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<ol class="chapter"><li><a href="0_0_introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="0_1_background_information.html"><strong aria-hidden="true">2.</strong> Some background information</a></li><li><ol class="section"><li><a href="0_1_1_trait_objects.html"><strong aria-hidden="true">2.1.</strong> Trait objects and fat pointers</a></li><li><a href="0_1_2_generators_pin.html" class="active"><strong aria-hidden="true">2.2.</strong> Generators and Pin</a></li></ol></li><li><a href="0_2_naive_implementation.html"><strong aria-hidden="true">3.</strong> Naive example</a></li><li><a href="0_3_proper_waker.html"><strong aria-hidden="true">4.</strong> Proper Waker</a></li><li><a href="0_4_proper_future.html"><strong aria-hidden="true">5.</strong> Proper Future</a></li><li><a href="0_5_async_wait.html"><strong aria-hidden="true">6.</strong> Supporting async/await</a></li><li><a href="0_6_concurrent_futures.html"><strong aria-hidden="true">7.</strong> Bonus: concurrent futures</a></li></ol>
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<h1 class="menu-title">Futures Explained in 200 Lines of Rust</h1>
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<h1><a class="header" href="#generators-and-pin" id="generators-and-pin">Generators and Pin</a></h1>
<p>So the second difficult part that there seems to be a lot of questions about
is Generators and the <code>Pin</code> type.</p>
<h2><a class="header" href="#generators" id="generators">Generators</a></h2>
<pre><code>**Relevant for:**
- Understanding how the async/await syntax works
- Why we need `Pin`
- Why Rusts async model is extremely efficient
</code></pre>
<p>The motivation for <code>Generators</code> can be found in <a href="https://github.com/rust-lang/rfcs/blob/master/text/2033-experimental-coroutines.md">RFC#2033</a>. It's very
well written and I can recommend reading through it (it talks as much about
async/await as it does about generators).</p>
<p>Basically, there were three main options that were discussed when Rust was
desiging how the language would handle concurrency:</p>
<ol>
<li>Stackful coroutines, better known as green threads.</li>
<li>Using combinators.</li>
<li>Stackless coroutines, better known as generators.</li>
</ol>
<h3><a class="header" href="#stackful-coroutinesgreen-threads" id="stackful-coroutinesgreen-threads">Stackful coroutines/green threads</a></h3>
<p>I've written about green threads before. Go check out
<a href="https://cfsamson.gitbook.io/green-threads-explained-in-200-lines-of-rust/">Green Threads Explained in 200 lines of Rust</a> if you're interested.</p>
<p>Green threads uses the same mechanisms as an OS does by creating a thread for
each task, setting up a stack and forcing the CPU to save it's state and jump
from one task(thread) to another. We yield control to the scheduler which then
continues running a different task.</p>
<p>Rust had green threads once, but they were removed before it hit 1.0. The state
of execution is stored in each stack so in such a solution there would be no need
for <code>async</code>, <code>await</code>, <code>Futures</code> or <code>Pin</code>. All this would be implementation
details for the library.</p>
<h3><a class="header" href="#combinators" id="combinators">Combinators</a></h3>
<p><code>Futures 1.0</code> used combinators. If you've worked with <code>Promises</code> in JavaScript,
you already know combinators. In Rust they look like this:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let future = Connection::connect(conn_str).and_then(|conn| {
conn.query(&quot;somerequest&quot;).map(|row|{
SomeStruct::from(row)
}).collect::&lt;Vec&lt;SomeStruct&gt;&gt;()
});
let rows: Result&lt;Vec&lt;SomeStruct&gt;, SomeLibraryError&gt; = block_on(future).unwrap();
#}</code></pre></pre>
<p>While an effective solution there are mainly two downsides I'll focus on:</p>
<ol>
<li>The error messages produced could be extremely long and arcane</li>
