A Review of the Odin Programming Language
graphitemaster.github.io
graphitemaster.github.io
I think this kind of decoupling is a big step in the right direction. The more concerns we can decouple from each other, the simpler and more flexible our codebases become and the less time we have to spend infectiously refactoring.
To be fair, specifically the price is a hidden context passed to every function. Hiding it means the programmer needn't expend effort thinking about it as they would if you did this by hand, but in performance terms this isn't really free.
Zig went another direction and requires you to specify the allocator explicitly via a function parameter, which is understandable given the language's goal to make everything explicit.
I haven’t heard that rhetoric, only that memory safety is a really good thing. If I can pay up front with some static analysis and eliminate entire classes of bugs, that’s just such a great thing, even if it doesn’t solve everything.
I want to like and use Odin, because the guy behind it seems really cool, and it’s pretty indie, like zig. But the strong guarantees of rust are just so compelling.
But I would never want to get in a car without one and it makes me question the sanity of people with saying stuff like "You most likely won't need it".
No, of course not (see analogy) - It will just make me wish for sweet, sweet release of death (see hyperbole).
Point is, you can eliminate a class of nasty bugs. And instead you double down on it.
So, I'll use a more programming example. C has more foot guns than just memory issues e.g. `if (a=4)`.
For all its faults, Java only allowing boolean expression in if statements was a move in right direction.
Now imagine after Java some C inheritor (Rust, Go, Carbon, Zig, Nim...) looked at `if (a=4)` and said. Yes. We need that in our lang.
Can't you see we regressed in this hypothetical example? We traded correctness for expressivity.
Same with memory safety. Rather than using a GC or some borrow checking system, we shrug and say, well what can ya do?
Try different paths until someone stumbles on the One True Way™.
Plus, `if (a=4)` will emit a compiler warning of ‘statement always evaluates to true’ or somesuch and is useful in some cases like ‘if (!(a=foo())) goto error;’
I'm aware there isn't a perfect solution (because of Rice Theorem). But we don't need perfect, we need better than status quo (C).
> Plus, `if (a=4)` will emit a compiler warning
It's still a step down. What is better than a compiler warning that people can ignore? Prohibiting the syntax altogether.
> goto error;
This is another example of a famous chain-footgun. Most langs eschew use of goto even if it allows more flows than plain old for/while loops.
As a result, you get languages like (and mainly) Rust being held up as the paragons of program correctness and safety in general. Any discussions of program safety end up being entirely about memory safety.
It's just an endless hoard of comments/blogs/posts/etc of people conflating memory safety with correctness and not even acknowledging - or possibly even knowing - there are other kinds of safety out there.
So the rhetoric being referenced there is largely implicit. Anybody who actually mentions memory safety in specific terms is already ahead of the curve.
Rust's safety comes at a cost. I think its not for the greater good to pretend to ignore such, and fall too deeply into hype, that can be partially generated by the companies behind it.
With all things, there are positives and negatives. If you are into RAD or programs that you are creating are not mission-critical like that, then a person might want to avoid things like: longer compile times, low readability, difficult syntax, longer development times, etc...
There is plenty of room for newer languages like Odin, Go, Vlang, etc... Where the focus has a wider scope for more convenient general-purpose programming.
Unfortunately, I've gone through too many bugs that had to be fixed through valgrind debugging that I'm unwilling to part with it
https://github.com/odin-lang/Odin/tree/master/core/sys/valgr...
Odin Programming Language - https://news.ycombinator.com/item?id=30394000 - Feb 2022 (42 comments)
The Odin Programming Language - https://news.ycombinator.com/item?id=22199942 - Jan 2020 (141 comments)
The Odin Programming Language - https://news.ycombinator.com/item?id=20075638 - June 2019 (3 comments)
I feel like RAII is a term that has expanded to mean more than it means on its face. Maybe someone more familiar with the larger meaning of the term could help me understand? How does a defer capability have anything to do with initializing a resource upon allocation?
IMO Odin is very wrong on this point: the important thing about destructors is that you know where to find them, so e.g. you can have closures that know how to free their captures when they are freed. There's nothing like that for Odin.
