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//!
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//! ## The need for synchronization
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//!
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//! Conceptually, a Rust program is simply a series of operations which will
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//! be executed on a computer. The timeline of events happening in the program
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//! is consistent with the order of the operations in the code.
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//! Conceptually, a Rust program is a series of operations which will
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//! be executed on a computer. The timeline of events happening in the
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//! program is consistent with the order of the operations in the code.
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//!
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//! Considering the following code, operating on some global static variables:
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//! Consider the following code, operating on some global static variables:
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//!
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//! ```rust
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//! static mut A: u32 = 0;
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//! }
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//! ```
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//!
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//! It appears _as if_ some variables stored in memory are changed, an addition
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//! is performed, result is stored in `A` and the variable `C` is modified twice.
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//! It appears as if some variables stored in memory are changed, an addition
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//! is performed, result is stored in `A` and the variable `C` is
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//! modified twice.
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//!
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//! When only a single thread is involved, the results are as expected:
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//! the line `7 4 4` gets printed.
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//!
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//! in a temporary location until it gets printed, with the global variable
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//! never getting updated.
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//!
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//! - The final result could be determined just by looking at the code at compile time,
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//! so [constant folding] might turn the whole block into a simple `println!("7 4 4")`.
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//! - The final result could be determined just by looking at the code
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//! at compile time, so [constant folding] might turn the whole
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//! block into a simple `println!("7 4 4")`.
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//!
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//! The compiler is allowed to perform any combination of these optimizations, as long
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//! as the final optimized code, when executed, produces the same results as the one
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//! without optimizations.
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//! The compiler is allowed to perform any combination of these
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//! optimizations, as long as the final optimized code, when executed,
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//! produces the same results as the one without optimizations.
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//!
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//! Due to the [concurrency] involved in modern computers, assumptions about
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//! the program's execution order are often wrong. Access to global variables
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//! can lead to nondeterministic results, **even if** compiler optimizations
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//! are disabled, and it is **still possible** to introduce synchronization bugs.
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//! Due to the [concurrency] involved in modern computers, assumptions
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//! about the program's execution order are often wrong. Access to
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//! global variables can lead to nondeterministic results, **even if**
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//! compiler optimizations are disabled, and it is **still possible**
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//! to introduce synchronization bugs.
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//!
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//! Note that thanks to Rust's safety guarantees, accessing global (static)
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//! variables requires `unsafe` code, assuming we don't use any of the
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//! Instructions can execute in a different order from the one we define, due to
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//! various reasons:
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//!
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//! - **Compiler** reordering instructions: if the compiler can issue an
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//! - The **compiler** reordering instructions: If the compiler can issue an
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//! instruction at an earlier point, it will try to do so. For example, it
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//! might hoist memory loads at the top of a code block, so that the CPU can
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//! start [prefetching] the values from memory.
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//! signal handlers or certain kinds of low-level code.
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//! Use [compiler fences] to prevent this reordering.
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//!
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//! - **Single processor** executing instructions [out-of-order]: modern CPUs are
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//! capable of [superscalar] execution, i.e. multiple instructions might be
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//! executing at the same time, even though the machine code describes a
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//! sequential process.
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//! - A **single processor** executing instructions [out-of-order]:
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//! Modern CPUs are capable of [superscalar] execution,
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//! i.e. multiple instructions might be executing at the same time,
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//! even though the machine code describes a sequential process.
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//!
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//! This kind of reordering is handled transparently by the CPU.
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//!
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//! - **Multiprocessor** system, where multiple hardware threads run at the same time.
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//! In multi-threaded scenarios, you can use two kinds of primitives to deal
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//! with synchronization:
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//! - [memory fences] to ensure memory accesses are made visibile to other
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//! CPUs in the right order.
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//! - [atomic operations] to ensure simultaneous access to the same memory
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//! location doesn't lead to undefined behavior.
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//! - A **multiprocessor** system executing multiple hardware threads
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//! at the same time: In multi-threaded scenarios, you can use two
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//! kinds of primitives to deal with synchronization:
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//! - [memory fences] to ensure memory accesses are made visibile to
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//! other CPUs in the right order.
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//! - [atomic operations] to ensure simultaneous access to the same
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//! memory location doesn't lead to undefined behavior.
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//!
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//! [prefetching]: https://en.wikipedia.org/wiki/Cache_prefetching
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//! [compiler fences]: crate::sync::atomic::compiler_fence
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//! inconvenient to use, which is why the standard library also exposes some
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//! higher-level synchronization objects.
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//!
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//! These abstractions can be built out of lower-level primitives. For efficiency,
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//! the sync objects in the standard library are usually implemented with help
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//! from the operating system's kernel, which is able to reschedule the threads
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//! while they are blocked on acquiring a lock.
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//! These abstractions can be built out of lower-level primitives.
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//! For efficiency, the sync objects in the standard library are usually
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//! implemented with help from the operating system's kernel, which is
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//! able to reschedule the threads while they are blocked on acquiring
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//! a lock.
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//!
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//! ## Efficiency
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//! The following is an overview of the available synchronization
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//! objects:
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//!
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//! Higher-level synchronization mechanisms are usually heavy-weight.
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//! While most atomic operations can execute instantaneously, acquiring a
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//! [`Mutex`] can involve blocking until another thread releases it.
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//! For [`RwLock`], while any number of readers may acquire it without
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//! blocking, each writer will have exclusive access.
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//! - [`Arc`]: Atomically Reference-Counted pointer, which can be used
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//! in multithreaded environments to prolong the lifetime of some
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//! data until all the threads have finished using it.
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//!
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//! On the other hand, communication over [channels] can provide a fairly
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//! high-level interface without sacrificing performance, at the cost of
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//! somewhat more memory.
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//! - [`Barrier`]: Ensures multiple threads will wait for each other
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//! to reach a point in the program, before continuing execution all
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//! together.
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//!
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//! The more synchronization exists between CPUs, the smaller the performance
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//! gains from multithreading will be.
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//! - [`Condvar`]: Condition Variable, providing the ability to block
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//! a thread while waiting for an event to occur.
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//!
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//! - [`mpsc`]: Multi-producer, single-consumer queues, used for
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//! message-based communication. Can provide a lightweight
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//! inter-thread synchronisation mechanism, at the cost of some
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//! extra memory.
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//!
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//! - [`Mutex`]: Mutual Exclusion mechanism, which ensures that at
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//! most one thread at a time is able to access some data.
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//!
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//! - [`Once`]: Used for thread-safe, one-time initialization of a
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//! global variable.
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//!
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//! - [`RwLock`]: Provides a mutual exclusion mechanism which allows
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//! multiple readers at the same time, while allowing only one
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//! writer at a time. In some cases, this can be more efficient than
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//! a mutex.
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//!
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//! [`Arc`]: crate::sync::Arc
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//! [`Barrier`]: crate::sync::Barrier
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//! [`Condvar`]: crate::sync::Condvar
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//! [`mpsc`]: crate::sync::mpsc
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//! [`Mutex`]: crate::sync::Mutex
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//! [`Once`]: crate::sync::Once
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//! [`RwLock`]: crate::sync::RwLock
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//! [channels]: crate::sync::mpsc
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#![stable(feature = "rust1", since = "1.0.0")]
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