<li>Not optimal memory usage</li>
</ol>
<p>The reason for the higher than optimal memory usage is that this is basically
a callback-based approach, where each closure stores all the data it needs
for computation. This means that as we chain these, the memory required to store
the needed state increases with each added step.</p>
<h3><a class="header" href="#stackless-coroutinesgenerators" id="stackless-coroutinesgenerators">Stackless coroutines/generators</a></h3>
<p>This is the model used in Async/Await today. It has two advantages:</p>
<ol>
<li>It's easy to convert normal Rust code to a stackless corotuine using using
async/await as keywords (it can even be done using a macro).</li>
<li>It uses memory very efficiently</li>
</ol>
<p>The second point is in contrast to <code>Futures 1.0</code> (well, both are efficient in
practice but thats beside the point). Generators are implemented as state
machines. The memory footprint of a chain of computations is only defined by
the largest footprint any single step requires. That means that adding steps to
a chain of computations might not require any added memory at all.</p>
<h2><a class="header" href="#how-generators-work" id="how-generators-work">How generators work</a></h2>
<p>In Nightly Rust today you can use the <code>yield</code> keyword. Basically using this
keyword in a closure, converts it to a generator. A closure looking like this
(I'm going to use the terminology that's currently in Rust):</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
let a = 4;
let b = move || {
println!(&quot;Hello&quot;);
yield a * 2;
println!(&quot;world!&quot;);
};
if let GeneratorState::Yielded(n) = gen.resume() {
println!(&quot;Got value {}&quot;, n);
}
if let GeneratorState::Complete(()) = gen.resume() {
()
};
#}</code></pre></pre>
<p>Early on, before there was a consensus about the design of <code>Pin</code>, this
compiled to something looking similar to this:</p>
<pre><pre class="playpen"><code class="language-rust">fn main() {
let mut gen = GeneratorA::start(4);
if let GeneratorState::Yielded(n) = gen.resume() {
println!(&quot;Got value {}&quot;, n);
}
if let GeneratorState::Complete(()) = gen.resume() {
()
};
}
// If you've ever wondered why the parameters are called Y and R the naming from
// the original rfc most likely holds the answer
enum GeneratorState&lt;Y, R&gt; {
// originally called `CoResult`
Yielded(Y), // originally called `Yield(Y)`
Complete(R), // originally called `Return(R)`
}
trait Generator {
type Yield;
type Return;
fn resume(&amp;mut self) -&gt; GeneratorState&lt;Self::Yield, Self::Return&gt;;
}
enum GeneratorA {
Enter(i32),
Yield1(i32),
Exit,
}
impl GeneratorA {
fn start(a1: i32) -&gt; Self {
GeneratorA::Enter(a1)
}
}
impl Generator for GeneratorA {
type Yield = i32;
type Return = ();
fn resume(&amp;mut self) -&gt; GeneratorState&lt;Self::Yield, Self::Return&gt; {
// lets us get ownership over current state
match std::mem::replace(&amp;mut *self, GeneratorA::Exit) {
GeneratorA::Enter(a1) =&gt; {
/*|---code before yield1---|*/
/*|*/ println!(&quot;Hello&quot;); /*|*/
/*|*/ let a = a1 * 2; /*|*/
/*|------------------------|*/
*self = GeneratorA::Yield1(a);
GeneratorState::Yielded(a)
}
GeneratorA::Yield1(_) =&gt; {
/*|----code after yield1----|*/
/*|*/ println!(&quot;world!&quot;); /*|*/
/*|-------------------------|*/
*self = GeneratorA::Exit;
GeneratorState::Complete(())
}
GeneratorA::Exit =&gt; panic!(&quot;Can't advance an exited generator!&quot;),
}
}
}
</code></pre></pre>
<blockquote>
<p>The <code>yield</code> keyword was discussed first in <a href="https://github.com/rust-lang/rfcs/pull/1823">RFC#1823</a> and in <a href="https://github.com/rust-lang/rfcs/pull/1832">RFC#1832</a>.</p>
</blockquote>
<pre><code>|| {
let arr: Vec&lt;i32&gt; = (0..a).enumerate().map((i,_) i).collect();
for n in arr {
yield n;
}
println!(&quot;The sum is: {}&quot;, arr.iter().sum());
}
|| {
yield a * 2;
println!(&quot;Hello!&quot;);
}
</code></pre>
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