This clickable map (adapted from Bailis, Davidson, Fekete et al and Viotti & Vukolic) shows the relationships between common consistency models for concurrent systems. Arrows show the relationship between consistency models. For instance, strict serializable implies both serializability and linearizability, linearizability implies sequential consistency, and so on. Colors show how available each model is, for a distributed system on an asynchronous network.
This diagram shows consistency models arranged in a hierarchy. The strongest model shown is strict serializable. Strict serializable unifies two disjoint families of consistency models: those over multiobject transactions, and those for single object operations. When we say that model x implies y, we mean that for every history where x holds, y does too; x is “stronger” than y.
On the multiobject side, strict serializable implies serializable, which in turn implies repeatable read and snapshot isolation. Snapshot isolation and repeatable read both imply monotonic atomic view. Repeatable read implies cursor stability. Cursor stability and monotonic atomic view both imply read committed, which implies read uncommitted.
For singleobject models, strict serializable implies linearizable, which implies sequential, which implies causal. Causal implies writes follow reads and PRAM. PRAM implies monotonic reads, [monotonic writes](consistency/models/monotonic writes), and read your writes.
All models at or stronger than cursor stability, snapshot isolation, and sequential cannot be totally or available in asynchronous networks. All models at or stronger than read your writes can be at most sticky available. Weaker models (of those listed here) can be totally available.
Fundamental Concepts
Jepsen analyses the safety properties of distributed systems–most notably, identifying violations of consistency models. But what are consistency models? What phenomena do they allow? What kind of consistency does a given program really need?
In this reference guide, we provide basic definitions, intuitive explanations, and theoretical underpinnings of various consistency models for engineers and academics alike.
Systems
Distributed systems are a type of concurrent system, and much of the literature on concurrency control applies directly to distributed systems. Indeed, most of the concepts we’re going to discuss were originally formulated for singlenode concurrent systems. There are, however, some important differences in availability and performance.
Systems have a logical state which changes over time. For instance, a simple
system could be a single integer variable, with states like 0
, 3
, and 42
.
A mutex has only two states: locked or unlocked. The states of a keyvalue
store might be maps of keys to values, for instance: {cat: 1, dog: 1}
, or
{cat: 4}
.
Processes
A process^{1} is a logically singlethreaded program which performs computation and runs operations. Processes are never asynchronous—we model asynchronous computation via independent processes. We say “logically singlethreaded” to emphasize that while a process can only do one thing at a time, its implementation may be spread across multiple threads, operating system processes, or even physical nodes—just so long as those components provide the illusion of a coherent singlethreaded program.
Operations
An operation is a transition from state to state. For instance, a
singlevariable system might have operations like read
and write
, which get
and set the value of that variable, respectively. A counter might have
operations like increments, decrements, and reads. An SQL store might
have operations like selects and updates.
Functions, Arguments & Return Values
In theory, we could give every state transition a unique name. A lock has exactly two transition: lock
and unlock
. An integer register has an infinite number of reads and writes: readthevalue1
, readthevalue2
, …, and write1
, write2
, ….
To make this more tractable, we break up these transitions into functions
like read
, write
, cas
, increment
, etc., and values that parameterize
those functions. In a single register system, a write of 1 could be written:
{:f :write, :value 1}
Given a keyvalue store, we might increment the value of key “a” by 3 like so:
{:f :increment, :value ["a" 3]}
In a transactional store, the value could be a complex transaction. Here we read the current value of a
, finding 2, and set b
to 3
, in a single state transition:
{:f :txn, :value [[:read "a" 2] [:write "b" 3]]}
Invocation & Completion Times
Operations, in general, take time. In a multithreaded program, an operation might be a function call. In distributed systems, an operation might mean sending a request to a server, and receiving a response.
To model this, we say that each operation has an invocation time and, should it complete, a strictly greater completion time, both given by an imaginary^{2}, perfectly synchronized, globally accessible clock.^{3} We refer to these clocks as providing a realtime order, as opposed to clocks that only track causal ordering.^{4}
Concurrency
Since operations take time, two operations might overlap in time. For instance, given two operations A and B, A could begin, B could begin, A could complete, and then B could complete. We say that two operations A and B are concurrent if there is some time during which A and B are both executing.
Processes are singlethreaded, which implies that no two operations executed by the same process are ever concurrent.
Crashes
If an operation does not complete for some reason (perhaps because it timed out or a critical component crashed) that operation has no completion time, and must, in general, be considered concurrent with every operation after its invocation. It may or may not execute.
A process with an operation is in this state is effectively stuck, and can never invoke another operation again. If it were to invoke another operation, it would violate our singlethreaded constraint: processes only do one thing at a time.
Histories
A history is a collection of operations, including their concurrent structure.
Some papers represent this as a set of operations, where each operation includes two numbers, representing their invocation and completion time; concurrent structure is inferred by comparing the time windows between processes.
Jepsen represents a history as an ordered list of invocation and completion operations, effectively splitting each operation in two. This representation is more convenient for algorithms which iterate over the history, keeping a representation of concurrent operations and possible states.
Consistency Models
A consistency model is a set of histories. We use consistency models to define which histories are “good”, or “legal” in a system. When we say a history “violates serializability” or “is not serializable”, we mean that the history is not in the set of serializable histories.
We say that consistency model A implies model B if A is a subset of B. For example, linearizability implies sequential consistency because every history which is linearizable is also sequentially consistent. This allows us to relate consistency models in a hierarchy.
Speaking informally, we refer to smaller, more restrictive consistency models as “stronger”, and larger, more permissive consistency models as “weaker”.
Not all consistency models are directly comparable. Often, two models allow different behavior, but neither contains the other.

Different texts may refer to processes as nodes, hosts, actors, agents, sites, or threads, often with subtle distinctions depending on context.
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This magical synchronized clock doesn’t actually need to exist, but some consistency models imply that if such a clock were to exist, some operations would happen before others.
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You may have heard “relativity means there is no such thing as simultaneity” used as an argument that synchronized clocks cannot exist. This is a misunderstanding: the equations of special and general relativity provide exact equations for time transformations, and it is possible to define any number of sensible, globallysynchronized time clocks. Consistency constraints that refer to these clocks will depend on the choice of clock, e.g. depending on one’s reference frame, a system might or might not provide linearizability. The good news is that a.) for all intents and purposes, clocks on earth are so close to each other’s velocities and accelerations that errors are much smaller than sidechannel latencies, and b.) many of the algorithms for ensuring realtime bounds in asynchronous networks use causal messages to enforce a realtime order, and the resulting order is therefore invariant across all reference frames.
↩ 
“Realtime” also refers to programs that guarantee execution in a certain time duration, but we’re using the term to refer to time in the real world, as opposed to possibly unsynchronized local clocks, or some kind of logical temporal relationship.
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