Rust – Compile Time Memory Safety
kkimdev.github.io
kkimdev.github.io
E.g. since immutable references are the default, you immediately know whether or not a call will modify its argument. E.g. the existence of traits and compiler warnings for style mean that method naming conventions are incentivized, because implementing a trait usually gives you a lot for free. Even performance characteristics are very predictable, a statement which I can only otherwise make about C and assembly (and those are not predictable at all in other ways).
Yes, the memory safety does play into this. It's much more than that, though: memory safety is just one factor in a kind of pervasive predictability that the language encourages through its very design.
At my $DAYJOB I write a lot of Java, and modern full-featured IDE's for Java like IntelliJ are absolutely awersome for refactoring. Most common refactorings are fully automated, and many more complex things are very easy to do by combinding some of the base refactorings.
I really like writing Rust in side projects, but after getting used to the phenomenal support refactoring support in Java, having to follow the compilers diagnostics feels very primitive.
I'd hope that as Rust grows in popularity the tooling will come from that so I'd keep an eye on the intelliJ rust plugin or rider support for rust because as you say, it's really difficult to go from a day job where for example promoting a local variable to a parameter (with replacement at the call sites) just works to one where you actually have to think about manual refactoring.
Patches are welcome! https://areweideyet.com/
The point I was trying to make is that the view that Rust is great for refactoring depends heavily on what one is used to. For example, as compared to any dynamically typed language, a strongly typed language will be better for refactoring.
Writing refactorings that work reliably is very complex, and I'm not sure if it is practically possible to write the same kinds of refactorings that Java has for Rust. Two of my favourite refactorings in IntelliJ are extract method (with automatic duplication finding) and inline method/expression. I think that such refactorings are a lot more complex to do reliably in Rust due to ownership and borrowing rules, unnameable types, and so on.
It is interesting seeing the difference in peoples expectations on what an IDE can and should be able to do for you depending on what they are used to working with.
I do think that there’s a relationship between power and usefulness, but more power isn’t always better. I’d rather use Ruby than Java 1.5, but I’d rather use Rust than Ruby. YMMV.
BTW I didn't say it was impossible, only that it doesn't play nice and probably is no longer a pure HM system. The search space is definitely much bigger with overloading and subtyping.
End result actually looks surprisingly familiar to someone coming from C++ or Java, at the first glance. It's really a shame that it's not something that OCaml is famous for; it deserves to be. I wish I could have an object model that expressive in C#.
[1] https://caml.inria.fr/pub/docs/manual-ocaml/objectexamples.h...
That has always been my refactoring algorithm with C++, C# of TypeScript now. I know a lot of smart people using dynamic languages but I always prefer to lean on the compiler to tell me what needs to be changed.
As someone who has been working mainly in Rust for about a year and is now starting to pick up Python, this is huge! I pretty much never write Python that isn't explicitly typed thanks to how Rust changed me as a programmer.
Rust is a nice language for threaded programming, but the async situation is a trainwreck 4 years in the making.
I was thinking if the language itself, where it needs to keep backwards compatibility with Java (the distinction between case classes and classes, for example) and over engineering (implicit action at a distance all over the place). I think Scala is a nice language buried in way too much syntactic sugar. Interestingly enough, Rust's syntax doesn't bother me but quite a few people seem out off by it.
Rust is new and it advances slowly but at a steady state. Given its immaturity in some areas I can only go off potential and the async story seems to have a bright future, despite it's somewhat underwhelming present.
Strange to see Go suddenly brought in to support Rust like this. Was it Go that killed said interest or Rust? Why is Go relevant here?
Python still has a fair bit of expressive power that Go and Rust would struggle to provide, but I think both can be compelling alternatives in different cases, and they offer a lot in exchange (such as, full type safety and improved performance.)
I realize Rust offers much more safety than Go, but both of them are eons ahead of C++ in this regard. When you're starting from nothing, any level of guarantees is a huge shift.
