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It's strange that with all those threading examples, they didn't notice the need for a WaitGroup primitive. I know that you could implement it yourself. You could simulate the goroutines, implement channels and SCGI/FCGI and so on, but why bother when there is Go ?



Probably because there is no need for it ? If WaitGroup waits for the end of all tasks to continue, there is map/reduce which should do the trick.

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Did you mean something like core.sync.barrier?

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barrier is not a suitable primitive for a WaitGroup. The ideea is simple. You accept sockets in a loop and handle the connections in parallel threads.At one point you want to stop this loop and the main thread must wait for all the active threads to finish before exiting, otherwise some clients may receive "connection reset by peer". With a WaitGroup, every starting thread increments a counter, and every finishing thread decrements it;when the counter is zero -> all the threads finished.The main thread calls WaitGroup.Wait and it remains blocked until all the worker threads finish the jobs. I guess you could simulate it with core.sync.condition

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At the program level, this is built in (D has daemon and non-daemon threads like Java). Or you could use ThreadGroup in core.thread. It would be pretty trivial to do this at the user level with messaging as well.

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std.concurrency "is a low-level messaging API." The language provides low-level concurrency primitives. It is possible a higher level library providing "goroutines" might be made, though there is not effort or plan.

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