You can write code using the actor model with Tokio. But it's not natural to do so.
1. embedded hardware, like you mentioned
2. high-performance stuff
3. "embedding" in the cross-language sense, with foreign function calls
Of course the "don't use a lot of resources" thing that makes Rust/C/C++ good for tiny hardware also tends to be helpful for performance on bigger iron. Similarly, the "don't assume much about your runtime" thing that's necessary for bare metal programming also helps a lot with interfacing with other languages. And "run on a GPU" is kind of all three of those things at once.
So yeah, which of those concerns was async Rust really designed around? All of them I guess? It's kind of like, once you put on the systems programming goggles for long enough, all of those things kind of blend together?
Yes, all of them. Futures needed to work on embedded platforms (so no allocation), needed to be highly optimizable (so no virtual dispatch), and need to act reasonably in the presence of code that crosses FFI boundaries (so no stack shenanigans). Once you come to terms with these constraints--and then add on Rust's other principles regarding guaranteed memory safety, references, and ownership--there's very little wiggle room for any alternative designs other than what Rust came up with. True linear types could still improve the situation, though.
Speaking of which, I'm kind of surprised we landed on a Waker design that requires/hand-rolls virtual dispatch. Was there an alternate universe where every `poll()` function was generic on its Waker?
.await(DEADLINE) (where deadline is any non 0 unit, and 0 is 'reference defined' but a real number) should have been the easy interface. Either it yields a value or it doesn't, then the programmer has to expressly handle failure.
Deadline would only be the minimum duration after which the language, when evaluating the future / task, would return the empty set/result.
At least for Linux, offhand, popular task scheduler frequencies used to be 100 and 1000hz.
Looks like the Kernel's tracking that for tasks:
https://www.kernel.org/doc/html/latest/scheduler/sched-desig...
"In CFS the virtual runtime is expressed and tracked via the per-task p->se.vruntime (nanosec-unit) value."
I imagine the .vruntime struct field is still maintained with the newer "EEVDF Scheduler".
...
A Userspace task scheduler could similarly compare the DEADLINE against that runtime value. It would still reach that deadline after the minimum wait has passed, and thus be 'background GCed' at a time of the language's choice.
This appears to be misunderstanding how futures work in Rust. The language doesn't evaluate futures or tasks. A future is just a struct with a poll method, sort of like how a closure in Rust is just a struct with a call method. The await keyword just inserts yield points into the state machine that the language generates for you. If you want to actually run a future, you need an executor. The executor could implement timeouts, but it's not something that the language could possibly have any way to enforce or require.
I tend to write most of my async Rust following the actor model and I find it natural. Alice Rhyl, a prominent Tokio contributor, has written about the specific patterns:
Getting back to Rust, even if not natural, I agree with the parent that the actor model is simply the better paradigm. Zero runtime allocation should still be possible, you just have to accept some constraints.
I think async looks simple because it looks like writing imperative code; unfortunately it is just obfuscating the complex reality underlying. The actor model makes things easier to reason about, even if it looks more complicated initially.
Question is - when will Zig become mature enough to become a legit choice next to say, Go or Rust?
I mean for a regular dev team, not necessarily someone who works deeply along with Andrew Kelley etc like Tigerbeetle.
So its a pity that Rust async design tried so hard to avoid any explicit allocations rather than using an explicit allocator that embedding can use to preallocate and reuse objects.
There is a lot riding on that “just”. Hardware stacks are very, very unlike heap memory allocators in pretty much every possible way other than “both systems provide access to memory.”
Tons and tons of embedded code assumes the stack is, indeed, a hardware stack. It’s far from trivial to make that code “just use a dummy/static allocator with the same api as a heap”; that code may not be in Rust, and it’s ubiquitous for embedded code to not be written with abstractions in front of its allocator—why would it do otherwise, given that tons of embedded code was written for a specific compiler+hardware combination with a specific (and often automatic or compiler-assisted) stack memory management scheme? That’s a bit like complaining that a specific device driver doesn’t use a device-agnostic abstraction.
And then the need to poll features by the runtime means that async in Rust requires non-trivial runtime going against the desire to avoid abstractions in the embedded.
Async without polling while stack-unfriendly requires less runtime. And if Rust supported type-safe region-based allocators when a bunch of things are allocated one by one and then released at once it could be a better fit for the embedded world.