There's really no proof that systems written in Rust have better reliability compared to systems written in Java, Typescript or PHP, is there? I've recently had the same discussion with someone claiming that FP offers stronger correctness guarantees than OO languages: where's the proof?
Furthermore, Rust doesn't offer "much more" safety than Go either, in fact Go's GC suggests that it's harder to make memory handling errors in Go compared to Rust. After all Rust's still vulnerable to memory leaks.
Finally, comparing C++ and Rust reliability is much more nuanced than your dismissive attempt. Modern C++ written by an experienced team + good tooling can have really good memory safety, not as good as Rust, but good enough so that the other advantages of C++ can tip the balance in its favor. The problem: many projects don't use modern C++, or they don't have experienced devs or they neglect the tooling. But here's the kicker - those same teams are unlikely to use Rust anyway.
Here I expect Firefox or Chrome to be given as counter-examples to which I's say that it's likely impossible to write a memory safe browser in C++, due to the project dynamic. Remains to be seen if it's possible to do it in Rust.
Absolutely disagree. Those are exactly the teams that will choose Rust over C++. It is well known that many shy away from writing plugins for node or python in C/C++ specifically due to the fact that they don't have enough experience with these unforgiving languages. The gap between Python/JS and C/C++ is wide and deep. But the use case is still there. If you have to improve performance of a component - Rust provides a lower barrier to entry and will be chosen by such teams.
In my experience they just fix their bugs and move on with their lives. Probably you were thinking of some other teams, since you're mentioning plugins for Python.
I am not here to prove mathematically that Rust results in more correct programs than PHP. I am here to claim that I believe that it does.
To me one of the biggest obstacles to writing correct code is not just memory safety. It's preventing unintended uses of code. It's handling every case.
PHP is a memory safe language, but that does not mean it is equally good for writing complex software. Why? Because:
- Exception and error handling in PHP, including the standard library, is inconsistent and tricky to get right. In Go and Rust idiomatic error handling is pretty easy to get actually correct.
- Code is not only not type safe, but you might not even notice when you violate type safety. Many things that are runtime errors in Python and compile time errors in Rust or Go are incorrect behavior in PHP.
- The TypeScript, Rust, and Go compilers and toolchains are more rigid, because more strict languages make that possible. For example, if you fail to return in every possible code path of a function, that's an error. In TypeScript, any unchecked possibly null access is an error when using strict nulls. Many more examples exist.
>Finally, comparing C++ and Rust reliability is much more nuanced than your dismissive attempt. Modern C++ written by an experienced team + good tooling can have really good memory safety, not as good as Rust, but good enough so that the other advantages of C++ can tip the balance in its favor.
OK, it feels like you're just being contrarian now. I've made this same argument before as a reason why we shouldn't all just rewrite everything in Rust.
I've worked on a fair bit of large C++ projects before. My current employer, Google, does quite a great job with the C++ toolchain, and admittedly while I do not have as much experience with it as I do C++ outside of Google, I'd say it's close to the best I've ever seen.
And even then... It's ass ugly, the errors are confusing as hell, I can't understand what the hell is going on in some of the macros, and it's still possible, with metric tons of safeguards, to fuck up and segfault (guilty.)
Something C++ fans (including me) love to point out is that if you enforce the use of smart pointers you effectively can prevent whole classes of memory issues. In reality I'm pretty sure everyone knows that's a bit of an exaggeration. It's still pretty easy to misuse a smart pointer. And on top of that, smart pointer syntax can be confusing. I used to be a huge proponent of operator overloading but after not having it for a while I'm pretty sure it has a tendency to turn verbose code into confusing but terse code.
C++ just has too much fucking syntax. And it has templates. And on top of that syntax it has text macros. And even if you ban new macros, you still need macros for very basic things like "logging with line numbers". And it's useful for things where none of the other available tools solve the problem. So good C++ code probably ends up using a lot of macros even if most of it is not defining new ones.