The problem isn't that programmers have trouble finding a destructor. The problem is it's not apparent looking at any snippet of C++ code which objects have destructors running additional cleanup logic or other extra code without looking up each class declaration and verifying.
I believe Odin is trying to solve this by forcing the programmer to make this code explicit, but reduce the number of footguns by allowing the programmer to keep the initialization and free close to each other.
Note the difference here is between being implicit vs explicit, and obvious vs hidden. RAII is implicit and hidden, which may not be a good thing in certain projects, especially when copy constructors are being called all over the place. (And move semantics don't replace copy constructors in different places, only help reduce the use of them in many cases)
Although, from a personal standpoint, anytime i see rust code or read about horror stories fighting the compiler i wonder how that language gained so much popularity.
That being said, I've never used Copilot myself, so I can't speak very confidently about it. But from what I've seen, it kind of allows you to incorporate every library that's ever been made open source into your project, but in a more granular fashion. Which naturally would save you some typing :)
P.S. I realize Copilot isn't necessarily copying other code verbatim, though I assume pretty often it basically ends up doing that, at least in pieces.
One gets a vision of the copilot autocomplete, as kind of missing what would be an essential highlight, in the templates it provides. “These parts highlighted in red, do not change those, for some reason everybody does it that way. But these parts highlighted in yellow, I've seen a bunch of different takes on those; this is where some variation occurs and where you might want to customize it yourself.”
On this take, copilot is a poor way of providing syntactic templates—macros—and indeed those macros take the form of template substitution, which means they form in theory a lambda calculus for that metalanguage.
That is itself interesting because I only know of one programming language which says “we are going to live out here in la-la-functional-programming-math-land, but we are going to describe values which are actual fragments of computer programs,” and that language is Haskell—though never used to write at this scale!. Interesting to think that the Ur-goal of Copilot is to provide what you were missing because you didn't wrap your language in Haskell in the first place!
With that said, a better way to start with metalanguage design if this problem irks you is probably not Haskell itself (it doesn't have an easy way to swap out its compile target language from C-- to some other target, I don't think) but something like Ometa2: http://wiki.squeak.org/squeak/3930
Saying "this thing is hard to get right, so the PL should make you feel the pain" is only marginally better than a language that pretends the problem isn't there at all.
Kitchen sink languages require you to build the kitchen before you can cook.
From my understanding, rust has a little bit of both.
High level has several modern scripting languages (Python, Ruby, Javascript), and typed languages (Java, C#, Kotlin). Low-level programming has had C and C++ for 30+ years, and both have major problems that need fixing. Plus, there's lots of interest in having programs run much much faster, especially as people realize that every line of Python they write could be 10x faster in a lower level language, with minimal extra work. This is why Rust, and now Odin, get so much attention.
Of course, there's also a renaissance brewing for mid-level languages, including Go, nim, and crystal.
Well, we should not underestimate the power of corporate backers pushing and hyping their languages. And once the hype picks up momentum, it takes a lot to slow it down.
Built in bounds checking, slices, distinct typing, no undefined behavior, consistent semantics between optimization modes, minimal implicit type conversions, context system and the standard library tracking allocator combine together to eliminate the majority of memory bugs I found use for sanitizers in C/C++. Now I'm back to logic bugs, which neither Rust nor sanitizers can help you directly with anyway because they rely on program and not language semantics. Obviously these features together do not eliminate those classes of bugs, like Rust, but Odin chooses a different point on the efficient frontier to target, and does so masterfully.
To put the cherry on top, the sane package system, buttery smooth syntax, sensible preprocessor (the 'constant system'), generics, LLVM backend for debug info / optimization, open source standard library, simply build system, engaging and well intended community make day to day programming a pleasant experience.
https://twitter.com/TheGingerBill/status/1495004577531367425
While avoiding undefined behavior is a noble goal, my personal feeling is that actually achieving that will be much harder than it might first seem, and will probably end up precluding a good deal of optimization.
