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In concurrent programming, the program does multiple things at the same time (or at least appears to). Programming with threads is one form of concurrent programming. Code within a thread is written in sequential style and the operating system executes threads concurrently. With async programming, concurrency happens entirely within your program (the operating system is not involved). An async runtime (which is just another crate in Rust) manages async tasks in conjunction with the programmer explicitly yielding control by using the `await` keyword.
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Because the operating system is not involved, *context switching* in the async world is very fast. Furthermore, async tasks have much lower memory overhead than operating system threads. This makes async programming a good fit for systems which need to handle very many concurrent tasks and where those tasks spend a lot of time waiting (for example, for client responses or for IO).
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Because the operating system is not involved, *context switching* in the async world is very fast. Furthermore, async tasks have much lower memory overhead than operating system threads. This makes async programming a good fit for systems which need to handle very many concurrent tasks and where those tasks spend a lot of time waiting (for example, for client responses or for IO). It also makes async programming a good fit for microcontrollers with very limited amounts of memory and no operating system that provides threads.
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Async programming also offers the programmer fine-grained control over how tasks are executed (levels of parallelism and concurrency, control flow, scheduling, and so forth). This means that async programming can be expressive as well as ergonomic for many uses. In particular, async programming in Rust has a powerful concept of cancellation and supports many different flavours of concurrency (expressed using constructs including `spawn` and it's variations, `join`, `select`, `for_each_concurrent`, etc.). These allow composable and reusable implementations of concepts like timeouts, pausing, and throttling.
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Async programming also offers the programmer fine-grained control over how tasks are executed (levels of parallelism and concurrency, control flow, scheduling, and so forth). This means that async programming can be expressive as well as ergonomic for many uses. In particular, async programming in Rust has a powerful concept of cancellation and supports many different flavours of concurrency (expressed using constructs including `spawn` and its variations, `join`, `select`, `for_each_concurrent`, etc.). These allow composable and reusable implementations of concepts like timeouts, pausing, and throttling.
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## Hello, world!
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The async features of Rust have been in development for a while, but it is not a 'finished' part of the language. Async Rust (at least the parts available in the stable compiler and standard libraries) is reliable and performant. It is used in production in some of the most demanding situations at the largest tech companies. However, there are some missing parts and rough edges (rough in the sense of ergonomics rather than reliability). You are likely to stumble upon some of these parts during your journey with async Rust. For most missing parts, there are workarounds and these are covered in this book.
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Currently, working with async iterators (also known as streams) is where most users find some rough parts. Some uses of async in traits are not yet well-supported. Async closures don't exist yet, and there is not a good solution for async destruction.
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Currently, working with async iterators (also known as streams) is where most users find some rough parts. Some uses of async in traits are not yet well-supported. There is not a good solution for async destruction.
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Async Rust is being actively worked on. If you want to follow development, you can check out the Async Working Group's [home page](https://rust-lang.github.io/wg-async/meetings.html) which includes their [roadmap](https://rust-lang.github.io/wg-async/vision/roadmap.html). Or you could read the async [project goal](https://github.com/rust-lang/rust-project-goals/issues/105) within the Rust Project.
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Each statement is completed before the next one starts[^obs1]. Nothing happens in between those statements[^obs2]. This might sound trivial but it is a really useful property for reasoning about our code. However, it also means we waste a lot of time. In the above example, while we're waiting for `println!("hello!")` to happen, we could have executed `do_another_thing()`. Perhaps we could even have executed all three statements at the same time.
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Even where IO[^io-def] happens (printing using `println!` is IO - it is outputting text to the console via a call to the OS), the program will wait for the IO to complete[^io-complete] before executing the next statement. Waiting for IO to complete before continuing with execution *blocks* the program from making other progress. Blocking IO is the easiest kind of IO to use, implement, and reason about, but it is also the least efficient - in a sequential world, the program can do nothing while it waits for the IO to complete.
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Whenever IO[^io-def] happens (printing using `println!` is IO - it is outputting text to the console via a call to the OS), the program will wait for the IO to complete[^io-complete] before executing the next statement. Waiting for IO to complete before continuing with execution *blocks* the program from making other progress. Blocking IO is the easiest kind of IO to use, implement, and reason about, but it is also the least efficient - in a sequential world, the program can do nothing while it waits for the IO to complete.
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[^obs1]: This isn't really true: modern compilers and CPUs will reorganize your code and run it any order they like. Sequential statements are likely to overlap in many different ways. However, this should never be *observable* to the program itself or its users.
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[^obs2]: This isn't true either: even when one program is purely sequential, other programs might be running at the same time; more on this in the next section.
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We'll be coming back to cancellation and cancellation safety a few times in this guide, and there is a whole [chapter]() on the topic in the reference section.
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[^cfThreads]: It is interesting to compare cancellation in async programming with canceling threads. Canceling a thread is possible (e.g., using `pthread_cancel` in C, there is no direct way to do this in Rust), but it is almost always a very, very bad idea since the thread being canceled can terminate anywhere. in contrast, canceling an async task can only happen at an await point. As a consequence, it is very rare to cancel an OS thread without terminating the whole porcess and so as a programmer, you generally don't worry about this happening. In async Rust however, cancellation is definitely something which *can* happen. We'll be discussing how to deal with that as we go along.
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[^cfThreads]: It is interesting to compare cancellation in async programming with canceling threads. Canceling a thread is possible (e.g., using `pthread_cancel` in C, there is no direct way to do this in Rust), but it is almost always a very, very bad idea since the thread being canceled can terminate anywhere. In contrast, canceling an async task can only happen at an await point. As a consequence, it is very rare to cancel an OS thread without terminating the whole process and so as a programmer, you generally don't worry about this happening. In async Rust however, cancellation is definitely something which *can* happen. We'll be discussing how to deal with that as we go along.
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