coroutine

Lua co-routines

守給你的承諾、 提交于 2019-12-22 04:46:12
问题 I'm trying to get an understanding of how I can use co-routines to "pause" a script and wait until some processing is done before resuming. Perhaps I'm looking at co-routines in the wrong way. But my attempt is structured similar to the example given in this answer. The loop in loop.lua never reaches a second iteration, and hence never reaches the i == 4 condition required to exit the running loop in the C code. If I do not yield in loop.lua , then this code performs as expected. main.cpp

tornado常见的异步非堵塞写法

倾然丶 夕夏残阳落幕 提交于 2019-12-21 10:52:54
【推荐】2019 Java 开发者跳槽指南.pdf(吐血整理) >>> 非堵塞和异步有什么区别? 非堵塞 在tornado的框架中非堵塞一般指得是网络I/O层面的socket数据接收模式(select或者epoll),不论用哪个模式,最终程序都会收到数据并处理数据(这个数据要么被转发、要么被解析和处理)。 非堵塞的弊端: 如果处理一个密集计算的请求需要花费10秒钟(就是堵塞了10秒钟),当两个或多个请求同时到达时,只要第一个被接受处理没结束,其他全部请求都要等,并且挨个挨个等到被轮询结束。这就是单线程事件还回机制(非堵塞机制), 对堵塞零容忍, 任何一个地方堵住了还回线程,其他全部请求都被堵住。 也就是说采用了非堵塞模式之后,最好不要用堵塞(常规解析数据的函数)的代码块来解析数据。 异步 异步的作用是将堵塞代码错开来,不放在当前接受数据的线程中处理, 要么丢到rabbitmq/zeromq/activemq中交给另外一个进程去处理,要么用其他线程或进程来处理。 让监听数据的这个socket收到数据后直接抛给其他程序来处理,然后立马保持监听状态,这样子程序的循环能力就非常强。 再就是要提的一点,tornado本身的ioloop就采用epool/select/kqueue来完成非堵塞动作,咱们使用tornado只要把异步的代码写好就可以很好的发挥出tornado的优势了。

Is it safe to use spawn directly in an asio stackful coroutine?

淺唱寂寞╮ 提交于 2019-12-21 05:46:34
问题 When I use spawn to start a new stackfull coroutine in a coroutine, valgrind says a lot of using uninitialised value(valgrind output). Then I use io_service.post to invoke a handler,and start a new stackfull coroutine in it, every thing seems fine. I have searched and read some documents, but can't find something about how to create a new stackfull coroutine safely in a stackfull coroutine. Here is the code: #include <iostream> #include <boost/asio.hpp> #include <boost/asio/spawn.hpp>

What is the difference between “yield return 0” and “yield return null” in Coroutine?

纵饮孤独 提交于 2019-12-21 03:55:09
问题 I'm new and a bit confused about " yield ". But finally I understand how it worked using WaitForSeconds but I can't see the difference between of " yield return 0 " and " yield return null ". are both them waiting for the next frame to execute? sorry for my bad English. Thank you very much. 回答1: Both yield return 0 and yield return null yields for a single frame. The biggest difference is that yield return 0 allocates memory because of boxing and unboxing of the 0 that happens under the hood,

asyncio queue consumer coroutine

瘦欲@ 提交于 2019-12-21 03:45:11
问题 I have a asyncio.Protocol subclass receiving data from a server. I am storing this data (each line, because the data is text) in a asyncio.Queue . import asyncio q = asyncio.Queue() class StreamProtocol(asyncio.Protocol): def __init__(self, loop): self.loop = loop self.transport = None def connection_made(self, transport): self.transport = transport def data_received(self, data): for message in data.decode().splitlines(): yield q.put(message.rstrip()) def connection_lost(self, exc): self.loop

boost::asio::yield_context: unexpected forced_unwind exception

北战南征 提交于 2019-12-20 20:01:40
问题 I'm tring to write my custom async function for boost::asio as described here. However I'm getting boost::coroutines::detail::forced_unwind exception on line with result.get #include <boost/chrono.hpp> #include <boost/asio.hpp> #include <boost/asio/spawn.hpp> #include <boost/asio/steady_timer.hpp> #include <iostream> namespace asio = ::boost::asio; template <typename Timer, typename Token> auto my_timer (Timer& timer, Token&& token) { typename asio::handler_type<Token, void (::boost::system:

Is it safe to yield from within a “with” block in Python (and why)?

允我心安 提交于 2019-12-20 08:39:35
问题 The combination of coroutines and resource acquisition seems like it could have some unintended (or unintuitive) consequences. The basic question is whether or not something like this works: def coroutine(): with open(path, 'r') as fh: for line in fh: yield line Which it does. (You can test it!) The deeper concern is that with is supposed to be something an alternative to finally , where you ensure that a resource is released at the end of the block. Coroutines can suspend and resume

What are use-cases for a coroutine?

一个人想着一个人 提交于 2019-12-20 08:28:29
问题 The concept of a coroutine sounds very interesting, but I don't know, if it makes sense in a real productive environment? What are use-cases for coroutines, that can be solved more elegant, simpler or more efficient as with other methods? 回答1: True coroutines require support from your tooling - they need to be implemented by the compiler and supported by the underlying framework. One real world example of Coroutines is found with the "yield return" keyword provided in C# 2.0, which allows you

Coroutines and while loop

本秂侑毒 提交于 2019-12-20 07:06:41
问题 I have been working on a object movement along a path Which i have been geting from Navmesh Unity3d I am using coroutine in which i controled it with while loop as i can show public void DrawPath(NavMeshPath pathParameter, GameObject go) { Debug.Log("path Parameter" + pathParameter.corners.Length); if (agent == null || agent.path == null) { Debug.Log("Returning"); return; } line.material = matToApplyOnLineRenderer; line.SetWidth(1f, 1f); line.SetVertexCount(pathParameter.corners.Length);

Unity - Refactored crumbling wall script stops working?

心已入冬 提交于 2019-12-19 10:58:33
问题 I have an Object that gets replaced by thousands of little cubes at once, which then begin moving one after another after initialization. I have code that works, but when I try to refactor it to clean it up, it stops working. The cubes dont move. This happens when I try to separate the Variable Initialisation and the Movement Initialisation. So this is my original code segment and it works: public class WallCreation : MonoBehaviour { public Transform wallSegmentPrefab; GameObject oldWall;