Of course, C has an entire class of UB that is much more excessive than useful, for example left shift of a negative integer. It's clearly and obviously possible to do much better than C. I'm just skeptical that "no UB at all" is in reach for a low-level, systems programming language that is also portable and can be compiled with optimization comparable to C.
"use after free" is an instance of a memory access pattern that is considered invalid from the program's point of view.
What happens depends on the situation:
Was the memory returned to the operating system? If so it will probably result in a page fault and if you don't have a thing to handle the signal then the OS will crash your program.
Was the memory part of an arena managed by the custom allocator that still owns it? If so it will return whatever value is contained in the address being dereferenced.
For example, as mentioned in the article, Odin does not leverage LLVM's poison value optimizations, which are derived from optimizations exploiting undefined behavior.
Sure, some code is slowed. But can you point to a well known and well used algorithm whose runtime characteristics depend upon exploiting UB? If you code goes fast because it's doing undefined things the compiler strips away, that's a structural bug in the application, in my view.
How is that obvious? And which memory model does Odin use? Just to be clear: a "memory model" is not about memory management, it is about the behaviour of multithreaded programs: https://en.m.wikipedia.org/wiki/Memory_model_(programming)
The parent comment said: >then have a data race, it's functionally equivalent to undefined behavior
This is a matter of interpretation but there is a categorical difference between "this read is undefined so the compiler will silently omit it" and "this read will read whatever value is in the CPU cache at this address, even if the cache is stale". The difference is a matter of undefined behavior from the language versus the application being in an undefined state.
I totally agree.
let i = mystruct.i;
if (i < array.length) {
let x = expensive_computation(i);
array[i] = x;
}
For the purpose of this example, let's say that the expensive computation is register-intensive but doesn't write any memory (so we don't need to get into alias analysis issues). Because it is register-intensive, our optimizer would like to free up the register occupied by i, replacing the second use of i by another load from mystruct.i. In C or unsafe Rust, this would be a perfectly fine optimization.If another thread writes struct.i concurrently, we have a time of check to time of use (TOCTOU) error. In C or unsafe Rust, that's accounted for by the fact that a data race is undefined behavior. One of the behaviors that's allowed (because basically all behavior are allowed) is for the two uses of i to differ, invalidating the bounds check.
Different languages deal with this in different ways. Java succeeds in its goal of avoiding UB, disallowing this optimization; the mechanism for doing so in LLVM is to consider most memory accesses to have "unordered" semantics. However, this comes with its own steep tradeoff. To avoid tearing, all pointers must be "thin," specifically disallowing slices. Go, by contrast, has slices among its fat pointer types, so incurs UB when there's a data race. It's otherwise a fairly safe language, but this is one of the gaps in that promise.
Basically, my argument is this. If you're really rigorous about avoiding UB, you essentially have to define a memory model, then make sure your use of LLVM (or whatever code generation technique) is actually consistent with that memory model. That's potentially an enormous amount of work, very easy to get subtly wrong, and at the end of the day gives you fewer optimization opportunities than C or unsafe Rust. Thus, it's certainly not a tradeoff I personally would make.
My view is that undefined behavior is a trash fire and serious effort should be undertaken to fix the situation before it gets even more out of hand.
WAT?
This is obviously not "fine".
This kind of bullshit is why I said Odin's stance on UB is what swayed me to prefer it.
I think that's the inverse of what UB-based optimizations do. Those optimizations rely on you _never_ doing what is considered UB. That's what makes the optimization correct. The problem is that, in practice, what's usually considered UB is not something that the language can always statically ensure you're not doing, and so when you do make a mistake, you land in a situation where the optimization seems to make things worse, instead of protecting you.
As a basic example, if the compiler guarantees that the write will result in a deterministic segmentation fault, then that address must never be reused by future allocations (including stack allocations!), and the compiler is not allowed to perform basic optimizations like dead store elimination and register promotion for accesses to that address, because those can prevent the segfault from occurring.
If the compiler guarantees that the write will result in either a segfault or a valid write to that memory location, depending on the current state of the allocator, what guarantees does the compiler make about those writes? If some other piece of code is also performing reads and writes at that location, is the write guaranteed to be visible to that code? This essentially rules out dead store elimination, register promotion, constant folding, etc. for both pieces of code, because those optimizations can prevent one piece of code from observing the other's writes. Worse, what if the two pieces of code are on different threads? And so on.
