Book Image

Hands-On Concurrency with Rust

By : Brian L. Troutwine
Book Image

Hands-On Concurrency with Rust

By: Brian L. Troutwine

Overview of this book

Most programming languages can really complicate things, especially with regard to unsafe memory access. The burden on you, the programmer, lies across two domains: understanding the modern machine and your language's pain-points. This book will teach you to how to manage program performance on modern machines and build fast, memory-safe, and concurrent software in Rust. It starts with the fundamentals of Rust and discusses machine architecture concepts. You will be taken through ways to measure and improve the performance of Rust code systematically and how to write collections with confidence. You will learn about the Sync and Send traits applied to threads, and coordinate thread execution with locks, atomic primitives, data-parallelism, and more. The book will show you how to efficiently embed Rust in C++ code and explore the functionalities of various crates for multithreaded applications. It explores implementations in depth. You will know how a mutex works and build several yourself. You will master radically different approaches that exist in the ecosystem for structuring and managing high-scale systems. By the end of the book, you will feel comfortable with designing safe, consistent, parallel, and high-performance applications in Rust.
Table of Contents (18 chapters)
Title Page
Copyright and Credits
Packt Upsell


In this chapter, we discussed three memory reclamation techniques: reference counting, hazard pointers, and epoch-based reclamation. Each, in turn, is faster than the last, though there are tradeoffs with each approach. Reference counting incurs the most overhead and has to be incorporated carefully into your data structure, unless Arc fits your needs, which it may well. Hazard pointers require the identification of hazards, memory accesses that result in memory that cannot be reclaimed without some type of coordination. This approach incurs overhead on each access to the hazard, which is costly if traversal of a hazardous structure must be done. Finally, epoch-based reclamation incurs overhead at thread-pinning, which denotes the start of an epoch and may require the newly pinned thread to participate in garage collection. Additional overhead is not incurred on memory accesses post-pin, a big win if you're doing traversal or can otherwise include many memory operations in a pinned...