And emojiis in code, really?
And emojiis in code, really?
For something like the representation of keyboard icons that have unicode support specifically to support use cases like this? Why not?
(I left a longer version of this comment elsewhere.)
My impression is exactly the opposite: Rust macros are guaranteed to expand to syntactically valid code that still obeys the memory/type/lifetime-safety constraints, whereas C macros can expand to something that won't even compile, never mind have any guarantees about soundness. Not to mention all the hoops you have to jump through with extra parens and whatnot to avoid the footguns of C macro operator precedence.
Procedural macros are also special in that they are the only macros that can be 'unhygenic': creating new identifiers in the current scope that were not passed as an argument to the macro.
(Although knowing if something is a procedural macro or not is not obvious when using one in code)
If the expanded code does not pass all the checks along with the other/normal code the program/lib won't compile.
It does go out of its way to be ergonomic, which could be interpreted as simpler.
(yes this is parody but so is my parent)
I myself am now so used to Rust's syntax that I don't know what is confusing or unreadable about it, and would like the outside perspective.
static keymaps: [[[u16; 3]; 2]; 1]
an improvement over const uint16_t keymaps[][2][3]
u16 is marginally nicer than uint16_t, but why is there a colon? and why do we have to nest square brackets instead of [1][2][3] (or maybe even better [1,2,3] which you can get with suitable C++ libraries)?Sure I can parse Rust. But it is definitely more complicated, and more "noisy".
You have to nest square brackets to avoid ambiguity. Is &int[] an array of references or an reference to an array?
constdata keymaps[1,2,3, u16]
That is easy to read, gets rid of all the extra line noise and directly tells me everything I need to know about memory layout and performance. 1.) it is constant, known and compile time and can be put into a read-only segment (or possibly flash rom on an embedded system).
2.) it is named keymaps. The name is important and should come early
3.) it is an array. arrays and primitive datatype have many important differences and programming languages should not try to hide that.
4.) it has dimensions 1 by 2 by 3 (in that order). Listing the "3" first in Rust when the first dimension only has extend 1 might have good reasons but is damn hard to read if you have more than 2 dimensions. Especially if you end up with things like 3 by 3 by 4 by 3. Which of the inner two is larger?
5.) Having the type of the element last makes sense, because in terms of memory layout that just means that we have 2 consecutive bytes. I also makes it easier to which from "a 1 by 2 by 3 array of u16" to "a 1 by 2 array of (three vectors of u16)".
Now you will probably give me reasons why I can't have that. But when I am coding I don't hard how hard it is on the compiler writers (as long as I can express things unambiguously), but want to have it as easy as possible so I have brain cycles to spare to think about data layout and algorithms.I just wrote a macro `array` [1] that allows you to write
#[no_mangle]
static keymaps: array!{ u16[1, 2, 3] } = [
[
[1, 2, 3],
[4, 5, 6],
],
];
or alternatively using a type alias type Keymaps = array!{ u16[1, 2, 3] };
#[no_mangle]
static keymaps: Keymaps = ...
On a more serious note, in general Rust favors explicit simple syntax: the only syntax related to arrays you need to learn is `[TYPE; LENGTH]` which is the way to write an array of type TYPE and length LENGTH, pretty straightforward. `[[[usize; 3]; 2]; 1]` is simply a composition of such arrays, as multidimensional arrays are just arrays of arrays.C has a few more variants: the implicit length of `keymaps[]`, the `[0] = ...` initializer , the alternative `keymaps[1,2,3]` syntax. This is nice syntactic sugar, but you don't technically need it. Although if you really don't like the raw Rust syntax, you can always use macros like shown or a library like multiarray [2].
In a way I would say this makes Rust easier to learn: there are only a few symbols and patterns you need to learn to recognize, and the rest is compositions.
[1] WARNING: macro definitions are very symbol heavy, and thus even more unreadable.
https://play.rust-lang.org/?version=nightly&mode=debug&editi...
But it will be much nicer and better once const generics lands, it's true.
What's important isn't how often you need to help the compiler: it's how easy the rules are. The turbofish is unfortunate, but it's nowhere near as bad as typename.
The turbofish is a strict superset of `typename`, and everywhere C++ lets you skip it it could simply require it instead.
template<typename T> class X {
void foo() {
typename T::A* pa;
}
}
The problem here is that C++ can't parse this without knowing whether T::A is a type or not. Otherwise it might be "T::A multiplied by pa". This is the lexer hack in action.Rust, by contrast, has no such limitation [2]:
trait SomeTrait {
type A;
}
struct X<T> {
f: T,
}
impl<T> X<T> where T: SomeTrait {
fn foo() {
let pa: *mut T::A;
}
}
This compiles and runs just fine with no need for a turbofish on T::A, because Rust has no lexer hack.[1]: https://en.cppreference.com/w/cpp/language/dependent_name
[2]: https://play.rust-lang.org/?version=stable&mode=debug&editio...
C++ typename could have the same consistency as Rust's turbofish- its complicated rules are not necessitated by the lexer hack.
(In a sense, the complicated rules are what enable the lexer hack.)