This problem does not happen with a custom allocator where things to allocate are of roughly the same size and allocator uses same-sized cells to allocate.
that said there are a lot of parts of a lot of programs where a fully inlined and shake optimized async state machine isn't so critical.
it's reasonable to want a mix, to use async which can be heavily compiler optimized for performance sensitive paths, and use higher level abstractions like actors, channels, single threaded tasks, etc for less sensitive areas.
in a single threaded fully cooperative environment you could ensure this by implication of only one coroutine running at a time, removing data races, but retaining logical ones.
if you want to eradicate logical races, or have actual parallel computation, then the source data must be copied into the message, or the content of the message be wrapped in a lock or similar.
in almost all practical scenarios this means the data source copies data into messages.
This actually caused some issues with rust in the kernel because moving large structs could cause you to run out the small amount of stack space availabe on kernel threads (they only allocate 8-16KB of stack compared to a typical 8MB for a userspace thread). The pinned-init crate is how they ended solving this [1].
all of the complexity comes in when more than one part of the code is interested in the state at the same time, which is what this thread is about.
You can do straight line, single threaded, non concurrent code in an actor model. Mostly, that's what most of the actor code will look like. Get a message, update local state in a straight forward way, send a response, repeat.
I'm not the right person to write a tl;dr, but here goes.
For actors, you're basically talking about green threads. Rust had a hard constraint that calls to C not have overhead and so green threads were out. C is going to expect an actual stack so you have to basically spin up a real stack from your green-thread stack, call the C function, then translate it back. I think Erlang also does some magic where it will move things to a separate thread pool so that the C FFI can block without blocking the rest of your Erlang actors.
Generally, async/await has lower overhead because it gets compiled down to a state machine and event loop. Languages like Go and Erlang are great, but Rust is a systems programming language looking for zero cost abstractions rather than just "it's fast."
To some extent, you can trade overhead for ease. Garbage collectors are easy, but they come with overhead compared to Rust's borrow checker method or malloc/free.
To an extent it's about tradeoffs and what you're trying to make. Erlang and Go were trying to build something different where different tradeoffs made sense.
EDIT: I'd also note that before Go introduced preemption, it too would have "pitfalls". If a goroutine didn't trigger a stack reallocation (like function calls that would make it grow the stack) or do something that would yield (like blocking IO), it could starve other goroutines. Now Go does preemption checks so that the scheduler can interrupt hot loops. I think Erlang works somewhat similarly to Rust in scheduling in that its actors have a certain budget, every function call decrements their budget, and when they run of of budget they have to yield back to the scheduler.
But Go does compile down to machine code, so that's why until it did pre-emption it needed that yield or hook.
Come to think of it: it is strange that such quota management isn't built into the CPU itself. It seems like a very logical thing to do. Instead we rely on hardware interrupts for pre-emption and those are pretty fickle. It also means that there is a fixed system wide granularity for scheduling.
Interrupts are at the most basic level an electrical signal to the CPU to tell it to load a new address into the next instruction pointer after pushing the current one and possibly some other registers onto the stack. That means you don't actually know when they will happen and they are transparent to the point that those two instructions that you put right after one another are possibly detoured to do an unknown amount of work in some other place.
Any kind of side effect from that detour (time spent, changes made to the state of the machine) has the potential to screw up the previously deterministic path that you were on.
To make matters worse, there are interrupts that can interrupt the detour in turn. There are ways in which you can tell the CPU 'not now' and there are ways in which those can be overridden. If you are lucky you can uniquely identify the device that caused the interrupt to be triggered. But this isn't always the case and given the sensitivity of the inputs involved it isn't rare at all that your interrupt will trigger without any ground to do so. If that happens and the ISR is not written with that particular idea in mind you may end up with a system in an undefined state.
Interrupts are a very practical mechanism. But they're also a nightmare to deal with in the otherwise orderly affairs of computing and troubleshooting interrupt related issues can eat up days, weeks or even months if you are really unlucky.
Rust async is, however, very useful in single-core embedded systems that don't have an operating system with preemptive multitasking, where one thread of execution is all you ever get. It's nice to have a way to express that you might be doing multiple things concurrently in an event-driven way without having to have an OS to manage preemptive multitasking.
Ever since I started using Erlang it felt like I finally found 'the right way' when before then I did a lot of work with sockets and asynchronous worker threads. But even though it usually worked as advertised it had a large number of really nasty pitfalls which the actor model seemed to - effortlessy - step aside.
So I'm seriously wondering what the motivation was. I get why JS uses async, there isn't any other way there, by the time they added async it was too late to change the fundamentals of the language to such a degree. But rust was a clean slate.