# Threads and atomics

```cplus
import "stdlib/thread" as thread;

fn worker() -> i32 { return 42; }

fn main() -> i32 {
    let h: thread::JoinHandle[i32] = thread::spawn::[i32](worker);
    return h.join();
}
```

## Passing data into the worker

For non-Copy input, use `spawn_with`, which moves the value into the thread:

```cplus
fn proc(move s: string) -> i32 { return s.len() as i32; }

let s = "hello".to_string();
let h = thread::spawn_with::[string, i32](s, proc);
let n = h.join();
```

## The safe pattern: partition and join

This is the first pattern to reach for. Race-freedom is mechanical, because there is no shared memory:

```cplus
struct Range { start: i64, end: i64 }

fn sum_range(r: Range) -> i64 {
    let mut total: i64 = 0 as i64;
    let mut i: i64 = r.start;
    while i < r.end { total = total +% i; i = i +% (1 as i64); }
    return total;
}

let h1 = thread::spawn_with::[Range, i64](left,  sum_range);
let h2 = thread::spawn_with::[Range, i64](right, sum_range);
let total: i64 = h1.join() +% h2.join();
```

Note that `Rc[T]` is `!Send` and is rejected at `spawn`; share across threads with `Arc[T]`. See [Real-time](/docs/realtime) for the `Send` / `Sync` rules (**E0502**).

## Atomics

For the rare cases that cannot partition:

```cplus
import "stdlib/atomic" as atomic;

let p: *u64 = unsafe { ... };       // pointer to a shared u64
unsafe {
    atomic::atomic_fetch_add_u64(p, 1 as u64, atomic::Ordering::Relaxed);
}
```

Ordering values: `Relaxed`, `Acquire`, `Release`, `AcqRel`, `SeqCst`. Widths: `i32` / `i64` / `u32` / `u64`.

## Mutex

The mutex is internally refcounted, so a `clone` shares it across threads (C+ has no `&T` to make `Arc[Mutex[T]]` work):

```cplus
import "stdlib/mutex" as mutex;

let m = mutex::new::[i32](10);
let m2 = m.clone();              // share across threads
{
    let mut g = m.lock();
    g.set(g.get() +% 1);
}                                 // the guard's Drop releases
```

Two guards in the same scope **deadlock**: the borrow checker does not yet prevent this, so use block scopes to bound each guard's lifetime.