If the compiler doesn't guarantee a deterministic crash, and it doesn't guarantee whether or not the write is visible to other code using the same region of memory, and it doesn't provide any ordering or atomicity guarantees for the write if it does end up being visible to other code, and then it performs a bunch of optimizations that can affect all of those things in surprising ways: congratulations, your language has undefined behavior. You can insist on calling it something else, but you haven't changed the fundamental situation.
In a language with raw pointers, essentially all optimizations rely on this type of assumption. Forbidding the compiler from making the assumption that undefined behavior will not occur essentially amounts to forbidding the compiler from optimizing at all. If that is indeed what you want, then what you want is something closer to a macro assembler than a high-level language with an optimizing compiler like C. It's a valid thing to want, but you can't have your cake and eat it too.
Some things are defined by the language, some things are defined by the operating system, some by the hardware.
It would be silly for Odin to say "you can't access a freed pointer" because it would have to presume to know ahead of time how you utilize memory. It does not. In Odin, you are free to create an allocator where the `free` call is a no-op, or it just logs the information somewhere without actually reclaiming the 'freed' memory.
I can't speak for gingerBill but I think one of the reasons to create the language is to break free from the bullying of spec laywers who get in the way of systems programming and suck all the joy out of it.
> it does so under the assumption that the program is not performing aliasing loads and stores to that location on the stack
If you write code that tries to get a pointer to the first variable in the stack, and guess the stack size and read everything in it, Odin does not prevent that, it also (AFAIK) does not prevent the compiler from promoting local variables to registers.
Again, go back to the twitter thread. An explicit example is mentioned:
https://twitter.com/TheGingerBill/status/1496154788194668546
If you reference a variable, the langauge spec guarantees that it wil have an address that you can take, so there's that. But if you use that address to try to get other stack variables indirectly, then the language does not define what happens in a strict sense, but it's not 'undefined' behavior. It's a memory access to a specific address. The behavior depends on how the OS and the Hardware handle that.
The compiler does not get to look at that and say "well this looks like undefined behavior, let me get rid of this line!".
No production compiler does that (directly). This is silly. We want to help programmers. They sometimes keep it even if it is known to be UB just because removing it is unlikely to help optimizations.
But if you are optimizing assuming something does not happen, then you have undefined behavior. And you are always assuming something does not happen when optimizing.
This is exactly what I described above. Odin does not define the behavior of a program which indirectly pokes at stack memory, and it is thus able to perform optimizations which exploit the fact that that behavior is left undefined.
> The compiler does not get to look at that and say "well this looks like undefined behavior, let me get rid of this line!".
This is a misleading caricature of the relationship between optimizations and undefined behavior. C compilers do not hunt for possible occurrences of undefined behavior so they can gleefully get rid of lines of code. They perform optimizing transformations which are guaranteed to preserve the behavior of valid programs. Some programs are considered invalid (those which execute invalid operations like out-of-bounds array accesses at runtime), and those same optimizing transformations are simply not required to preserve the behavior of such programs. Odin does not work fundamentally differently in this regard.
If you want to get rid of a particular source of undefined behavior entirely, you either have to catch and reject all programs which contain that behavior at compile time, or you have to actually define the behavior (possibly at some runtime cost) so that compiler optimizations can preserve it. The way Odin defines the results of integer overflow and bit shifts larger than the width of the operand is a good example of the latter.
C does have a particularly broad and programmer-hostile set of UB-producing operations, and I applaud Odin both for entirely removing particular sources of UB (integer overflow, bit shifts) and for making it easier to avoid it in general (bounds-checked slices, an optional type). These are absolutely good things. However, I consider it misleading and false to claim that Odin has no UB whatsoever; you can insist on calling it something else, but that doesn't change the practical implications.
I think this is the core of the problem and it's why people don't like these optimizations and turn them off.