People have made C++ fault tolerant as much as possible because they have to. There's too much C++ in the world to stop and rewrite it all in some memory safe language. No amount of language debates on Hacker News will ever change that.
But, we should not let that cloud the fact that better C++ doesn't come close to providing strong safety guarantees, and it sure doesn't prevent obscene looking code. As much as people will hate Gofmt, I've never seen uglier code than some of the edge cases as handled by clang-format. (If you know of a C++ formatting tool that's any better, please tell me.)
So does Rust result in more correct code? Does Go? I believe so yes. For starters, C++ error handling is atrocious. Some people use exceptions, some people don't. Google uses StatusOr[1] and I think the best case would be something like Andrei Alexandrescu's expected<t>. In reality you get a mix of custom status codes, C style error handling, weird OOP style error handling where objects contain error statuses (especially when you can't throw in a constructor.) Even at Google there are third party libraries, with both C and C++ APIs, so there's still some mismatch that has to be dealt with. The standard library is just as guilty here.
How about safety? Even with improvements it's really hard to make a subset of C++ where you can't accidentally segfault. Sometimes, you have a smart pointer and you need a regular pointer. So what do you do, dereference? Well sure... But now what are you thinking about? Lifetimes. And thus, the value proposition of Rust. Go solves the lifetime problem with garbage collection, but in C++ you just have to manually, as a human, figure out what lifetimes are expected, and in the meantime someone could submit code that subtly changes this and when you submit your code now head is broken even though neither person made a mistake.
The list really could go on for a long time. And I expect every point here to be disputed because there's some way to mitigate the problem. Reflect for a moment, though, that all the energy spent trying to mitigate problems like these could've been spent on writing better code elsewhere if it weren't for the shortcomings of the language.
1: http://www.furidamu.org/blog/2017/01/28/error-handling-with-...
Once again, where's your proof? You know, studies, experiments, demonstrations comparing real-world (or even dummy) projects and concluding the above? Because gut feelings aren't going to convince me, or any other questioning individual.
Almost all these claims, including yours (not surprising at all) revolve around the idea of encoding relationships and allowed operations in the type system. I'm calling this "reliability in the small", or the ability of writing statements and functions which are restricted from performing specific non-desired operations. These do have a positive effect in my opinion, but not enough to result in more reliable systems overall. A pretty well known tenet of safety engineering is that putting together reliable components does not mean one gets a reliable system.
Frankly, I think it's other things that really make a difference: thorough code review, formal specifications, design by contract, automated testing, taking time to gather requirements and design things.
I'm not going to spend time addressing your points regarding C++, because let's be honest, you wrote way too much :-/ In principle you're correct to say that it's easier to write memory-safe Go or Rust code. C++ requires more effort to get there and C++ teams tend to prefer performance to safety.
It is not easier to write correct Go or Rust code compared to C++. Memory access violations aside, there are many more bug classes which aren't prevented by any of those languages. Rust is constantly being oversold, there's nothing that makes it any better than say Java or Swift, on the contrary, the former are much easier to pick up.
I explicitly said no. I'm not here to fulfill your personal requests. If that's what you want, Hacker News comments are probably the wrong place to ask, and I'm not personally interested in conducting such studies. I'm already convinced, so it wouldn't really benefit me much.
>Because gut feelings aren't going to convince me, or any other questioning individual.
OK. This isn't gut feelings though. It's a discussion about subjective matters.
If that was too much writing, then so is any meaningful discussion about the differences between programming languages. I'm not going to attempt to discuss this further.
If you're not providing that proof because it's beneath you, or for some other reasons you've really just wasted everyone's time here by repeating the same appeal to feelings and personal experience for the Nth time.
I addressed the core of your arguments against C++. The rest has been discussed before by myself and others. It's nothing new on HN.
(You could of course use a ECS-like pattern in Rust and end up with a half-baked reimplementation of a Go or LISP runtime, but the ergonomics would not be there.)
