wiki/content/20200930121904-rust_threads.md

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