Again I'm not the odin designer nor a core maintainer, so I can't speak on behalf of the language, but from what I understand, Odin's stance is that the compiler may not make assumptions about what kind of code is invalid and whose behavior therefore need not be preserved by the transformations it makes.
Yes they do, if they detect UB they consider the result poisoned and delete any code that depends on it.
No, that's C-think. Yes, when you take a stack-allocated variable and do those transformations, you must assume away the possibility that it's there are aliasing accesses to its location on the stack. Thus, those are not safe optimizations for the compiler to perform on a stack-allocated variable.
It's not something you have to do. The model of treating each variable as stack-allocated until proven (potentially fallaciously) otherwise is distinctly C brain damage.
> If that is indeed what you want, then what you want is something closer to a macro assembler than a high-level language with an optimizing compiler like C. It's a valid thing to want, but you can't have your cake and eat it too.
This is a false dichotomy advanced to discredit compilers outside the nothing-must-be-faster-than-C paradigm, and frankly a pretty absurd claim. There are plenty of "high-level" but transparent language constructs that can be implemented without substantially assuming non-aliasing. It's totally possible to lexically isolate raw pointer accesses and optimize around them. There is a history of computing before C! Heck, there are C compilers with "optimization" sets that don't behave as pathologically awfully as mainstream modern compilers do when you turn the "optimizations" off; you have to set a pretty odd bar for "optimizing compiler" to make that look closer to a macro assembler.
It's okay if your compiler can't generate numerical code faster than Fortran. That's not supposed to be the minimum bar for an "optimizing" compiler.
OK, let's consider block-local variables to have indeterminate storage location unless their address is taken. It doesn't substantively change the situation. Sometimes the compiler will store that variable in a register, sometimes it won't store it anywhere at all (if it gets constant-folded away), and sometimes it will store it on the stack. In the last case, it will generate and optimize code under the assumption that no aliasing loads or stores are being performed at that location on the stack, so we're back where we started.
But as they don't, I see it more as an attempt to annoy the people who have studied these sort of things (I guess you are the people who "suck the joy out of programming" in their eyes)
If you want to allow machine architectures using other than two's complement while simultaneously striving for efficient translations, that isn't all that obvious to me.
And the latest version of C now requires two's complement too!
It's a trick to simplify eg 'x << (32 - y)' to 'x << (-y)' and save an instruction, seen in ffmpeg, because the compilers don't always do it themselves. This works because of the shift masking behavior.
To copy from the Overview[1]:
> The right operand in a shift expression must have an unsigned integer type or be an untyped constant representable by a typed unsigned integer.
and [2]:
> The shift operators shift the left operand by the shift count specified by the right operand, which must be non-negative. The shift operators implement arithmetic shifts if the left operand a signed integer and logical shifts if the it is an unsigned integer. There is not an upper limit on the shift count. Shifts behave as if the left operand is shifted `n` times by `1` for a shift count of `n`. Therefore, `x<<1` is the same as `x2` and `x>>1` is the same as `x/2` but truncated towards negative infinity.
In the case of overshift, the value is zeroed. Empirically I have found that the vast majority of shift factors can be known at compile time (or at least the valid range of integer), meaning it will compile to 1 instruction rather 2/3. In naïve C, the shift would look like this:
(y < 8*sizeof(x)) > (x << y) : 0
In practice, the "select" instruction is never needed. This approach to shifting also places never in that it feels more like 2's complement in that `x << y` is now equivalent to `x (2*y)`.This means that `(a << b) << c` is equivalent to `a << (b + c)`. In your example of `x << (32 - y)`, that logic works as what people intuitively intent it to mean, unlike in C where when `y` is 0, the shift behaviour is platform defined (nothing on x86 (5 bit shift) but zeros on powerpc (6 bit shift)).
[1] https://odin-lang.org/docs/overview/#arithmetic-operators
> The right operand in a shift expression must have an unsigned integer type or be an untyped constant representable by a typed unsigned integer.
and [2]:
> The shift operators shift the left operand by the shift count specified by the right operand, which must be non-negative. The shift operators implement arithmetic shifts if the left operand a signed integer and logical shifts if the it is an unsigned integer. There is not an upper limit on the shift count. Shifts behave as if the left operand is shifted `n` times by `1` for a shift count of `n`. Therefore, `x<<1` is the same as `x*2` and `x>>1` is the same as `x/2` but truncated towards negative infinity.