I have not much experience with go, but my feeling is that it should be faster to have something working, and then if it’s worth it (e.g. if it needs high performance with concurrency), migrate to rust.
We all have been in the situation where we quickly put something together. With Rust -- you internalize some of the things you know the compiler will demand -- so tenth time you write something in Rust will be faster. But the beauty is that Rust compiler will force you to _gradually_ fix the design of your tool and the extra time you spend fixing it pays dividends when this code eventually becomes something everyone relies on.
Coding in Rust is like an investment: it requires some commitment and slows you down initially (for the right reasons!), but pays huge dividends and return grows exponentially over time.
Kind of my point. Sometimes you don’t want to make an investment, sometimes you just need something to show.
You do not, since the type of which an object is referenced could use interior mutability (e.g. RefCell). So, you only know if this is the case after inspecting the type.
Of course, the default in Rust is to use exterior mutability and in general, interior mutability is/should be avoided.
(I agree with the general thrust of your comment though.)
Though, for the people who haven't explored Rust yet, I still think that focusing on the memory safety, the most powerful feature, is a good approach. Personally I tried explaining other smaller benefits first, e.g., immutable by default, move by default, no header files, but didn't work well as I thought. Exploring another language is a significant investment, and people need a significant reason (at least those that appear to be at first glance).
The language is just overwhelmingly better to code in than C, or Java, or C#, or Go. If the compiler were to be made fast -- and there is nothing like a fast compiler coded in your language to advertise its speed (and the reverse!) -- or anyway JITted, with a REPL, it could replace a great deal of scripting.
The comparison to C++ is much less compelling. Rust fans like to lump C and C++ together, but in modern C++ there are few temptations to memory unsafety. (They might be misled by crufty Mozilla code.) Meanwhile, the greater expressivity of C++ enables more powerful libraries, and each use of a good library eliminates many more than just memory bugs.
No these limitations routinely get in the way for ordinary applications. The borrow checker is a source of frustration when ramping. Back-references get smuggled in as array indexes. Prohibiting global variables is tough. Any sort of app that can't be structured as a tree is going to have pain.
This safety is really valuable, but let's not pretend it comes for free.
For example consider an API like JS's getElementById(). In Rust, if a caller frame has a reference to the same element, this would just panic. It's impossible to statically enforce that no caller can have a reference to this element, and it's unreasonable to require it at runtime. So you either give up safety guarantees (viable, e.g. gtk-rs, but it leaves Rust anemic) or you give up the entire programming model (maybe viable, still a research project).
The most straightforward way to get it working would be to return a `&Element` (or `Rc<Element>` if you like), and make all of `Element`'s fields `Cell`s. No panics, no runtime checks, and you can do everything JS can do. The cost is "infecting" the type definitions with `Cell<T>` and the usage with `.get`/`.set`, and the loss of what is normally rich pointer aliasing information for the optimizer (but which other languages don't have to begin with).
The reason Rust `&mut` feels so restrictive is that it allows you to change the "shape" of the object, thus invalidating (if they existed) any other references into it- replace an enum value with a new variant, reallocate a `Vec`, overwrite a `Box`, etc. But in other memory-safe languages you can't do any of those things. Instead any "shape changing" is done by allocating a new GC'd value and overwriting a pointer- enums are boxed (or don't allow interior pointers), arrays only contain primitives or pointers, etc.
So I like to think of `&Cell<T>` as a kind of third reference mode, that matches what people expect from other languages. It's not fun to use today, but there are a couple of language additions that could make it much, much nicer:
* First, field projection- given a type `struct S { x: T }` and a value `r: &Cell<S>`, let `r.x: Cell<T>`. This is safe as you can't invalidate `&r.x` by overwriting `r`- but by extension you can't project a reference through a `Cell` into an enum or `Vec` (just like other languages as described above).
