finished background information
This commit is contained in:
@@ -1,15 +1,24 @@
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# Why Futures
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# Some Background Information
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Before we go into the details about Futures in Rust, let's take a quick look
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at the alternatives for handling concurrent programming in general and some
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pros and cons for each of them.
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While we do that we'll get some information on concurrency which will make it
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easier for us when we dive in to Futures specifically.
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> For fun, I've added a small snipped of runnable code with most of the examples.
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> If you're like me, things get way more interesting then and maybe you'll se some
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> things you haven't seen before along the way.
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## Threads provided by the operating system
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Now one way of accomplishing this is letting the OS take care of everything for
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Now, one way of accomplishing this is letting the OS take care of everything for
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us. We do this by simply spawning a new OS thread for each task we want to
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accomplish and write code like we normally would.
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The runtime we use to handle concurrency for us is the operating system itself.
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**Advantages:**
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- Simple
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@@ -20,15 +29,15 @@ accomplish and write code like we normally would.
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**Drawbacks:**
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- OS level threads come with a rather large stack. If you have many tasks
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waiting simultaneously (like you would in a web-server under heavy load) you'll
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run out of memory pretty soon.
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waiting simultaneously (like you would in a web-server under heavy load) you'll
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run out of memory pretty fast.
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- There are a lot of syscalls involved. This can be pretty costly when the number
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of tasks is high.
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of tasks is high.
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- The OS has many things it needs to handle. It might not switch back to your
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thread as fast as you'd wish.
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thread as fast as you'd wish.
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- Might not be an option on some systems
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Using OS threads in Rust looks like this:
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**Using OS threads in Rust looks like this:**
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```rust
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use std::thread;
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@@ -60,21 +69,23 @@ OS threads sure has some pretty big advantages. So why all this talk about
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"async" and concurrency in the first place?
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First of all. For computers to be [_efficient_](https://en.wikipedia.org/wiki/Efficiency) it needs to multitask. Once you
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start to look under the covers (like [how an operating system works](https://os.phil-opp.com/async-await/))
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start to look under the covers (like [how an operating system works](https://os.phil-opp.com/async-await/))
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you'll see concurrency everywhere. It's very fundamental in everything we do.
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Secondly, we have the web. Webservers is all about I/O and handling small tasks
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(requests). When the number of small tasks is large it's not a good fit for OS
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threads as of today because of the memory they require and the overhead involved
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when creating new threads. That's why you'll see so many async web frameworks
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and database drivers today.
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when creating new threads. This gets even more relevant when the load is variable
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which means the current number of tasks a program has at any point in time is
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unpredictable. That's why you'll see so many async web frameworks and database
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drivers today.
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However, for a huge number of tasks, the standard OS threads will often be the
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However, for a huge number of problems, the standard OS threads will often be the
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right solution. So, just think twice about your problem before you reach for an
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async library.
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Now, let's look at some other options for multitasking. They all have in common
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that they implement a way to do multitasking by implementing a "userland"
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that they implement a way to do multitasking by having a "userland"
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runtime:
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## Green threads
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@@ -91,9 +102,9 @@ The typical flow will be like this:
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1. Run som non-blocking code
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2. Make a blocking call to some external resource
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3. CPU jumps to the "main" thread which schedules a different thread to run and
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"jumps" to that stack
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"jumps" to that stack
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4. Run some non-blocking code on the new thread until a new blocking call or the
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task is finished
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task is finished
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5. "jumps" back to the "main" thread and so on
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These "jumps" are know as context switches. Your OS is doing it many times each
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@@ -104,26 +115,28 @@ second as you read this.
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1. Simple to use. The code will look like it does when using OS threads.
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2. A "context switch" is reasonably fast
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3. Each stack only gets a little memory to start with so you can have hundred of
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thousands of green threads running.
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thousands of green threads running.
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4. It's easy to incorporate [_preemtion_](https://cfsamson.gitbook.io/green-threads-explained-in-200-lines-of-rust/green-threads#preemptive-multitasking)
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which puts a lot of control in the hands of the runtime implementors.
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which puts a lot of control in the hands of the runtime implementors.