[1] https://odin-lang.org/docs/overview/#arithmetic-operators [2] https://odin-lang.org/docs/overview/#integer-operators
There are two other issues. One is when the shift amount is greater than or equal to the machine word size, for example 1u32 << 32. Java and Rust (release mode; debug is allowed to panic similarly to other forms of arithmetic overflow) take the position that the shift amount is masked to be modulo the word size, which happens to match Intel and aarch64 assembly instructions but not 32-bit ARM, so (unless the optimizer can prove the range) requires an additional mask instruction. This is the motivation for not explicitly specifying the behavior in C, though I believe a very strong case can be made that it should be implementation defined rather than undefined. In any case, it sounds like you are making the opposite decision as Java, so there's extra logic needed to correctly implement it on Intel and aarch64 but it should work efficiently on 32-bit ARM.
But I was specifically referring to the fact that -1 << 1 is UB in C. It was fixed in C++20 (so the value is specified to be -2, as arithmetic is now defined to be twos complement), but that fix is not in the C23 draft. I consider this perhaps the canonical example of programmer-hostile UB.
In naïve C, the shift would look like this:
(y < 8*sizeof(x)) > (x << y) : 0
In practice, the "select" instruction is never needed. This approach to shifting also places never in that it feels more like 2's complement in that `x << y` is now equivalent to `x * (2*y)`.Regarding "never," I am an adventurous programmer[1], so am fully willing to accept that I am the exception that proves the rule.
On the more general point of UB for arithmetic overflow, I think we're on the same side: this is a pretty broken story in the way C has ended up, and one of the clear motivations for a cleaned up better-than-C language. I'm more interested in your thoughts on data races, where I suspect we have a substantive difference in perspective.
[1]: https://github.com/linebender/kurbo/blob/de52170e084cf658a2a...
How is that a pro? That's a net negative.
Perhaps that's the GP is referring to?
Unwanted type coercions are an infamous problem in C and C++.
Odin allows type inference at the declaration level `foo := 1` for example, and a few other places, largely from the constant system. 1 can be an integer, float, or even a matrix, given the larger context.
What I meant was implicit type conversion. Integers do not automatically cast as booleans in Odin, as an example.
Well, that's something completely different then.
That being said, there's always space for exploring other design choices! I haven't tried Odin yet, but it looks very interesting.
Like the author of Odin, Blow has significant experience writing software in a specific domain (video games), has strong opinions about what's wrong with existing languages, and decided he could do better.
You can't actually use Jai yourself yet, it is as yet a closed beta (though you might know somebody who can get you in), but you can already get a flavour of it and I think it's probably in the sphere of things you'd be interested in judging from your comment.
Personally I think we need to stop treating safety as optional, as a C programmer for about 30 years, about 15-20 years of that for pay, I found Rust very pleasant and would now always choose it over C or these C replacements - although currently I get paid to write Python and C# in my day job.
But I'm clearly in the minority, for now at least, so I expect at least one of these C replacements like Odin or Zig to get significant adoption. Probably pays to know several of them, as it's far from clear which will succeed and I doubt there's room for all of them over the long term.
you can always try asking, worked for me
From my understanding, Jai is still years away from a general public release.
What's the difference between the make and new then?
> There’s no need for a build system, nor to explicitly call the linker. The compiler does it all.
Umm, so there is a build system, but it's just integrated into the compiler? What is the benefit here? Rust has an excellent build system out of the box (cargo), but it's still separate from the compiler itself.
new allocates memory for the given type.
make allocates memory referenced by the type.
For example, a slice is defined as:
slice :: struct {
data: rawptr,
length: int
}
When you make a slice, you don't allocate space for the struct. You allocate space for the data to be referenced by the struct.> Umm, so there is a build system, but it's just integrated into the compiler? What is the benefit here? Rust has an excellent build system out of the box (cargo), but it's still separate from the compiler itself.
