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rust-doc-1.28.0-1.mga6.armv7hl.rpm

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            <ol class="chapter"><li class="affix"><a href="README.html">Introduction</a></li><li><a href="meet-safe-and-unsafe.html"><strong aria-hidden="true">1.</strong> Meet Safe and Unsafe</a></li><li><ol class="section"><li><a href="safe-unsafe-meaning.html"><strong aria-hidden="true">1.1.</strong> How Safe and Unsafe Interact</a></li><li><a href="what-unsafe-does.html"><strong aria-hidden="true">1.2.</strong> What Unsafe Can Do</a></li><li><a href="working-with-unsafe.html"><strong aria-hidden="true">1.3.</strong> Working with Unsafe</a></li></ol></li><li><a href="data.html"><strong aria-hidden="true">2.</strong> Data Layout</a></li><li><ol class="section"><li><a href="repr-rust.html"><strong aria-hidden="true">2.1.</strong> repr(Rust)</a></li><li><a href="exotic-sizes.html"><strong aria-hidden="true">2.2.</strong> Exotically Sized Types</a></li><li><a href="other-reprs.html"><strong aria-hidden="true">2.3.</strong> Other reprs</a></li></ol></li><li><a href="ownership.html"><strong aria-hidden="true">3.</strong> Ownership</a></li><li><ol class="section"><li><a href="references.html"><strong aria-hidden="true">3.1.</strong> References</a></li><li><a href="aliasing.html"><strong aria-hidden="true">3.2.</strong> Aliasing</a></li><li><a href="lifetimes.html"><strong aria-hidden="true">3.3.</strong> Lifetimes</a></li><li><a href="lifetime-mismatch.html"><strong aria-hidden="true">3.4.</strong> Limits of Lifetimes</a></li><li><a href="lifetime-elision.html"><strong aria-hidden="true">3.5.</strong> Lifetime Elision</a></li><li><a href="unbounded-lifetimes.html"><strong aria-hidden="true">3.6.</strong> Unbounded Lifetimes</a></li><li><a href="hrtb.html"><strong aria-hidden="true">3.7.</strong> Higher-Rank Trait Bounds</a></li><li><a href="subtyping.html"><strong aria-hidden="true">3.8.</strong> Subtyping and Variance</a></li><li><a href="dropck.html"><strong aria-hidden="true">3.9.</strong> Drop Check</a></li><li><a href="phantom-data.html"><strong aria-hidden="true">3.10.</strong> PhantomData</a></li><li><a href="borrow-splitting.html"><strong aria-hidden="true">3.11.</strong> Splitting Borrows</a></li></ol></li><li><a href="conversions.html"><strong aria-hidden="true">4.</strong> Type Conversions</a></li><li><ol class="section"><li><a href="coercions.html"><strong aria-hidden="true">4.1.</strong> Coercions</a></li><li><a href="dot-operator.html"><strong aria-hidden="true">4.2.</strong> The Dot Operator</a></li><li><a href="casts.html"><strong aria-hidden="true">4.3.</strong> Casts</a></li><li><a href="transmutes.html"><strong aria-hidden="true">4.4.</strong> Transmutes</a></li></ol></li><li><a href="uninitialized.html"><strong aria-hidden="true">5.</strong> Uninitialized Memory</a></li><li><ol class="section"><li><a href="checked-uninit.html"><strong aria-hidden="true">5.1.</strong> Checked</a></li><li><a href="drop-flags.html"><strong aria-hidden="true">5.2.</strong> Drop Flags</a></li><li><a href="unchecked-uninit.html"><strong aria-hidden="true">5.3.</strong> Unchecked</a></li></ol></li><li><a href="obrm.html"><strong aria-hidden="true">6.</strong> Ownership Based Resource Management</a></li><li><ol class="section"><li><a href="constructors.html"><strong aria-hidden="true">6.1.</strong> Constructors</a></li><li><a href="destructors.html"><strong aria-hidden="true">6.2.</strong> Destructors</a></li><li><a href="leaking.html"><strong aria-hidden="true">6.3.</strong> Leaking</a></li></ol></li><li><a href="unwinding.html"><strong aria-hidden="true">7.</strong> Unwinding</a></li><li><ol class="section"><li><a href="exception-safety.html"><strong aria-hidden="true">7.1.</strong> Exception Safety</a></li><li><a href="poisoning.html"><strong aria-hidden="true">7.2.</strong> Poisoning</a></li></ol></li><li><a href="concurrency.html"><strong aria-hidden="true">8.</strong> Concurrency</a></li><li><ol class="section"><li><a href="races.html" class="active"><strong aria-hidden="true">8.1.</strong> Races</a></li><li><a href="send-and-sync.html"><strong aria-hidden="true">8.2.</strong> Send and Sync</a></li><li><a href="atomics.html"><strong aria-hidden="true">8.3.</strong> Atomics</a></li></ol></li><li><a href="vec.html"><strong aria-hidden="true">9.</strong> Implementing Vec</a></li><li><ol class="section"><li><a href="vec-layout.html"><strong aria-hidden="true">9.1.</strong> Layout</a></li><li><a href="vec-alloc.html"><strong aria-hidden="true">9.2.</strong> Allocating</a></li><li><a href="vec-push-pop.html"><strong aria-hidden="true">9.3.</strong> Push and Pop</a></li><li><a href="vec-dealloc.html"><strong aria-hidden="true">9.4.</strong> Deallocating</a></li><li><a href="vec-deref.html"><strong aria-hidden="true">9.5.</strong> Deref</a></li><li><a href="vec-insert-remove.html"><strong aria-hidden="true">9.6.</strong> Insert and Remove</a></li><li><a href="vec-into-iter.html"><strong aria-hidden="true">9.7.</strong> IntoIter</a></li><li><a href="vec-raw.html"><strong aria-hidden="true">9.8.</strong> RawVec</a></li><li><a href="vec-drain.html"><strong aria-hidden="true">9.9.</strong> Drain</a></li><li><a href="vec-zsts.html"><strong aria-hidden="true">9.10.</strong> Handling Zero-Sized Types</a></li><li><a href="vec-final.html"><strong aria-hidden="true">9.11.</strong> Final Code</a></li></ol></li><li><a href="arc-and-mutex.html"><strong aria-hidden="true">10.</strong> Implementing Arc and Mutex</a></li><li><a href="ffi.html"><strong aria-hidden="true">11.</strong> FFI</a></li></ol>
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                        <a class="header" href="races.html#data-races-and-race-conditions" id="data-races-and-race-conditions"><h1>Data Races and Race Conditions</h1></a>
<p>Safe Rust guarantees an absence of data races, which are defined as:</p>
<ul>
<li>two or more threads concurrently accessing a location of memory</li>
<li>one of them is a write</li>
<li>one of them is unsynchronized</li>
</ul>
<p>A data race has Undefined Behavior, and is therefore impossible to perform
in Safe Rust. Data races are <em>mostly</em> prevented through rust's ownership system:
it's impossible to alias a mutable reference, so it's impossible to perform a
data race. Interior mutability makes this more complicated, which is largely why
we have the Send and Sync traits (see below).</p>
<p><strong>However Rust does not prevent general race conditions.</strong></p>
<p>This is pretty fundamentally impossible, and probably honestly undesirable. Your
hardware is racy, your OS is racy, the other programs on your computer are racy,
and the world this all runs in is racy. Any system that could genuinely claim to
prevent <em>all</em> race conditions would be pretty awful to use, if not just
incorrect.</p>
<p>So it's perfectly &quot;fine&quot; for a Safe Rust program to get deadlocked or do
something nonsensical with incorrect synchronization. Obviously such a program
isn't very good, but Rust can only hold your hand so far. Still, a race
condition can't violate memory safety in a Rust program on its own. Only in
conjunction with some other unsafe code can a race condition actually violate
memory safety. For instance:</p>
<pre><pre class="playpen"><code class="language-rust no_run">
# #![allow(unused_variables)]
#fn main() {
use std::thread;
use std::sync::atomic::{AtomicUsize, Ordering};
use std::sync::Arc;

