Crates.io | highroller |
lib.rs | highroller |
version | 0.1.0 |
source | src |
created_at | 2024-06-23 13:16:07.446421 |
updated_at | 2024-06-23 13:16:07.446421 |
description | A simple, high-level rolling index that is thread-safe and guarantees cheap runtime-unique IDs. |
homepage | https://github.com/orgrinrt/highroller |
repository | https://github.com/orgrinrt/highroller |
max_upload_size | |
id | 1281201 |
size | 41,051 |
This Rust crate provides a statically available, thread-safe rolling index. Intended for simple use cases where UUIDs would be overkill and a cheap alternative is preferable.
The main function provided is rolling_idx()
. Simplistically:
let id1 = highroller::rolling_idx();
let id2 = highroller::rolling_idx();
println!("Id 1 is: {}", id1);
println!("Id 2 is: {}", id2);
// outputs:
// Id 1 is: 0
// Id 2 is: 1
The function rolling_idx()
returns the current index value. After retrieving, it increments the index by 1. This way, you get a unique, ever-increasing rolling index each time you call this function.
Please note that the rolling index is runtime-specific and is reset every time your application starts.
The rolling index is also thread-safe, meaning you can access it from multiple threads simultaneously without encountering issues related to concurrent data access*.
*Pending more robust testing, should hold true.
highroller
provides several feature flags for flexibility.
Feature Flag | Default | Description |
---|---|---|
strict |
Enabled | Panics on overflow and disables RUID - numeric type comparisons and arithmetics. (When disabled, overflow will wrap instead) |
ruid_type |
Disabled | Enables Rolling Unique ID (RUID ) type, a wrapper over the rolling index |
allow_arithmetics |
Disabled | Optional support for arithmetic operations on RUID (note that without strict enabled, you should know what you are doing, since it can cause ambiguous behaviour) |
size (separate flags) | u16_index |
Choose the size of the rolling index: u8_index , u16_index , u32_index , u64_index , u128_index , usize_index |
If you need a particular rolling index size, or if you want to implement more explicit typing with RUID
, enable the features according to your use case. The strict
feature will help you catch overflows, where as the allow_arithmetics
flag expands RUID
functionality to support arithmetic operations.
"Rolling Unique ID" (RUID) is essentially a wrapper over the rolling index, with optional support for arithmetic
operations, and complete equivalence relation methods and display methods. You can use the ruid_type
feature flag
to enable RUID
and use it in your program. Read more about RUID
at the "Extras" section.
Consider a basic game where you summon digital fighters. Each summoned fighter needs to have a unique identifier. Creating a complex UUID for each fighter could eat up valuable resources and cause performance issues in your game.
That's where you can take advantage of highroller
to assign unique identifiers. It is simple and efficient:
use std::sync::{Arc, Mutex};
use std::thread;
use rand::Rng;
struct Fighter {
id: u8,
power: u32,
};
// create a register for fighters
let fighters_register = Arc::new(Mutex::new(Vec::new()));
// create four threads as four different arenas
let arenas = 4;
// first, gather a randomized set of 20 fighters (power randomized) for each arena
let mut handlers = Vec::new();
for _ in 0..arenas {
let fighters_register = Arc::clone(&fighters_register);
handlers.push(thread::spawn(move || {
let mut rng = rand::thread_rng();
let mut ids = Vec::new();
for _ in 0..20 {
let fighter = Fighter {
id: highroller::rolling_idx(),
power: rng.gen_range(1, 100),
};
ids.push(fighter.id);
fighters_register.lock().unwrap().push(fighter);
}
ids
}));
}
// do a simple tournament that reveals a champion for each arena
let mut champions: Vec<Fighter> = Vec::with_capacity(arenas);
for handler in handlers {
let arena_fighters = handler.join().unwrap();
let fighters = fighters_register.lock().unwrap();
// Find the fighter with the highest power in each arena
let champion = arena_fighters.iter()
.map(|&id| fighters.iter().find(|fighter| fighter.id == id).unwrap())
.max_by_key(|fighter| fighter.power)
.unwrap()
.clone();
champions.push(champion);
}
// now match the top against each other in a playoff that is based
// on the power we randomized earlier
let ultimate_champion = champions.into_iter()
.max_by_key(|fighter| fighter.power)
.unwrap();
// print the winner by id
println!("The ultimate champion is fighter with id: {}", ultimate_champion.id);
In this example, each fighter we create gets a unique identifier from highroller::rolling_idx()
. Since the rolling
index is incremental, each fighter gets a unique ID. This happens without any complex UUID or similar overhead, and
is practical to use.
Please remember that the index resets every time your application restarts. If you need persistence across application restarts, you will have to implement additional strategies.
At times, you need a very simple guaranteed unique identifier for something. Using UUIDs can be overkill and bring forward resource costs you likely don't need to afford, if your use case is very simple and not very extensive.
In comes a static rolling counter.
The concept is simple: Have a statically available rolling value, that automatically increments itself after each fetch. Add in some thread-safety measures and you have a very easy-to-use and practical guaranteedly unique identifier.
Mainly useful for simple identification needs, it avoids a lot of complexities, and can be very cheap to run.
With the ruid_type
feature flag, you're able to leverage RUID
s, or Rolling Unique Identifiers, as custom integer
types. You can convert a RUID
to an standard integer or vice versa, compare two RUID
s, manipulate RUID
s with arithmetic operations if allow_arithmetics
flag is on, and print RUID
s as they implement the fmt::Display
trait.
Example usage of RUID
:
use highroller::RUID;
let id1 = RUID::new();
let id2 = RUID::new();
assert_ne!(id1, id2);
Whether you use this project, have learned something from it, or just like it, please consider supporting it by buying me a coffee, so I can dedicate more time on open-source projects like this :)
You can check out the full license here
This project is licensed under the terms of the MIT license.