 8080,
        },
    });

    // Start HTTP server
    try server.call(.{
        .listen = .{
            .port = 8000,
            .max_connections = 10000,
        }
    }, null);

    std.debug.print("Inference server running on :8000\n", .{});
    std.debug.print("Metrics available on :9090/metrics\n", .{});
    std.debug.print("Health check on :8080/health\n", .{});

    // Handle shutdown gracefully
    const sigterm = try std.os.signal.init(.term);
    defer sigterm.deinit();

    _ = try sigterm.wait();
    std.debug.print("Shutting down gracefully...\n", .{});

    try server.send(.{ .shutdown = .graceful });
    try server.waitForTermination();
}

Example 7: Custom Training Loop with Checkpointing

const std = @import("std");
const zbmd = @import("zbmd");

pub fn customTrainingLoop() !void {
    var system = try zbmd.ActorSystem.init(.{});
    defer system.deinit();

    // Create supervised training components
    const supervisor = try system.spawn(zbmd.Supervisor, .{
        .strategy = .rest_for_one,
    });

    const model = try supervisor.startChild(zbmd.ModelActor, .{
        .spec = gpt_model_spec,
        .restart = .permanent,
    });

    const checkpointer = try supervisor.startChild(zbmd.CheckpointActor, .{
        .path = "checkpoints/",
        .restart = .permanent,
    });

    const metrics = try supervisor.startChild(zbmd.MetricsActor, .{
        .restart = .permanent,
    });

    // Custom training loop
    var step: u32 = 0;
    const dataset = try zbmd.Dataset.stream("training_data/");

    while (try dataset.next()) |batch| {
        defer step += 1;

        // Forward pass with retry on failure
        const output = retry: {
            var attempts: u32 = 0;
            while (attempts < 3) : (attempts += 1) {
                if (model.call(.{
                    .forward = .{ .input = batch.inputs }
                }, 1000)) |out| {
                    break :retry out;
                } else |err| {
                    std.debug.print("Forward pass failed: {}, retrying...\n", .{err});
                    std.time.sleep(1_000_000_000);  // 1 second
                }
            }
            return error.MaxRetriesExceeded;
        };

        // Compute loss
        const loss = try computeLoss(output, batch.targets);

        // Backward pass
        try model.send(.{
            .backward = .{ .loss = loss }
        });

        // Log metrics
        try metrics.send(.{
            .record = .{
                .step = step,
                .loss = loss.value,
                .learning_rate = getCurrentLR(step),
            }
        });

        // Checkpoint periodically
        if (step % 1000 == 0) {
            const checkpoint_future = try checkpointer.callAsync(.{
                .save = .{
                    .model = model,
                    .step = step,
                    .metrics = metrics,
                }
            });

            // Continue training while checkpointing
            // Check result later
            defer checkpoint_future.await(10_000) catch |err| {
                std.debug.print("Checkpoint failed: {}\n", .{err});
            };
        }

        // Gradient accumulation
        if (step % 4 == 0) {
            try model.send(.{ .optimizer_step = {} });
        }
    }
}

Example 8: Fault Injection Testing

const std = @import("std");
const zbmd = @import("zbmd");

test "system handles random failures" {
    var system = try zbmd.ActorSystem.init(.{
        .fault_injection = .{
            .enabled = true,
            .actor_crash_rate = 0.01,
            .message_drop_rate = 0.001,
            .gpu_failure_rate = 0.0001,
        },
    });
    defer system.deinit();

    // Create resilient system
    const root_supervisor = try system.spawn(zbmd.Supervisor, .{
        .strategy = .one_for_all,
        .intensity = 100,
        .period = 60_000_000_000,
    });

    // Spawn worker actors
    var workers: [100]zbmd.ActorId = undefined;
    for (&workers) |*w| {
        w.* = try root_supervisor.startChild(workerActor, .{
            .restart = .permanent,
        });
    }

    // Send many messages
    var success_count: u32 = 0;
    var failure_count: u32 = 0;

    for (0..10000) |i| {
        const worker = workers[i % 100];

        if (worker.send(.{ .work = i })) {
            success_count += 1;
        } else |err| {
            failure_count += 1;
            std.debug.print("Message {} failed: {}\n", .{i, err});
        }
    }

