/** * Copyright (C) NVIDIA Corporation. 2021. ALL RIGHTS RESERVED. * * See file LICENSE for terms. */ #include #include int main(int argc, char **argv) { ucs_async_context_t *async; uct_worker_h worker; /* Initialize context */ ucs_status_t status = ucs_async_context_create(UCS_ASYNC_MODE_THREAD_SPINLOCK, &async); assert(UCS_OK == status); /* Create a worker object */ status = uct_worker_create(async, UCS_THREAD_MODE_SINGLE, &worker); assert(UCS_OK == status); /* Cleanup */ uct_worker_destroy(worker); ucs_async_context_destroy(async); return 0; }