What's the benefit of not having the build system integrated into the compiler?
Ideally if you are not linking to external libraries, and all the code is in the language, you don't want to go through the typical stages of the C compiler where it first produces object files and then links them. You want to just produce the final exe directly. I don't think Odin does this - at least at this point - but anyway messing around with object files should be considered obsolete.
Being able to write new/integrate with existing build systems (i.e. Bazel).
> Ideally if you are not linking to external libraries
I'm afraid that's rarely the case.
> messing around with object files should be considered obsolete.
Messing with them yourself, as you need to do when you use `make` in C/C++ (without cmake or anything more fancy) - I agree, it should be considered obsolete. But what if I want to mess with them because, for example, I want to add support for Odin to Bazel?
What sort of advantage do you imagine a build system like Bazel would provide for you?
Build systems for C are bandaids. You would not ideally want them. They are extra baggage that you just have to carry around because of legacy reasons. It's not something to want.
Build my C (or Rust, or Odin) Python extension, package the Python app with the extension and whatever other dependencies are required (e.g., generated protocol buffer libraries) into a Docker image, push the image to a docker repo, and apply changes to a Kubernetes deployment with a single command, and without doing any unnecessary work like rebuilding those native extensions if nothing has changed.
This is, in fact, the primary problem I have with Odin: it builds on almost nothing that came before it, assuming that everything is C/complex/hidden/just generally NIH, and throws away the good with the bad.
It doesn't just blindly accept the way things have always been done.
> Cargo is best-in-class, but the build times for our monorepo convinced us to switch to building Rust with Bazel just for the CI experience.
I'm a bit surprised (not really) you don't see the contradiction in your statement. Something is really slow that you decided to throw it away, but it's also "best in class". I wonder if that's what the "best in class" is, what that says about the entire class? Maybe it's really all garbage?
So, to recap, Odin is incapable of solving a problem many people have due to an aspect of its design that everyone knows you shouldn't do, but Odin doesn't bother with what everyone knows you should do. The thought process in Odinspace is that it is Old and Odin is New, and therefore while nobody has bothered checking what sort of problem this system solves, it can't be important because it's Old.
You praise it for not blindly accepting what other languages do, but what it instead does is blindly reject what other languages do. Blindness is the problem, not acceptance.
There doesn't need to be a variety of build systems because all they do is put out an executable. Its a simple thing that doesnt benefit from having competing products
I see a lot of toxic Rust vs Zig discourse on Twitter right now...
https://twitter.com/andy_kelley/status/1568679389113757698
There seem to be a lot of heated passions about C replacement languages right now. The Zig v Rust issue seems to boil down to the Rust community putting a lot of effort into making memory safety a priority for everyone in the industry and don't think new languages should backslide into C's "unsaftey"
Maybe it's a bit hard for someone who has a very "online" job to be offline for some time. (Vice President... of Community? Is this an official job title related to the Zig Software Foundation?)
It would help if they did that in a manner that resembled harrassment a bit less. I realize most of the community means well but by now it should really be clear that they picked the wrong way.
For some, memory safety is a means to an end: delivering value. In this perspective, one must weigh the benefits of improving memory safety against the complexity costs of proving memory safety. In some situations, the improvement is too small and the added complexity is too much. Some apps and some embedded situations come to mind. Languages like Odin and Zig can be stellar in these situations.
For others, memory safety is a responsibility, and upholding it is a basic requirement of modern software no matter what costs we need to pay for it, and if the world would just accept that, then we as a society could move past the days of rampant vulnerabilities and odd memory bugs.
Both sides are equally compelling, to me at least. What I hope people can learn is that it really depends on the situation. There is a place and time for both approaches. Once we can accept that, I think the toxicity will dissipate.
To me, the idea that a new language would be anything other than entirely memory safe, unless it is very domain specific to areas where that's not important, is just another example of developers lowering the bar. And I'm fine calling that out and being called a zealot or whatever.
A vast swath of the programming world doesn't need the level of memory safety that Rust has: apps and webapps are generally sandboxed and only talk to a trusted first-party domain, and games don't need memory safety if they're single player, or even multiplayer co-op against AI. There are a lot of aspects of the industry like this.
