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Coroutines is just a way to write continuations in an imperative style and with more overhead. I never understood the value. Just use lambdas/callbacks.
by mgaunard 7mo ago
Coroutines is just a way to write continuations in an imperative style and with more overhead.
I never understood the value. Just use lambdas/callbacks.
- affenape 7mo agoNot necessarily. A coroutine encapsulates the entire state machine, which might pe a PITA to implement otherwise. Say, if I have a stateful network connection, that requires initialization and periodic encryption secret renewal, a coroutine implementation would be much slimmer than that of a state machine with explicit states.
- usrnm 7mo ago> Just use lambdas/callbacks "Just" is doing a lot of work there. I've use callback-based async frameworks in C++ in the past, and it turns into pure hell very fast. Async programming is, basically, state machines all the way down, and doing it explicitly is not nice. And trying to debug the damn thing is a miserable experience
- mgaunard 7mo agoYou can embed the state in your lambda context, it really isn't as difficult as what people claim. The author just chose to write it as a state machine, but you don't have to. Write it in whatever style helps you reach correctness.
- Sharlin 7mo agoYou still need the state and the dispatcher, even if the former is a little more hidden in the implicit closure type.
- Sharlin 7mo agoDid you read the article? As the author says, it becomes a state machine hell very quickly beyond very simple examples.
- kccqzy 7mo agoI just don’t agree that it always becomes a state machine hell. I even did this in C++03 code before lambdas. And honestly, because it was easy to write careless spaghetti code, it required a lot more upfront thought into code organization than just creating lambdas willy-nilly. The resulting code is verbose, but then again C++ itself is a fairly verbose language.
- DonHopkins 7mo agoThe Unity editor does not let you examine the state hidden in your closures or coroutines. (And the Mono debugger is a steaming pile of shit.) Just put your state in visible instance variables of your objects, and then you will actually be able to see and even edit what state your program is in. Stop doing things that make debugging difficult and frustratingly opaque.
- jayd16 7mo agoUse Rider or Visual Studio. Debugging coroutines should be easy. You just can't step over any yield points so you need to break after execution is resumed. It's mildly tedious but far from impossible.
- spacechild1 7mo ago> Just use lambdas/callbacks. Lol, no thanks. People are using coroutines exactly to avoid callback hell. I have rewritten my own C++ ASIO networking code from callback to coroutines (asio::awaitable) and the difference is night and day!
- jayd16 7mo agoYou can structure coroutines with a context so the runtime has an idea when it can drop them or cancel them. Really nice if you have things like game objects with their own lifecycles. For simple callback hell, not so much.
- duped 7mo agoThe value is fewer indirect function calls heap allocations (so less overhead than callbacks) and well defined tasks that you can select/join/cancel.
- socalgal2 7mo agoI'll take the bait. Here's a coroutine waitFrames(5); // wait 5 frames fireProjectile(); waitFrames(15); turnLeft(-30/*deg*/, 120); // turn left over 120 frames waitFrames(10); fireProjectile(); // spin and shoot for (i of range(0, 360, 60)) { turnRight(60, 90); // turn 60 degrees over 90 frames fireProjectile(); } 10 lines and I get behavior over time. What would your non-coroutine solution look like?
- mgaunard 7mo agoGiven a coroutine body ``` int f() { a; co_yield r; b; co_return r2; } ``` this transforms into ``` auto f(auto then) { a; return then(r, [&]() { b; return then(r2); }); }; ``` You can easily extend this to arbitrarily complex statements. The main thing is that obviously, you have to worry about the capture lifetime yourself (coroutines allocate a frame separate from the stack), and the syntax causes nesting for every statement (but you can avoid that using operator overloading, like C++26/29 does for executors)
- spacechild1 7mo agoHow is this better than the equivalent coroutine code? I don't see any upsides from a user's perspective. > The main thing is that obviously, you have to worry about the capture lifetime yourself This is a big deal! The fact that the coroutine frame is kept alive and your state can just stay in local variables is one of the main selling points. I experienced this first-hand when I rewrote callback-style C++ ASIO code to the new coroutine style. No more [self=shared_from_this()] and other shenanigans!
- mgaunard 7mo agoUsing shared_ptr everywhere is an antipattern. The whole point of controlling the capture is controlling the memory layout, which is what C++ is all about. Even with Asio, you don't really have to do this. It's just the style the examples follow, and Asio itself isn't necessarily the best design.