Rust in Production cover image

uv with Charlie Marsh

Rust in Production

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Navigating Async Challenges in Rust

This chapter explores the decision to use a single-threaded Tokyo runtime for I/O, emphasizing its efficiency for low-throughput applications and the reduction of synchronization costs. The discussion also highlights the challenges of asynchronous programming in Rust, including issues with differing crate interfaces, the evolution of libraries like the tar crate, and the complexities of dependency management. Personal experiences and the ongoing improvements in async features are woven throughout, providing insights into the developers' journey through the evolving Rust ecosystem.

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