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**Drawbacks:**
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1. The stacks might need to grow. Solving this is not easy and will have a cost.
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2. You need to save all the CPU state on every switch
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3. It's not a _zero cost abstraction_ (Rust had green threads early on and this
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was one of the reasons they were removed).
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1. Complicated to implement correctly if you want to support many different
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platforms.
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was one of the reasons they were removed).
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4. Complicated to implement correctly if you want to support many different
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platforms.
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If you were to implement green threads in Rust, it could look something like
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this:
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>The example presented below is from an earlier book I wrote about green
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>threads called [Green Threads Explained in 200 lines of Rust.](https://cfsamson.gitbook.io/green-threads-explained-in-200-lines-of-rust/)
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>If you want to know what's going on you'll find everything explained in detail
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>in that book.
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> The example presented below is an adapted example from an earlier gitbook I
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> wrote about green threads called [Green Threads Explained in 200 lines of Rust.](https://cfsamson.gitbook.io/green-threads-explained-in-200-lines-of-rust/)
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> If you want to know what's going on you'll find everything explained in detail
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> in that book. The code below is wildly unsafe and it's just to show a real example.
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> It's not in any way meant to showcase "best practice". Just so we're on
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> the same page.
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```rust
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#![feature(asm)]
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@@ -151,6 +164,7 @@ struct Thread {
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stack: Vec<u8>,
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ctx: ThreadContext,
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state: State,
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task: Option<Box<dyn Fn()>>,
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}
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#[derive(Debug, Default)]
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@@ -163,6 +177,7 @@ struct ThreadContext {
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r12: u64,
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rbx: u64,
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rbp: u64,
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thread_ptr: u64,
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}
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impl Thread {
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@@ -172,6 +187,7 @@ impl Thread {
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stack: vec![0_u8; DEFAULT_STACK_SIZE],
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ctx: ThreadContext::default(),
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state: State::Available,
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task: None,
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}
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}
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}
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@@ -183,11 +199,14 @@ impl Runtime {
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stack: vec![0_u8; DEFAULT_STACK_SIZE],
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ctx: ThreadContext::default(),
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state: State::Running,
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task: None,
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};
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let mut threads = vec![base_thread];
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threads[0].ctx.thread_ptr = &threads[0] as *const Thread as u64;
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let mut available_threads: Vec<Thread> = (1..MAX_THREADS).map(|i| Thread::new(i)).collect();
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threads.append(&mut available_threads);
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Runtime {
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threads,
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current: 0,
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@@ -224,40 +243,56 @@ impl Runtime {
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return false;
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}
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}
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if self.threads[self.current].state != State::Available {
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self.threads[self.current].state = State::Ready;
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}
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self.threads[pos].state = State::Running;
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let old_pos = self.current;
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self.current = pos;
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unsafe {
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switch(&mut self.threads[old_pos].ctx, &self.threads[pos].ctx);
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}
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self.threads.len() > 0
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true
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}
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pub fn spawn(&mut self, f: fn()) {
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let available = self
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.threads
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.iter_mut()
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.find(|t| t.state == State::Available)
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.expect("no available thread.");
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let size = available.stack.len();
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pub fn spawn<F: Fn() + 'static>(f: F){
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unsafe {
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let s_ptr = available.stack.as_mut_ptr().offset(size as isize);
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let s_ptr = (s_ptr as usize & !15) as *mut u8;
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ptr::write(s_ptr.offset(-24) as *mut u64, guard as u64);
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ptr::write(s_ptr.offset(-32) as *mut u64, f as u64);
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available.ctx.rsp = s_ptr.offset(-32) as u64;
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let rt_ptr = RUNTIME as *mut Runtime;
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let available = (*rt_ptr)
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.threads
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.iter_mut()
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.find(|t| t.state == State::Available)
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.expect("no available thread.");
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let size = available.stack.len();
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let s_ptr = available.stack.as_mut_ptr();
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available.task = Some(Box::new(f));
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available.ctx.thread_ptr = available as *const Thread as u64;
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ptr::write(s_ptr.offset((size - 8) as isize) as *mut u64, guard as u64);
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ptr::write(s_ptr.offset((size - 16) as isize) as *mut u64, call as u64);
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available.ctx.rsp = s_ptr.offset((size - 16) as isize) as u64;
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available.state = State::Ready;
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}
