Building an AsyncIO executor for the 3DS
The article discusses the challenges of multitasking on the Nintendo 3DS, which uses non-preemptive multitasking. It introduces the concept of async programming as a solution to manage tasks without hogging the CPU. The author outlines the mechanics of async programming, including the roles of tasks, futures, wakers, and executors.
- ▪The Nintendo 3DS has non-preemptive multitasking, meaning threads only yield when they choose to.
- ▪Async programming allows tasks to perform work and then yield control, preventing long-running threads from blocking other processes.
- ▪The article explains how Rust's async system employs wakers and executors to manage task execution efficiently.
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Story provenance
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Record
| Original publisher | a catgirl's finds |
| Canonical URL | https://blog.cat-girl.gay/3ds-async-part-one/ |
| Publication time | Tue, 26 May 2026 10:01:02 -0500 |
| Retrieval time | 2026-05-26T15:07:49.943Z |
| Last seen | 2026-05-26T15:07:54.038Z |
| Headline source | Publisher (no WeSearch rewrite) |
| Excerpt source | publisher body |
| Excerpt method | First ~120 words (~800 chars) of extracted publisher body, fair-use limited. |
| Summary | WeSearch · cerebras-chat (WeSearch summarizer) |
| Summary source text | contentText |
| Citation coverage | Summary is a WeSearch-generated derivative; primary citation is the original publisher URL. |
| Cluster | PakOimpwDKNo |
| Cluster logic | Grouped by semantic title/content similarity across sources within a rolling window. Same-publisher template collisions are excluded from coverage comparison. |
| Ranking reason | Story pages are not engagement-ranked. Hub feeds use recency, with optional source-diversified chronological ordering (cap consecutive stories per source). No personalized ranking. |
| Publisher visit | Yes — open original |
| Substitutes article? | No — link-out required for full text |
Rights status (four layers)
WeSearch handling by dimension
| Indexing | May the item be indexed (stored, ranked, made findable)? | Allowed |
| Snippet | May a short excerpt of the publisher's text be shown? | Allowed |
| AI summary | May WeSearch generate its own short summary of the article? | Limited |
| Retrieval / RAG | May the content be exposed for third-party retrieval-augmented generation? | Not asserted |
| Model training | May the content be used to train AI models? | Not asserted |
| Commercial reuse | May the content be reused commercially? | Not permitted |
Basis: Derived from the published RSS/Atom feed. Contact: [email protected]. Reviewed: 2026-07-24.
Opening excerpt (first ~120 words) tap to expand
Building an AsyncIO executor for the 3DS (pt 1!) 16 May, 2026 the Nintendo 3DS is a very fun device to write homebrew for, but one thing about it can be annoying: its multitasking is non-preemptive! in this little series, we'll be building an asyncio executor for the 3ds. in this first part: why and what is async, anyways? what?the way threads and processes usually work in operating systems is through pre-emption: a thread can only run for a little bit of time before it gets temporarily paused so the next thread in line can run. so, if you spawn a super intensive long-running thread, it won't be able to hog the entire CPU, as the OS will take over and make sure everyone else can get some CPU time. but the 3ds is cooperativethis means that threads are only paused when they ask to be.
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Excerpt limited to ~120 words for fair-use compliance. The full article is at a catgirl's finds.