this post was submitted on 24 Oct 2023
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Rust

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What is this title

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[–] [email protected] 4 points 11 months ago (1 children)

The section titled “what is the difference” doesn’t explain what the difference is, only what a generator is (which I already knew).

[–] [email protected] 2 points 11 months ago* (last edited 11 months ago)

It's essentially a name change.

The two concepts are very similar, with the main difference being coroutines can receive arguments after invocation and generators generally cannot (here's a good explanation if you want to get more into it). Here's a write up about Rust's implementation, they're more than generators and from reading over it they may allow passing data in with each resume (I haven't played with them in Rust, but I've used the concept a lot in Lua, Python, and Go).

Then again, like the second link says, the boundaries of both can vary conversation to conversation. Python generators, for example, can also be used as coroutines (see this PEP).

[–] [email protected] 3 points 11 months ago (1 children)

The only language to get it right was Simula 67.

[–] [email protected] 8 points 11 months ago

Could you explain to me how simula's implementation of coroutines differ from modern languages (be it stackless or stackful)? I tried to dig a little but didn't find much and I don't really have time to investigate further.

Thank you!

[–] [email protected] 1 points 9 months ago

Simulation 67 keeps the coroutine data on the heap (it is garbage collected).