3 रिपॉजिटरी
Locks, semaphores, and mutexes designed for use within asynchronous execution contexts.
Distinguishing note: None of the candidates cover general-purpose async mutexes and semaphores for shared state.
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Smol is a lightweight Rust asynchronous runtime and task executor. It provides a suite of foundational tools for scheduling and executing asynchronous futures, managing background workloads, and handling non-blocking network and file operations. The project includes a compatibility layer for adapting asynchronous types and execution contexts, enabling futures to run across different runtime ecosystems. It also features a mechanism to offload synchronous I/O and CPU-intensive operations to dedicated worker thread pools to prevent runtime stalls. Its capabilities cover non-blocking network I/O
Provides a suite of asynchronous mutexes and semaphores to coordinate access to shared state.
AsyncEx is a .NET asynchronous synchronization library providing a collection of primitives to coordinate tasks and manage execution flow. It implements mechanisms for asynchronous resource locking, event signaling, and concurrency control to ensure correct execution order in environments supporting async/await. The library includes an asynchronous lock implementation to protect shared resources without blocking threads, an async semaphore controller to limit simultaneous operations, and an event signaling system to manage the startup and shutdown of asynchronous workflows. The toolkit cover
Ships a collection of asynchronous synchronization primitives including locks, semaphores, and event signals.
VulkanTutorial is a comprehensive educational guide and instructional resource for implementing low-level rendering and compute pipelines using the Vulkan API. It serves as a GPU programming course and a step-by-step guide for building high-performance graphics applications from scratch. The project provides detailed instruction on the full graphics pipeline, including the compilation of shaders to SPIR-V bytecode, the configuration of rasterization states, and the implementation of 3D graphics pipelines. It also covers general-purpose GPU compute programming, focusing on the execution of par
Implements synchronization using semaphores and fences to prevent race conditions across asynchronous GPU queues.