We do need memory safety in any case that receives untrusted input (for security reasons), cases that handle multiple users' data (for privacy reasons), and safety critical software. There are plenty more cases like these too. Languages like Rust (or even more memory-safe languages) are a stellar choice for this side of the programming world, but not necessarily the other side.
Creating simple languages to serve the purposes best served by simple languages is a good thing, and I celebrate and applaud Odin and Zig for that. It's up to the individual developer to make a responsible choice based on their situation, and any developer that uses the wrong language for the wrong situation is indeed guilty of lowering the bar.
If someone wants to build a game in a language that's best-effort memory safety go for it. Similarly, CLI applications are often never called from an untrusted context and often provide semantic power that is equivalent to code execution anyways, so again I'd love to see memory safety, but I'm not going to care that much.
But these are exceptions - you'd still want to way whatever you're getting from memory-unsafe-language-X against just using a memory safe language. The default should be memory safety. Given that we have Go, Rust, Java, and more, there are few situations where memory safety isn't an easy option. Not zero, just few.
Single player games maybe but they can still cause problems the end user sees.
From a cheating perspective, memory safety is entirely irrelevant when the game code is running on the users' computers, where they have full control over the machine code of the client, their own RAM, and the bytes being sent to the network.
There are plenty of important use cases to care about memory safety, but video games executing on players' computers ain't it.
Just because both of those things cause a crash doesn't mean they are the same.
Crashing due to an incorrect .unwrap() is a bug in the business logic of the application, the developer made a wrong assumption.
EXCEPTION_ACCESS_VIOLATION is a crash due to a memory issue that a memory safe language would have prevented.
> It's correctness that affects the user experience, not memory safety.
Memory safety is part of correctness, your program can't be correct if it crashes with EXCEPTION_ACCESS_VIOLATION.
> where they have full control over the machine code of the client,
Part of the state of modern anti-cheat is developers taking extreme measures to fight exactly this. Developers don’t just throw their hands up in the air and say it’s unfixable. The softwares I mention run as kernel modules, hook into all sorts of parts of your system, and sometimes even stream new mitigations to be executed as the game is running. That’s why an RCE in this software would be extremely bad.
This also plays into undefined behavior- unless the source language itself guarantees that a particular program will generate an access violation, chances are the access violation only happens by luck. For example, null pointer dereference is typically UB rather than specified as a crash, because while accessing the actual address 0 will reliably cause an access violation (assuming you are in such an environment), field projection and array indexing can move that address up out of the 0 page and lead to arbitrary memory access.
I've seen a bug in handle convert function* in Warcraft 3 that resulted in bunch of maps, some singleplayer, some coop, some MP that lead to crashes (E can't find much material about it).
So no, memory security matters even in SP games with user made content and bug. Attacker can spoof or take a user mod and exploit it for their own gains
* Warcraft 3 had a really rudimentary language called JASS, however due to a way some handle convert function could leak address of objects, an entire new language stack (vJASS) was formed around it. Many maps embraced vJass. And several years later it turned out that function could be exploited.
Crashes that didn't cause a lot of damage. Using a language like Rust could add way more overhead than it's worth. The GP's point was that some applications just don't require complete safety, a crash or two won't kill anyone (which could happen literally in a hospital computer for example).
Update. Crashes and RCE in fanmade maps.
Looking at https://wc3we.fandom.com/wiki/Jass_Coding I found a reference to the bug being fixed in 1.24.
And tracking that down lead to: https://gaming-tools.com/warcraft-3/patch-1-24/
One of the errors fixed:
> Bug Fix: Fixed an __exploit that allowed users to execute arbitrary code__ in Warcraft 3 Funmaps.
> Bug Fix: Fixed several World Editor crashes.
> New JASS has table functions have been added to the Warcraft 3 World Editor, to fix unsafe type casting.(Save Item Handle, Unit Handle, Load Item Handle, Load Unit Handle, Get Handle ID).
EDIT: I was right originally, game error in modded games can lead to horrible exploits.