https://www.youtube.com/watch?v=Jjut6E31dBY
She mentions some challenges with Rust here:
https://www.youtube.com/watch?v=Jjut6E31dBY
She mentions some challenges with Rust here:
https://www.kernel.org/doc/html/latest/process/submitting-pa...
>She mentions some challenges with Rust here:
Did not expect a 100 line macro to hack on placement new onto Rust.
I'm no C++ god, but I use placement new regularly. It's a standard, normal, typical feature in C++ development.
Also note that Rust's approach is to have many things that would be core/stdlib features in other languages implemented in community supported packages, where a consensus can form safely without risking shipping a language feature that might not serve the needs of the community, and the package can evolve on it's own schedule & not be tied to a compiler release schedule. On a cursory glance, there are numerous libraries providing this functionality: https://crates.io/search?q=placement%20new
I'm curious, are you a game developer or something? I've written less than 1k lines of C++, so I really don't know much about it, but I was under the impression this was a fairly niche feature.
(ETA: I peaked at your profile & saw it looks like you work at a brokerage - yeah, that makes sense why you'd care deeply about avoiding allocations, fair enough.)
I write C++ as my day job and while I wouldn't say I have to write placement new code often (I don't think I've used it once in the past year), it's definitely an essential tool for writing certain abstractions.
Skimming the source code for Arc<T>, it looks like T will likely be on the stack & copied to the heap, adding a copy C++ is probably able to avoid with it's strategy, but I'm not sure if the compiler is able to optimize that out or not.
Object lifetimes certainly play a role. The data structure used by the shared pointer can be kept alive by a weak pointer, but you want to call the destructor of the embedded object when no more shared pointers point to it. If you just used a templated member the auto generated cleanup code would try to call the destructor when the data structure itself is disposed. That is too late if weak_ptrs where involved and you can't call the destructor manually before that without causing loads of FUN as the automated cleanup will try to destroy the object again later. With placement new the member object can be created and destroyed as needed without the language imposing any assumptions on the objects lifetime.
The proposal has received a lot of new discussion in the past few days, as in addition to being wanted by kernel developers, it's a potential path to support dynamic dispatch in `async` code.
In practice Rust usually gets away with not having placement new and letting LLVM eliminate copies.
It might be a bit different across the community, but it's usually considered polite not to "dox" (however obvious in some cases) VTubers who have public personas under a different name. There are only so many Asahi developers though.
At any rate, it's kind of their problem to worry about, if they even choose to worry about it. I think the work stands on its own merits.
It shouldn't be a problem anyway, because someone else can contribute it, it's not like it's that one guy sending the pull requests who writes all of AMD's giant blob of GPU code.