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available.state = State::Ready;
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}
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}
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fn call(thread: u64) {
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let thread = unsafe { &*(thread as *const Thread) };
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if let Some(f) = &thread.task {
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f();
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}
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}
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#[naked]
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fn guard() {
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unsafe {
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let rt_ptr = RUNTIME as *mut Runtime;
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(*rt_ptr).t_return();
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let rt = &mut *rt_ptr;
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println!("THREAD {} FINISHED.", rt.threads[rt.current].id);
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rt.t_return();
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};
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}
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@@ -279,7 +314,7 @@ unsafe fn switch(old: *mut ThreadContext, new: *const ThreadContext) {
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mov %r12, 0x20($0)
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mov %rbx, 0x28($0)
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mov %rbp, 0x30($0)
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mov 0x00($1), %rsp
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mov 0x08($1), %r15
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mov 0x10($1), %r14
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@@ -287,45 +322,49 @@ unsafe fn switch(old: *mut ThreadContext, new: *const ThreadContext) {
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mov 0x20($1), %r12
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mov 0x28($1), %rbx
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mov 0x30($1), %rbp
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mov 0x38($1), %rdi
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ret
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"
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:
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:"r"(old), "r"(new)
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: "r"(old), "r"(new)
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:
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: "volatile", "alignstack"
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: "alignstack"
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);
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}
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fn main() {
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let mut runtime = Runtime::new();
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runtime.init();
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runtime.spawn(|| {
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println!("THREAD 1 STARTING");
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let id = 1;
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for i in 0..10 {
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println!("thread: {} counter: {}", id, i);
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yield_thread();
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}
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println!("THREAD 1 FINISHED");
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Runtime::spawn(|| {
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println!("I haven't implemented a timer in this example.");
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yield_thread();
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println!("Finally, notice how the tasks are executed concurrently.");
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});
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runtime.spawn(|| {
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println!("THREAD 2 STARTING");
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let id = 2;
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for i in 0..15 {
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println!("thread: {} counter: {}", id, i);
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yield_thread();
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}
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println!("THREAD 2 FINISHED");
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Runtime::spawn(|| {
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println!("But we can still nest tasks...");
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Runtime::spawn(|| {
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println!("...like this!");
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})
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});
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runtime.run();
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}
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```
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### Callback based approach
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Still hanging in there? Good. Don't get frustrated if the code above is
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difficult to understand. If I hadn't written it myself I would probably feel
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the same. You can always go back and read the book which explains it later.
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You probably already know this from Javascript since it's extremely common.
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The whole idea behind a callback based approach is to save a pointer to a
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set of instructions we want to run later on.
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### Callback based approaches
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You probably already know what we're going to talk about in the next paragraphs
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from Javascript which I assume most know. If your exposure to Javascript has
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given you any sorts of PTSD earlier in life, close your eyes now and scroll down
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for 2-3 seconds. You'll find a link there that takes you to safety.
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The whole idea behind a callback based approach is to save a pointer to a set of
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instructions we want to run later. We can save that pointer on the stack before
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we yield control to the runtime, or in some sort of collection as we do below.
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The basic idea of not involving threads as a primary way to achieve concurrency
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is the common denominator for the rest of the approaches. Including the one
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@@ -340,10 +379,12 @@ Rust uses today which we'll soon get to.
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**Drawbacks:**
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- Each task must save the state it needs for later, the memory usage will grow
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linearly with the number of callbacks in a task.
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linearly with the number of callbacks in a chain of computations.
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- Can be hard to reason about, many people already know this as as "callback hell".
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- It's a very different way of writing a program, and it can be difficult to
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get an understanding of the program flow.
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- Sharing state between tasks is a hard problem in Rust using this approach due
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to it's ownership model.
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to it's ownership model.
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An extremely simplified example of a how a callback based approach could look
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like is:
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@@ -428,13 +469,14 @@ as timers.
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You might start to wonder by now, when are we going to talk about Futures?