let data = vec![1, 2, 3, 4];
// Arc so that the memory the AtomicUsize is stored in still exists for
// the other thread to increment, even if we completely finish executing
// before it. Rust won't compile the program without it, because of the
// lifetime requirements of thread::spawn!
let idx = Arc::new(AtomicUsize::new(0));
let other_idx = idx.clone();

// `move` captures other_idx by-value, moving it into this thread
thread::spawn(move || {
    // It's ok to mutate idx because this value
    // is an atomic, so it can't cause a Data Race.
    other_idx.fetch_add(10, Ordering::SeqCst);
});

// Index with the value loaded from the atomic. This is safe because we
// read the atomic memory only once, and then pass a copy of that value
// to the Vec's indexing implementation. This indexing will be correctly
// bounds checked, and there's no chance of the value getting changed
// in the middle. However our program may panic if the thread we spawned
// managed to increment before this ran. A race condition because correct
// program execution (panicking is rarely correct) depends on order of
// thread execution.
println!(&quot;{}&quot;, data[idx.load(Ordering::SeqCst)]);
#}</code></pre></pre>
<pre><pre class="playpen"><code class="language-rust no_run">
# #![allow(unused_variables)]
#fn main() {
use std::thread;
use std::sync::atomic::{AtomicUsize, Ordering};
use std::sync::Arc;

let data = vec![1, 2, 3, 4];

let idx = Arc::new(AtomicUsize::new(0));
let other_idx = idx.clone();

// `move` captures other_idx by-value, moving it into this thread
thread::spawn(move || {
    // It's ok to mutate idx because this value
    // is an atomic, so it can't cause a Data Race.
    other_idx.fetch_add(10, Ordering::SeqCst);
});

if idx.load(Ordering::SeqCst) &lt; data.len() {
    unsafe {
        // Incorrectly loading the idx after we did the bounds check.
        // It could have changed. This is a race condition, *and dangerous*
        // because we decided to do `get_unchecked`, which is `unsafe`.
        println!(&quot;{}&quot;, data.get_unchecked(idx.load(Ordering::SeqCst)));
    }
}
#}</code></pre></pre>

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