The code above might look ugly, but all you have to understand is that the FutureBuilder widget takes two arguments: future and builder, future is just the future you want to use, while builder is a function that takes two parameters and returns a widget. FutureBuilder will run this function before and after the future completes.
The function template std::async runs the function f asynchronously (potentially in a separate thread which might be a part of a thread pool) and returns a std::future that will eventually hold the result of that function call.
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The class template std::future provides a mechanism to access the result of asynchronous operations: An asynchronous operation (created via std::async, std::packaged_task, or std::promise) can provide a std::future object to the creator of that asynchronous operation. The creator of the asynchronous operation can then use a variety of methods to query, wait for, or extract a value from the std ...
An asynchronous operation (created via std::async, std::packaged_task, or std::promise) can provide a std::future object to the creator of that asynchronous operation. The creator of the asynchronous operation can then use a variety of methods to query, wait for, or extract a value from the std::future.
These actions will not block for the shared state to become ready, except that they may block if all following conditions are satisfied: The shared state was created by a call to std::async. The shared state is not yet ready. The current object was the last reference to the shared state. (since C++14)
C++ includes built-in support for threads, atomic operations, mutual exclusion, condition variables, and futures.
The class template std::packaged_task wraps any Callable target (function, lambda expression, bind expression, or another function object) so that it can be invoked asynchronously. Its return value or exception thrown is stored in a shared state which can be accessed through std::future objects.
If the future is the result of a call to std::async that used lazy evaluation, this function returns immediately without waiting. This function may block for longer than timeout_duration due to scheduling or resource contention delays. The standard recommends that a steady clock is used to measure the duration.
This is true even when a player elects to “hold priority” and take multiple actions in a row. Other players cannot interrupt that string of actions in real time, but they WILL get priority between each of the effects as they resolve.
Resolution: A spell or ability on the stack will only resolve after all players pass priority consecutively without taking an action. This means you can respond to what is currently on the stack before it resolves.
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