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Well, we're getting there. You see `promises`, `futures` and `deferreds` are
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often used interchangeably in day to day jargon. There are some formal
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differences between which is used which we'll not cover here but it's worth
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explaining promises a bit as a segway to Rusts Futures.
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Well, we're getting there. You see `promises`, `futures` and other names for
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deferred computations are often used interchangeably. There are formal
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differences between them but we'll not cover that here but it's worth
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explaining `promises` a bit since they're widely known due to beeing used in
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Javascript and will serve as segway to Rusts Futures.
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First of all, many languages has a concept of promises but I'll use the ones
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from Javascript as an example.
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from Javascript in the examples below.
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Promises is one way to deal with the complexity which comes with a callback
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based approach.
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@@ -443,12 +485,12 @@ Instead of:
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```js, ignore
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setTimer(200, () => {
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setTimer(100, () => {
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setTimer(50, () => {
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console.log("I'm the last one");
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})
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})
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})
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setTimer(100, () => {
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setTimer(50, () => {
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console.log("I'm the last one");
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});
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});
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});
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```
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We can to this:
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@@ -465,14 +507,12 @@ timer(200)
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```
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The change is even more substantial under the hood. You see, promises return
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a state which is either `pending`, `fulfilled` or `rejected`. So when we call
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`timer(200)` in the sample above, we get back a promise in the state `pending`.
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a state machine which can be in one of three states: `pending`, `fulfilled` or
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`rejected`. So when we call `timer(200)` in the sample above, we get back a
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promise in the state `pending`.
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A `promise` is a state machine which makes one `step` when the I/O operation
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is finished.
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This allows for an even better syntax where we now can write our last example
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like this:
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Since promises are re-written as state machines they also enable an even better
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syntax where we now can write our last example like this:
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```
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async function run() {
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@@ -483,15 +523,22 @@ async function run() {
|
||||
}
|
||||
```
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Now this is also where the similarities stop. The reason we went through all
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this is to get an introduction and get into the right mindset for exploring
|
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Rusts Futures.
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You can consider the `run` function a _pausable_ task consisting of several
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sub-tasks. On each "await" point it yields control to the scheduler (in this
|
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case it's the well known Javascript event loop). Once one of the sub-tasks changes
|
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state to either `fulfilled` or `rejected` the task is sheduled to continue to
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the next step.
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Syntactically though, this is relevant. Rusts Futures 1.0 was a lot like the
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promises example above, and Rusts Futures 3.0 is a lot like async/await
|
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in our last example.
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Syntactically, Rusts Futures 1.0 was a lot like the promises example above and
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Rusts Futures 3.0 is a lot like async/await in our last example.
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>To avoid confusion later on: There is one difference you should know. Javascript
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>promises are _eagerly_ evaluated. That means that once it's created, it starts
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>running a task. Rusts Futures on the other hand is _lazily_ evaluated. They
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>need to be polled once before they do any work. You'll see in a moment.
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Now this is also where the similarities with Rusts Futures stop. The reason we
|
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go through all this is to get an introduction and get into the right mindset for
|
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exploring Rusts Futures.
|
||||
|
||||
|
||||
|
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> To avoid confusion later on: There is one difference you should know. Javascript
|
||||
> promises are _eagerly_ evaluated. That means that once it's created, it starts
|
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> running a task. Rusts Futures on the other hand is _lazily_ evaluated. They
|
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> need to be polled once before they do any work. You'll see in a moment.
|
||||
@@ -1,4 +1,4 @@
|
||||
# Some background information
|
||||
# Futures in Rust
|
||||
|
||||
> **Relevant for:**
|
||||
>
|
||||
@@ -2,8 +2,8 @@
|
||||
|
||||
[Introduction](./introduction.md)
|
||||
|
||||
- [Why Futures](./1_why_futures.md)
|
||||
- [Some background information](./1_background_information.md)
|
||||
- [Background information](./0_background_information.md)
|
||||
- [Futures in Rust](./1_futures_in_rust.md)
|
||||
- [Waker and Context](./2_waker_context.md)
|
||||
- [Generators](./3_generators_pin.md)
|
||||
- [Pin](./4_pin.md)
|
||||
|
||||
Reference in New Issue
Block a user