coroutine | a simple coroutine for c | Android library
kandi X-RAY | coroutine Summary
kandi X-RAY | coroutine Summary
A simple coroutine library for c++, modeling coroutine from lua.
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QUESTION
I've been experimenting with the Kotlin coroutines in android. I used the following code trying to understand the behavior of it:
...ANSWER
Answered 2021-Jun-15 at 14:51This is exactly the reason why coroutines were invented and how they differ from threaded concurrency. Coroutines don't block, but suspend (well, they can do both). And "suspend" isn't just another name for "block". When they suspend (e.g. by invoking join()
), they effectively free the thread that runs them, so it can do something else somewhere else. And yes, it sounds like something that is technically impossible, because we are in the middle of executing the code of some function and we have to wait there, but well... welcome to coroutines :-)
You can think of it as the function is being cut into two parts: before join()
and after it. First part schedules the background operation and immediately returns. When background operation finishes, it schedules the second part on the main thread. This is not how coroutines works internally (functions aren't really cut, they create continuations), but this is how you can easily imagine them working if you are familiar with executors or event loops.
delay()
is also a suspending function, so it frees the thread running it and schedules execution of the code below it after a specified duration.
QUESTION
I get this error:
D:\pythonstuff\demo.py:28: DeprecationWarning: The explicit passing of coroutine objects to asyncio.wait() is deprecated since Python 3.8, and scheduled for removal in Python 3.11. await asyncio.wait([
Waited 1 second!
Waited 5 second!
Time passed: 0hour:0min:5secProcess finished with exit code 0
When I run the code:
...ANSWER
Answered 2021-Feb-03 at 16:59You can just call it this way as it recommends in the docs here
Example from the docs:
QUESTION
MainCoroutineRule
and runBlocking
of Kotlin Coroutines both are designed for testing purposes. And seems like both are offering the same functionality: running code synchronously in a test environment.
So what's the difference? What's the best use case for each of them?
ANSWER
Answered 2021-Jun-14 at 16:21MainCoroutineRule
and runBlocking
are seemingly similar but there are clear differences.
Defenition of MainCoroutineRule:
MainCoroutineRule installs a TestCoroutineDispatcher for Disptachers.Main. Since it extends TestCoroutineScope, you can directly launch coroutines on the MainCoroutineRule as a [CoroutineScope]...
Defenition of runBlocking:
Runs a new coroutine and blocks the current thread interruptibly until its completion. This function should not be used from a coroutine. It is designed to bridge regular blocking code to libraries that are written in suspending style, to be used in main functions and in tests. ...
In terms of definition, runBlocking
is used for the sole purpose of synchronous execution in coroutines. It is not only used in tests but also used in UI management, Data Management, and several other areas in Android Development.
Whereas runBlocking
is used more generally, MainCoroutineRule
is used only in tests and it has the same synchronous execution behavior found in runBlocking
. However, MainCoroutineRule
has more specialized testing features not found in runBlocking
such as control flow management. In addition, using MainCoroutineRule
will significantly make your testing code cleaner.
In a much more detailed manner, MainCoroutineRule is directly related to JUnit Rule. If you have used JUnit before, you might remember filling out @Before @After
to provide a testing environment for the test cases. If you have multiple test cases, you would eventually have to write multiple @Before @After
to provide multiple testing environments, which could possibly lead to redundant boilerplate code. Now, this is where MainCoroutineRule
shines! With MainCoroutineRule
you can declare a testing environment once and reuse them for multiple test cases.
Compare two sample codes below:
Test case without using MainCoroutineRule
QUESTION
I am trying to start a bunch (one or more) aioserial instances using an for
and asyncio.gather
without success.
ANSWER
Answered 2021-Jun-14 at 15:59Your problem isn't with how you call gather
. It's with how you define main
. The clue is with the error message
QUESTION
The code...
...ANSWER
Answered 2021-Jun-14 at 11:32Your code works, the issue why you are not able to create res
successfully is because the code does not raise just the normal Exception
class. Since the task fails it ends up calling asyncio.exceptions.CancelledError
which if we take a look in the documentation inherits from BaseException
not Exception
. This change is new as of Python 3.8 and since you are using Python 3.9 that change is live. Changing your code slightly to the following yields:
QUESTION
I've been reading this article to understand how to unit test a coroutine that contains a delay and applied it, but I still don't understand why verify
is being called before having called myDelayedMethod() in the coroutine and therefore the verification fails. Isn't there a way to execute the code synchronously in the test?
Pseudocode:
...ANSWER
Answered 2021-Jun-14 at 09:28One idea could be to return the Job
in method1
like the following:
QUESTION
I am trying to use SqlDelight database in my app.
In my DAO, I have a function called getRecipeById to query the database and return a flow of domain model (Recipe). Here is the implementation of the function: (Note: RecipeTable is the name of the table, or I guess I should have called it RecipeEntity)
...ANSWER
Answered 2021-Jun-14 at 06:21I don't think MutableState
is designed to be used in the ViewModel layer, since it's an observable integrated with the compose runtime.
You could create a MutableStateFlow
instead and use collectAsState()
from the view layer.
In your case the issue is probably, because of the state is captured in a coroutine invoked outside composition.
QUESTION
My English skill is poor I'm not a native English speaker. Please understand.
I want to make the logic that detecting collision
For that, I make a character class. The Character class inherits the MonoBehaviour of the Unity system and has a feature as below.
- The class has the container to put the skill was collided with own.
- The class has the coroutine to show the status of the container. This coroutine starts when the Character class starts.
- The class overrides OnTriggerEnter2D function of the Unity system. In this function, the skill that collides with own is added to the container.
I made the above feature as below code.
...ANSWER
Answered 2021-Jun-12 at 19:27Most likely everything you are doing is working as intended. The one mistake would be unexpected behavior with TryAdd
, where the value added can be null
.
Inside of your OnTriggerEnter2D
function, add a check to determine what you collided with to only check for spells. The easiest way to do this is check the tag
of the object. For all of your spells, add a tag that you can check against, then change your collision code to look something like
QUESTION
Swift 5.5 introduces coroutines, hierarchical task management and function suspension. One of the new features is a syntax of
...ANSWER
Answered 2021-Jun-13 at 23:31the question is, what is its type?
That question is settled in the same way as any variable declaration with initialization: by the type of what's on the right-hand side of the equal sign.
For example, if you have a method that returns a String (let's name it getMyString
), then when you say
QUESTION
I'm just starting to delve into lua coroutines with C and I'm having a problem with what I think should be the simplest example I can come up with.
The C:
...ANSWER
Answered 2021-Jun-13 at 16:58lua_yield
is a C function, and C does not have a mechanism to magically jump back into a function that has halted. lua_yield
uses the C standard library longjmp
function to arbitrarily jump out of the function that called it. But it can't come back.
So what happens is that your C function yields, exiting the function and returning control to the Lua code that called coroutine.resume
. The resume was successful, so true
is printed. You then resume the coroutine again, which begins execution at the site in Lua code that called the C function that yielded. That code then exits the coroutine normally. Since the resume was also successful, true
is printed again.
But the coroutine is now exhausted and therefore cannot be resumed.
C functions don't have a clean way to be "resumed". Indeed, the Lua 5.1 documentation explicitly states:
This function should only be called as the return expression of a C function, as follows:
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