    // System should remain functional despite failures
    try testing.expect(success_count > 9900);  // >99% success rate

    // Verify all workers still alive
    for (workers) |w| {
        const alive = try w.call(.{ .ping = {} }, 100);
        try testing.expect(alive);
    }
}

Running the Examples

# Build all examples
zig build examples

# Run specific example
zig build run-hello-actor
zig build run-gpu-training
zig build run-distributed -- 0 4  # node 0 of 4

# Run with different backends
ZBMD_GPU_BACKEND=rocm zig build run-gpu-training
ZBMD_GPU_BACKEND=vulkan zig build run-inference-server

# Run tests
zig build test

# Run benchmarks
zig build bench

# Run with fault injection
ZBMD_FAULT_INJECTION=true zig build run-training

Performance Results

Running on MSI Titan GT77 hx13v:

  • CPU: 13th Gen Intel Core i9-13980HX (32 cores @ 5.60 GHz)
  • GPU: GeForce RTX 4090 Laptop GPU (2.0 GHz GPU / 9.0 GHz VRAM)
  • OS: Linux 6.17.6-200.fc42.x86_64

Actor System Benchmarks

=== Benchmark: Actor Spawn ===
  Iterations: 100
  Mean:       230 ns (0.23 µs)
  Median:     224 ns (0.22 µs)
  Min:        151 ns (0.15 µs)
  Max:        408 ns (0.41 µs)
  P99:        408 ns (0.41 µs)

=== Benchmark: Message Init ===
  Iterations: 100000
  Mean:       43 ns (0.04 µs)
  Median:     43 ns (0.04 µs)
  Min:        41 ns (0.04 µs)
  Max:        2641 ns (2.64 µs)
  P99:        49 ns (0.05 µs)

Bounded Data Structures

=== Benchmark: BoundedQueue Push ===
  Iterations: 10000
  Mean:       10 ns (0.01 µs)
  Median:     10 ns (0.01 µs)
  Min:        9 ns (0.01 µs)
  Max:        261 ns (0.26 µs)
  P99:        12 ns (0.01 µs)

=== Benchmark: BoundedQueue Pop ===
  Iterations: 10000
  Mean:       10 ns (0.01 µs)
  Median:     11 ns (0.01 µs)
  Min:        9 ns (0.01 µs)
  Max:        14 ns (0.01 µs)
  P99:        12 ns (0.01 µs)

GPU Performance

Vector size: 1024 elements (0 MB)
=== Benchmark: GPU Vector Addition ===
  Iterations: 100
  Mean:       28729 ns (28.73 µs)
  Median:     28070 ns (28.07 µs)
  Min:        22350 ns (22.35 µs)
  Max:        53609 ns (53.61 µs)
  P99:        53609 ns (53.61 µs)
  GFLOPS:     35.64

Vector size: 1048576 elements (4 MB)
=== Benchmark: GPU Vector Addition ===
  Iterations: 100
  Mean:       31616 ns (31.62 µs)
  Median:     32535 ns (32.54 µs)
  Min:        25662 ns (25.66 µs)
  Max:        50217 ns (50.22 µs)
  P99:        50217 ns (50.22 µs)
  GFLOPS:     33165.99

Multi-Core Scaling

=== TRUE Multi-Core Scaling (With Optimizations) ===

Workers:  1 ->    17.02 M ops/sec |   1.6x speedup | 162.1% efficiency |   58 ns/op
Workers:  2 ->    37.40 M ops/sec |   3.6x speedup | 178.1% efficiency |   26 ns/op
Workers:  4 ->    56.50 M ops/sec |   5.4x speedup | 134.5% efficiency |   17 ns/op
Workers:  8 ->    96.10 M ops/sec |   9.2x speedup | 114.4% efficiency |   10 ns/op
Workers: 16 ->   161.39 M ops/sec |  15.4x speedup |  96.1% efficiency |    6 ns/op
Workers: 32 ->   198.18 M ops/sec |  18.9x speedup |  59.0% efficiency |    5 ns/op

These benchmarks demonstrate zbmd's low-latency actor system with sub-microsecond message passing, efficient bounded queues, and strong multi-core scaling up to 32 workers. The GPU benchmarks show excellent throughput scaling with larger workloads, achieving over 33 TFLOPS on vector addition operations.