2014-01-10 18:34:55 -06:00
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% A Guide to the Rust Runtime
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Rust includes two runtime libraries in the standard distribution, which provide
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a unified interface to primitives such as I/O, but the language itself does not
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require a runtime. The compiler is capable of generating code that works in all
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environments, even kernel environments. Neither does the Rust language need a
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runtime to provide memory safety; the type system itself is sufficient to write
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safe code, verified statically at compile time. The runtime merely uses the
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safety features of the language to build a number of convenient and safe
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high-level abstractions.
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That being said, code without a runtime is often very limited in what it can do.
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As a result, Rust's standard libraries supply a set of functionality that is
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normally considered the Rust runtime. This guide will discuss Rust's user-space
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runtime, how to use it, and what it can do.
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# What is the runtime?
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The Rust runtime can be viewed as a collection of code which enables services
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like I/O, task spawning, TLS, etc. It's essentially an ephemeral collection of
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objects which enable programs to perform common tasks more easily. The actual
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implementation of the runtime itself is mostly a sparse set of opt-in primitives
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that are all self-contained and avoid leaking their abstractions into libraries.
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The current runtime is the engine behind these features (not a comprehensive
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list):
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* I/O
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* Task spawning
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* Message passing
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* Task synchronization
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* Task-local storage
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* Logging
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* Local heaps (GC heaps)
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* Task unwinding
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## What is the runtime accomplishing?
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The runtime is designed with a few goals in mind:
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* Rust libraries should work in a number of environments without having to worry
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about the exact details of the environment itself. Two commonly referred to
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environments are the M:N and 1:1 environments. Since the Rust runtime was
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first designed, it has supported M:N threading, and it has since gained 1:1
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support as well.
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* The runtime should not enforce separate "modes of compilation" in order to
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work in multiple circumstances. Is it an explicit goal that you compile a Rust
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library once and use it forever (in all environments).
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* The runtime should be fast. There should be no architectural design barrier
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which is preventing programs from running at optimal speeds. It is not a goal
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for the runtime to be written "as fast as can be" at every moment in time. For
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example, no claims will be made that the current implementation of the runtime
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is the fastest it will ever be. This goal is simply to prevent any
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architectural roadblock from hindering performance.
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* The runtime should be nearly invisible. The design of the runtime should not
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encourage direct interaction with it, and using the runtime should be
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essentially transparent to libraries. This does not mean it should be
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impossible to query the runtime, but rather it should be unconventional.
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# Architecture of the runtime
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This section explains the current architecture of the Rust runtime. It has
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evolved over the development of Rust through many iterations, and this is simply
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the documentation of the current iteration.
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## A local task
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The core abstraction of the Rust runtime is the task. A task represents a
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"thread" of execution of Rust code, but it does not necessarily correspond to an
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OS thread. Most runtime services are accessed through the local task, allowing
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for runtime policy decisions to be made on a per-task basis.
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A consequence of this decision is to require all Rust code using the standard
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library to have a local `Task` structure available to them. This `Task` is
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stored in the OS's thread local storage (OS TLS) to allow for efficient access
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to it.
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It has also been decided that the presence or non-presence of a local `Task` is
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essentially the *only* assumption that the runtime can make. Almost all runtime
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services are routed through this local structure.
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This requirement of a local task is a core assumption on behalf of *all* code
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using the standard library, hence it is defined in the standard library itself.
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## I/O
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When dealing with I/O in general, there are a few flavors by which it can be
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dealt with, and not all flavors are right for all situations. I/O is also a
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tricky topic that is nearly impossible to get consistent across all
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environments. As a result, a Rust task is not guaranteed to have access to I/O,
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and it is not even guaranteed what the implementation of the I/O will be.
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This conclusion implies that I/O *cannot* be defined in the standard library.
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The standard library does, however, provide the interface to I/O that all Rust
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tasks are able to consume.
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This interface is implemented differently for various flavors of tasks, and is
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designed with a focus around synchronous I/O calls. This architecture does not
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fundamentally prevent other forms of I/O from being defined, but it is not done
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at this time.
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The I/O interface that the runtime must provide can be found in the
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[std::rt::rtio](std/rt/rtio/trait.IoFactory.html) module. Note that this
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interface is *unstable*, and likely always will be.
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## Task Spawning
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A frequent operation performed by tasks is to spawn a child task to perform some
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work. This is the means by which parallelism is enabled in Rust. This decision
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of how to spawn a task is not a general decision, and is hence a local decision
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to the task (not defined in the standard library).
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Task spawning is interpreted as "spawning a sibling" and is enabled through the
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high level interface in `std::task`. The child task can be configured
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accordingly, and runtime implementations must respect these options when
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spawning a new task.
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Another local task operation is dealing with the runnable state of the task
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itself. This frequently comes up when the question is "how do I block a task?"
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or "how do I wake up a task?". These decisions are inherently local to the task
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itself, yet again implying that they are not defined in the standard library.
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## The `Runtime` trait and the `Task` structure
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The full complement of runtime features is defined by the [`Runtime`
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trait](std/rt/trait.Runtime.html) and the [`Task`
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struct](std/rt/task/struct.Task.html). A `Task` is constant among all runtime
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implementations, but each runtime implements has its own implementation of the
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`Runtime` trait.
