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127 lines
3.6 KiB
Markdown
127 lines
3.6 KiB
Markdown
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---
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id: 90fe2657-017e-41f6-9ac3-e4cb4590dc44
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title: Rust Threads
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---
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# Introduction
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Programming languages implement threads in a few different ways. Many
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operating systems provide an API for creating new threads. This model
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where a language calls the operating system APIs to create threads is
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sometimes called *1:1*, meaning one operating system thread per one
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language thread.
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Many programming languages provide their own special implementation of
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threads. Programming language-provided threads are known as green
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threads, and languages that use these green threads will execute them in
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the context of a different number of operating system threads. For this
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reason, the green-threaded model is called the *M:N* model: there are M
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green threads per N operating system threads, where M and N are not
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necessarily the same number.
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Each model has its own advantages and trade-offs, and the trade-off most
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important to Rust is runtime support. Runtime is a confusing term and
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can have different meanings in different contexts.
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In this context, by *runtime* we mean code that is included by the
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language in every binary. This code can be large or small depending on
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the language, but every non-assembly language will have some amount of
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runtime code. For that reason, colloquially when people say a language
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has “no runtime,” they often mean “small runtime.” Smaller runtimes have
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fewer features but have the advantage of resulting in smaller binaries,
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which make it easier to combine the language with other languages in
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more contexts. Although many languages are okay with increasing the
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runtime size in exchange for more features, Rust needs to have nearly no
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runtime and cannot compromise on being able to call into C to maintain
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performance.
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The green-threading M:N model requires a larger language runtime to
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manage threads. As such, the Rust standard library only provides an
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implementation of 1:1 threading. Because Rust is such a low-level
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language, there are crates that implement M:N threading if you would
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rather trade overhead for aspects such as more control over which
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threads run when and lower costs of context switching, for example.
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# Examples
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## Creating a New Thread
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``` rust
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use std::thread;
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use std::time::Duration;
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fn main() {
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thread::spawn(|| {
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for i in 1..10 {
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println!("hi number {} from the spawned thread!", i);
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thread::sleep(Duration::from_millis(1));
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}
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});
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for i in 1..5 {
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println!("hi number {} from the main thread!", i);
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thread::sleep(Duration::from_millis(1));
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}
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}
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```
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## Waiting for All Threads To Finish
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``` rust
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use std::thread;
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use std::time::Duration;
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fn main() {
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let handle = thread::spawn(|| {
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for i in 1..10 {
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println!("hi number {} from the spawned thread!", i);
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thread::sleep(Duration::from_millis(1));
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}
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});
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for i in 1..5 {
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println!("hi number {} from the main thread!", i);
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thread::sleep(Duration::from_millis(1));
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}
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handle.join().unwrap();
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}
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```
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``` rust
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use std::thread;
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use std::time::Duration;
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fn main() {
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let handle = thread::spawn(|| {
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for i in 1..10 {
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println!("hi number {} from the spawned thread!", i);
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thread::sleep(Duration::from_millis(1));
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}
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});
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handle.join().unwrap();
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for i in 1..5 {
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println!("hi number {} from the main thread!", i);
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thread::sleep(Duration::from_millis(1));
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}
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}
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```
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## using move Closures
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``` rust
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use std::thread;
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fn main() {
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let v = vec![1, 2, 3];
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let handle = thread::spawn(move || {
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println!("Here's a vector: {:?}", v);
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});
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handle.join().unwrap();
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}
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```
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