* Second, some syntactic sugar for reading and writing. Replace `cell.get()` and `cell.set(x)` with `cell` and `cell = x`. Given that `Cell` has zero overhead (other than the loss of optimizations described above) this shouldn't be an issue.
Accessing it will indeed panic if someone else has an active mutable reference to the contents of the refcell, but the idea is that you should only keep that for the section of code that actually modifies the object.
The reason this feature exists is that it prevents code observing partially modified objects that could be temporarily missing required invariants (in addition to preventing mutating object with references to parts of them which can result in dangling pointers and thus memory unsafety).
You can also use Cell as the parent argues with the benefit of never failing, but then you don't get protection from recursive calls exposing violated invariants and you need to change the implementation of Element itself.
Shared mutable state and ownership exists in C, but I just don't get any compiler support for it. I can't even document it in code, so I (and users of my libraries) rely on RTFM.
In C I'd just "wing it", and tweak the code until it stops crashing. Maybe add a flag with "obj.free_data_ptr = true" and keep adding mutexes or copies of data where I suspect it's necessary.
In Rust I get predefined templates for this — owns & borrows, cells/atomics, refcouted and mutex containers, etc. The compiler says "nope, this is wrong!" and I get to conciously decide how to solve it — do I share or copy the data? Is the sharing dynamic, or just in a wrong scope? And my decisions are documented in code, and enforced by the compiler.
std::vector<int> x = {1, 2, 3};
process(std::move(x));
x.push_back(4);
// Runtime invalid memory accessI can't think of any case that relying on unspecified state is desirable even if it's valid, though I guess it's better if I change that to x.pop_back(); to be clear.
Please let me know if my understanding is incorrect and thanks for the information!
push_back is absolutely defined. pop_back might be undefined, because pop_back is UB on an empty vector. If you like, call clear, and be assured of an empty, reusable vector. It's not idiomatic, but it's safe.
Howard Hinnant had a Stack Overflow reply a while back going through the possible corner cases of this precise question: https://stackoverflow.com/a/17735913
let x = vec![1, 2, 3];
process(std::mem::replace(&mut x, Vec::new()));
x.push(4);
https://doc.rust-lang.org/std/mem/fn.replace.htmlAlthough, are any C++ compilers able to at least issue a warning in this case? It wouldn’t surprise me if they could.
Not necessarily like the example given, but
Object a {std::move(x)};
x.push_back(4);
could/should segfault.Sometimes the compiler calls that destructor after it has finished the move, if the thing is no longer in scope. That should not be confused with a thing happening in the constructor.
int x;
int y = square(x);
// Passing a garbage value at runtime.
My C++ compiler doesn’t build that:error C4700: uninitialized local variable 'x' used
And even then it's still unable to detect anything but the simplest case. E.g. this compiles with no warnings:
void foo(int& x) {}
int x;
foo(x);
int y = square(x);I'm not. The compiler is VC++ with default project settings. "Treat warnings as errors" setting is set to "No (/WX-)"
By default, VC++ compiler turns on this for new C++ projects: https://docs.microsoft.com/en-us/cpp/build/reference/sdl-ena... That's why it fails to build.
https://docs.microsoft.com/en-us/cpp/error-messages/compiler...
So by definition, if it's reported as an error, you're compiling with warnings-as-errors enabled, at least with respect to that one warning.
The default project settings you refer to are Visual Studio defaults (for new projects created from a template), not VC++ defaults. If you invoke cl.exe directly from command line on your code, you'll see C4700 being reported as a warning, but it still produces the binary.
/WX is a switch to treat all warnings as errors, but it's not the only switch that controls warnings-as-errors behavior - you have all the other /W... switches, from level-based approach to setting it for specific warnings. And /sdl is (in addition to all the other things it does) an alias for a bunch of those switches. Indeed, on the very page you linked to, it literally says: "/sdl enables these warnings as errors ... C4700". And you can even override that by doing something like /sdl /wd4700.
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from: https://github.com/linpengcheng/PurefunctionPipelineDataflow...