然后,引擎创建了另一个叫做 throwaway 的 promise。之所以叫这个名字,因为没有其它东西链过它,仅仅是引擎内部用的。...现在这第二个 PromiseReactionJob 把决定传达给 throwaway promise,并恢复 async 函数的执行,最后返回从 await 得到的 42。...这个任务会传递 promise结果给 throwaway,并且恢复 async 函数,从 await 拿到 42。...尽管是内部使用,引擎创建 throwaway promise 可能还是会让人觉得哪里不对。...这是最近提议给 ECMAScript 的 变更,引擎大多数时候不再需要创建 throwaway 了。
throwaway promise 会链到含有恢复处理函数的 promise 上。这里 performPromiseThen 操作其实内部就是 Promise.prototype.then()。...之后跟之前一样,引擎会创建一个 throwaway promise 并放到 PromiseReactionJob 里为了在下一个 tick 时恢复该 async 函数,它会先暂停函数,把自身返回给掉用者...这个任务会传递 promise 结果给 throwaway,并且恢复 async 函数,从 await 拿到 42。...事实证明,throwaway promise 仅仅是为了满足规范里 performPromiseThen 的需要。...结论 async 函数变快少不了以下两个优化: 移除了额外的两个微任务 移除了 throwaway promise 除此之外,我们通过 零成本异步栈追踪 提升了 await 和 Promise.all(
And that means, perhaps surprisingly, that it has to be good for writing throwaway programs.A throwaway...The surprising thing about throwaway programs is that, like the "temporary" buildings built at so many...It was not only designed for writing throwaway programs, but was pretty much a throwaway program itself...A throwaway program is something that you expect to write in an hour....This class of library functions are especially important for throwaway programs, which are often originally
有人把它称作 丢弃(Throwaway)变量。
– throwaway894345 发表于hacker news Read More:https://this-week-in-rust.org/blog/2021/05/19/this-week-in-rust
promise=promise2() // https://tc39.github.io/ecma262/#sec-performpromisethen // 25.6.5.4.1 // throwaway...,为了规范而存在的,为了保证执行的promise是一个promise const throwaway= Promise.resolve() //console.log(throwaway.then...((d)=>{console.log(d)})) return implicit_promise.then(()=>{ throwaway.then(()=>{
void cout1() { cout << "cout1" << endl; } void cout2() { cout << "cout2" << endl; } [[noreturn]] void throwAway...() { throw "exception"; } void foo() { cout1(); throwAway(); cout2(); //该函数不可达
FIRST_HELPER(__VA_ARGS__, throwaway) #define FIRST_HELPER(first, ...) first #define REST(...)...TWOORMORE, TWOORMORE, TWOORMORE,\ TWOORMORE, TWOORMORE, TWOORMORE, TWOORMORE, ONE, throwaway
更完整的反馈和规范 缺点 分析不足:对有限原型的关注可能会分散开发人员正确分析整个项目的注意力 具体参考 https://en.wikipedia.org/wiki/Software_prototyping#Throwaway_prototyping
*i32 = &value; var throwaway1: ?...*i32 = null; var throwaway2: *i32 = null; // error: expected type '*i32', found '(null)' std.debug.print
= nil && err == nil { throwaway, _ := state.New(parent.Root, bc.stateCache, bc.snaps)...go func(start time.Time, followup *types.Block, throwaway *state.StateDB, interrupt *uint32) {...== 1 { blockPrefetchInterruptMeter.Mark(1) } }(time.Now(), followup, throwaway...= nil && err == nil { throwaway, _ := state.New(parent.Root, bc.stateCache, bc.snaps)...go func(start time.Time, followup *types.Block, throwaway *state.StateDB, interrupt *uint32) {
引擎不再需要为 await 创造 throwaway Promise - 在绝大部分时间。 现在 promise 指向了同一个 Promise,所以这个步骤什么也不需要做。...然后引擎继续像以前一样,创建 throwaway Promise,安排 PromiseReactionJob 在 microtask 队列的下一个 tick 上恢复异步函数,暂停执行该函数,然后返回给调用者
* Note that the given PropertyValues should be a throwaway instance: * For efficiency,
case Person(name=name, age=_, gender="male"): # Wildcard ("throwaway" variable) can be used
throwaway38375 表示,“Redis 在许可协议或者产品定价方面应该会更稳定,而且它毕竟经历了数十亿小时的生产运行考验。Redis 也更容易安装和理解。”
Color.Green: MakeApplePieFrom(apple); break; case Apple apple when apple.Color == Color.Brown: ThrowAway
| transaction | 事务 | | | | transparent | 透明的 | | | | traverse | 遍历 | | | | trigger | 触发 | | | | throwaway
语元 | | transaction | 事务 | | | | transparent | 透明的 | | | | traverse | 遍历 | | | | trigger | 触发 | | | | throwaway
throwaway984393: 微服务之所以被引入,是因为它们似乎能够很好地解耦和扩展,但它们却犯了一些错误,这让一切变得更加困难。
Note When coding, we often use _ as a "throwaway" variable to store values that we won't need to use
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