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The local `Task` stores the runtime value inside of itself, and then ownership
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dances ensue to invoke methods on the runtime.
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# Implementations of the runtime
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The Rust distribution provides two implementations of the runtime. These two
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implementations are generally known as 1:1 threading and M:N threading.
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As with many problems in computer science, there is no right answer in this
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question of which implementation of the runtime to choose. Each implementation
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has its benefits and each has its drawbacks. The descriptions below are meant to
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inform programmers about what the implementation provides and what it doesn't
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provide in order to make an informed decision about which to choose.
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## 1:1 - using `libnative`
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The library `libnative` is an implementation of the runtime built upon native OS
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threads plus libc blocking I/O calls. This is called 1:1 threading because each
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user-space thread corresponds to exactly one kernel thread.
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In this model, each Rust task corresponds to one OS thread, and each I/O object
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essentially corresponds to a file descriptor (or the equivalent of the platform
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you're running on).
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Some benefits to using libnative are:
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* Guaranteed interop with FFI bindings. If a C library you are using blocks the
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thread to do I/O (such as a database driver), then this will not interfere
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with other Rust tasks (because only the OS thread will be blocked).
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* Less I/O overhead as opposed to M:N in some cases. Not all M:N I/O is
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guaranteed to be "as fast as can be", and some things (like filesystem APIs)
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are not truly asynchronous on all platforms, meaning that the M:N
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implementation may incur more overhead than a 1:1 implementation.
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## M:N - using `libgreen`
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The library `libgreen` implements the runtime with "green threads" on top of the
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asynchronous I/O framework [libuv][libuv]. The M in M:N threading is the number
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of OS threads that a process has, and the N is the number of Rust tasks. In this
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model, N Rust tasks are multiplexed among M OS threads, and context switching is
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implemented in user-space.
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The primary concern of an M:N runtime is that a Rust task cannot block itself in
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a syscall. If this happens, then the entire OS thread is frozen and unavailable
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for running more Rust tasks, making this a (M-1):N runtime (and you can see how
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this can reach 0/deadlock. By using asynchronous I/O under the hood (all I/O
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still looks synchronous in terms of code), OS threads are never blocked until
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the appropriate time comes.
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Upon reading `libgreen`, you may notice that there is no I/O implementation
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inside of the library, but rather just the infrastructure for maintaining a set
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of green schedulers which switch among Rust tasks. The actual I/O implementation
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is found in `librustuv` which are the Rust bindings to libuv. This distinction
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is made to allow for other I/O implementations not built on libuv (but none
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exist at this time).
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Some benefits of using libgreen are:
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* Fast task spawning. When using M:N threading, spawning a new task can avoid
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executing a syscall entirely, which can lead to more efficient task spawning
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times.
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* Fast task switching. Because context switching is implemented in user-space,
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all task contention operations (mutexes, channels, etc) never execute
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syscalls, leading to much faster implementations and runtimes. An efficient
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context switch also leads to higher throughput servers than 1:1 threading
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because tasks can be switched out much more efficiently.
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### Pools of Schedulers
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M:N threading is built upon the concept of a pool of M OS threads (which
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libgreen refers to as schedulers), able to run N Rust tasks. This abstraction is
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2014-01-15 11:06:20 -06:00
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encompassed in libgreen's [`SchedPool`](green/struct.SchedPool.html) type. This type allows for
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2014-01-10 18:34:55 -06:00
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fine-grained control over the pool of schedulers which will be used to run Rust
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tasks.
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In addition the `SchedPool` type is the *only* way through which a new M:N task
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can be spawned. Sibling tasks to Rust tasks themselves (created through
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`std::task::spawn`) will be spawned into the same pool of schedulers that the
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original task was home to. New tasks must previously have some form of handle
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into the pool of schedulers in order to spawn a new task.
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## Which to choose?
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With two implementations of the runtime available, a choice obviously needs to
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be made to see which will be used. The compiler itself will always by-default
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link to one of these runtimes. At the time of this writing, the default runtime
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is `libgreen` but in the future this will become `libnative`.
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Having a default decision made in the compiler is done out of necessity and
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convenience. The compiler's decision of runtime to link to is *not* an
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endorsement of one over the other. As always, this decision can be overridden.
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For example, this program will be linked to "the default runtime"
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~~~{.rust}
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fn main() {}
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~~~
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Whereas this program explicitly opts into using a particular runtime
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~~~{.rust}
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extern mod green;
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#[start]
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fn start(argc: int, argv: **u8) -> int {
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do green::start(argc, argv) {
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main();
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}
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}
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fn main() {}
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~~~
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Both libgreen/libnative provide a top-level `start` function which is used to
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boot an initial Rust task in that specified runtime.
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# Finding the runtime
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The actual code for the runtime is spread out among a few locations:
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* [std::rt][stdrt]
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* [libnative][libnative]
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* [libgreen][libgreen]
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* [librustuv][librustuv]
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[libuv]: https://github.com/joyent/libuv/
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[stdrt]: std/rt/index.html
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[libnative]: native/index.html
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[libgreen]: green/index.html
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[librustuv]: rustuv/index.html
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