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2018/p063...
What does this even mean? Can you define "regular"?
> neither is making a super complex grammar
This isn't about grammatic complexity, it's about the location of a type relative to the associated identifier.
Location of the type is about grammar complexity. Rust’s grammar plays into its type inference capabilities, and the pattern syntax. There’s an underlying uniformity with syntax elsewhere.
let nums = Vec::new();
nums.push(0_u32);
// nums: Vec<u32>I'm dabbling in some microcontroller stuff currently. The one thing I've noticed is that the Arduino (C++) environment seems to rely on magic. Lots of mysterious constants, registers, etc and it's not entirely clear what's what.
Meanwhile using rust in this environment is very explicit. It's quite a bit more verbose than the C++ version. I'm also sure some of this is due to me having to write the implementation itself but for me it's a lot easier to understand what's going on when things are nicely typed. It's the difference between:
pinMode(LED_BUILTIN, OUTPUT)
which can be expanded to: PIO_Configure(
g_APinDescription[ulPin].pPort,
(g_pinStatus[ulPin] & 0xF0) >> 4 ? PIO_OUTPUT_1 : PIO_OUTPUT_0,
g_APinDescription[ulPin].ulPin,
g_APinDescription[ulPin].ulPinConfiguration ) ;
g_pinStatus[ulPin] = (g_pinStatus[ulPin] & 0xF0) | PIN_STATUS_DIGITAL_OUTPUT;
and let mut pioc = p.PIOC.split(&mut pmc);
let mut blue = pioc
.pc25
.into_peripheral_b(&mut pioc.absr)
.into_push_pull_output(&mut pioc.mddr, &mut pioc.oer);
expanded to (I used a proc macro here): absr.absr().write(|w| w.#accessor().set_bit());
oer.oer().write_with_zero(|w| w.#accessor().set_bit());
Specifically I really like that I can access the parts of the register by name and that access is typed. You can't write to a read-only register, you can't modify a write-only register, and if you don't have a default value defined you call something else (e.g. write_with_zero) that makes it clear what you're doing.Edit: Another thing I really prefer over the rust vs Arduino/C++ API is that state is encoded in types. So you may have a GPIO pin PC25. But that type takes a type parameter indicating state e.g. PC25<PeripheralB<Output<PushPull>>>. Yeah that's verbose but it's also very explicit. If you have something (e.g. UART/USART driver) that needs a pin to be configured in a specific manner you'll have to go through some non-trivial effort to pass an incorrectly configured pin in. As a result if your program compiles you can be more confident that it will do what you expect.
I wonder if Rust would be better suited for Arduino/embedded beginners. Rust is quite painless when you just want to glue a few crates together. I'm sure everyone would rather debug a compiler error than some invalid memory issue happening on the microcontroller.
Easily. pioc.oer tells you that you're using the PIOC peripheral, oer tells you're your manipulating the oer register specifically, and the mutable reference (&mut) indicates that you're modifying it (and the borrow checker ensures you're not going to be modifying it in two places at once).
Additionally the rust embedded folks have a practice of returning a "constrained" structure from an initialization function. Typically the configuration function will take ownership of the peripheral and then return a restricted wrapper around it. This means that if you're doing something that will result in immutable registers you'll get back a structure that doesn't allow you to modify those registers. So, for instance, trying to configure the watchdog timer twice on the MCU I'm using will not compile because you don't even have that original object around anymore. If the program compiles you're probably OK.
Nowhere in that C code is any of that referenced. There's no idea which peripheral is being manipulated. ulPin and ulPinConfiguration both expand to integers, so there's no guarantee you've even gotten the parameters in the right order. Likewise the shifting and masking is exposing unnecessary implementation details, and things that compile don't necessarily do what you think they may do (e.g. modifying immutable registers).
The Arduino-y function usually maps internal pin mappings (and to the pin numbers on the given PCB. It's quite clear if you know what you're compiling the code for. Not to mention that how a pin-remapping function works usually doesn't matter, the resulting abstraction is very nice to use.
> pioc.oer tells you that you're using the PIOC peripheral, oer tells you're your manipulating the oer register specifically
And why should I care about that information when I already have the abstraction written before? The Rust code is much much worse in terms of ease-of-use in this case - manually having to look up how pins on the board map to internal registers is cumbersome. Some of the confusion about the names might also stem from that I expect consistent capitalization when dealing with registers, why would `pioc` be lowercase if it's in reality a register being modified? It's actually weird. I won't even begin how horrible-looking the "expanded" form is, compared to the 2-line C equivalent.
One more thing I just now realized, the Rust team made an incredibly bad decision picking the symbols, for example for mutable references. I don't see anyone with any good amount of C experience ever wanting to use Rust if they have to re-learn what `&` really means - useless waste of time for most. It's akin to designing a new safer bike but switching the handlebar direction. And in the end, the amount of symbols in Rust, combined with how annoying they're to type on non-US layouts, combined with the (wrongly) carried over connotations from other languages makes it a terrible replacement for what it's advertised for.
> So, for instance, trying to configure the watchdog timer twice on the MCU I'm using will not compile because you don't even have that original object around anymore.
That is very cumbersome and illogical. Reconfiguration is quite common.
> There's no idea which peripheral is being manipulated.
I think that's just your unfamiliarity with the platform and the example you chose. If you'd write the exact same code you brought as an example in C it'd be much clearer than the Rust code and just two lines. I'd love to see the asm of the Rust code.
Some of the confusion about the names might also stem from that I expect consistent capitalization when dealing with registers, why would `pioc` be lowercase if it's in reality a register being modified?
Typically in rust screaming snake case is reserved for constants. In this case, pioc is not a register (so there you go). In the context of the embedded stuff the peripherals typically get screaming snake case names at the top level struct. In this example I've configured it and assigned it to a local variable named pioc.
That is very cumbersome and illogical. Reconfiguration is quite common.
In the example I gave it's not possible. After an initial write to the watchdog's configuration register all subsequent writes are ignored by the MCU. That's the whole point of having compile time checks. If it compiles, it's probably OK. If it doesn't compile you're probably doing something that won't work or won't do what you expect.
If you were to take the example something that can be modified you'd still have the functions laying around to modify the register.
I think that's just your unfamiliarity with the platform and the example you chose.
I think you'd probably want to guess again. Which peripheral is being manipulated? What happens if I get a magic number wrong and that function operates on the wrong peripheral?
If a language is advertised as a replacement for C/C++ then one can reasonably expect there to be little that works counter-intuitively coming from the to-be-replaced language.
> In this case, pioc is not a register (so there you go).
"It's in reality a register being modified" is not the same as "it's a register".
> After an initial write to the watchdog's configuration register all subsequent writes are ignored by the MCU. If it compiles, it's probably OK.
Hardware isn't perfect. You brought up the immutability of the watchdog timer as a benefit, it really isn't, that's all I wanted to say. I also doubt that just a compiling piece of Rust can usually handle a hardware failure or an error.
> Which peripheral is being manipulated? What happens if I get a magic number wrong and that function operates on the wrong peripheral?
If you already have an Arduino-y abstraction then it doesn't matter in which language it's written, the same opaqueness would happen if you can't look up the pin mapping from documentation. If you really need to see which peripheral is being manipulated then it's not difficult to write two very simple lines of C to do the same thing just as clearly. You're comparing two very different things, it's just not a very good comparison.
float (* f)(int);
val f : (int) -> float;
float[] (* map)(int[], float (*)(int));
val map : (int[], (int) -> float) -> float[]
You could put the return type before the function, but then the type will look inconsistent with the function declaration: float[] map(int[] arr, (int) -> float f)
fun map(arr : int[], f : (int) -> float) : float[]
So if you're passing functions around, it tends to look nicer if you always put the type after the variable/argument/function [0; 10] // ten-element array filled with zeros
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0] // equivalent array with ten zeroes typed out
[i32; 10] // type of ten-element i32 array
Because the "filling" syntax is optional, it makes sense to place it after the fill value. The array typing syntax follows. Essentially you specify the value and say "copy this X times" (it only works with types that implement Copy IIRC)https://play.rust-lang.org/?version=stable&mode=debug&editio...
I want to like the language, but every time I try to read it I can't seem to understand what the words are trying to tell me.
The macros in the original code most all seem to be constants and very few functions, so I'm not sure what the power of Rust's macros buys here. I don't see a lot of difference between
LT(3, KC_TAB)
and [TAB <{3}]
Both are "magical". Likewise, I can also understand the layout precisely by looking at the C code. To understand the Rust code, I have to assume what layer! and r! are doing, or I have to inspect them to make that determination.I'm _sure_ Rust has advantages in certain situations, I'm not sure this is a great example to display that.
I alluded to this is another comment but Rust macros can call arbitrary Rust code. Including file i/o at compile time, such as loading a config file in your syntax of choice, deserializing it to a struct, and then using it to synthesize tokens. Rust's macros become an extremely powerful tool for code generation using Rust itself.
It's also the sort of complexity caused by developers that live in IDE's, outside of that it's rather trivial to add a build step with powerful language independent code generation tools.
Also, when someone inevitably takes macros why to far and you have to debug them, what is the rust equivalent of gcc -E/-save-temps to see the intermediate code? I assume it does but the lack of such features can be a nightmare working with attribute/annotation driven code in c#/java.
What is the problem? As most code nowadays is UTF, why do you care?
Furthermore, Windows, Mac, and Linux are not the only operating systems, nor even the only ones Rust supports. Good luck figuring out how to type emojis on Solaris or the GUI-less FreeBSD base system.
You can copy and paste. In the context of this project, the small, fixed set of symbols (not emojis, but whatever) makes a lot of sense, and the code comes with an example that you can copy from. I would guess that this works even on Solaris or in a decent editor on GUI-less FreeBSD.
As for using, I don't know, "thumbs up" and "thumbs down" symbols in place of "true" or "false", sure, that would be excessive.
Anyway, that’s beside the point. It’s an unnecessary piece of additional complexity for, as far as I can tell, no real benefit over escape sequences.