The main point being, Rust focuses on the wrong type of optimizations.
The main point being, Rust focuses on the wrong type of optimizations.
Rust focuses on a different set of optimizations. I'm still working out when I prefer the Rust set or the C++ set or the Python set. I want to love Rust, but when doing exploratory work with unfamiliar APIs, the slow recompile loop and need to get everything correct for each incremental experimental build I do to try to figure out how something works is pretty painful. I don't know how much better it gets with familiarity. Rust is very nice when I fully understand the problem I'm solving and the environment I'm working in, and I vastly prefer it to C++ for that. But I frequently dive into unfamiliar codebases to make modifications.
cargo has the `-j` flag and defaults it to #cpus (logical cpus), so it's by default using the most times most optimal choice there
And this will parallelize the compilation of all "jobs", roughly like with make. Where a job is normally (oversimplified) compiling one code unit into one object file (.o).
And cargo does that too.
The problem is that where rust and C/C++ (and I think D) etc. set code unit boundaries differ.
In rust it's per crate. In C/C++ it's (oversimplified!!) per .h+.c file pair.
This has drawbacks and benefits. But one drawback is that it parallelizes less good. Hence why rust internally split one "semantic code unit" into multiple internal code units passed to LLM. So this is an additional level of parallelism to the -j flag.
In general this works fine and if people speak about rust builds being slow it is very rarely related to this aspect. But it puts a limit onto how much code you want in a single crate which people sometimes overlook.
But in the OP article they did run into it due to placing like idk 100k lines of code (with proc macors maybe _way_ more then that) into a single crate. And then also running into a bug where this internal parallelization somehow failed.
Basically imagine 100k+ line of code in a single .cpp file passing `-j` to the build to it will not help ;)
I think one important takeaway is that it could make sense to crate awareness about this by emitting a warning if your crate becomes way to big with a link to a in-depth explanation. Through practically most projects either aren't affected or split it into crates way earlier for various reasons (which sometimes include build time, but related to caching and incremental rebuilds, not fully clean debug builds).
And the same has happened in C and C++ land, albeit in the opposite direction, where multiple compilation units can be optimized together, i.e. LTO. See, e.g., GCC's -flto-partition option for selecting strategies for partitioning symbols for LTO.
Also note that you can manually partition LTO in your Makefile by grouping compilation units into object files to be individually LTO'd.
you also have that in rust to link different crates (and the internal splits for parallel compute) together
Rust/Cargo does this automagically, except the only control you have are the crate and module boundaries. The analogous approach for C is to (optionally) manually group compilation units into a smaller set of object files in your Makefile, LTO'ing each object file in parallel (make -j), and then (optionally) telling the compiler to partition and parallelize a second time on the backend. Which is what Rust does, basically, IIUC--a crate is nominally the LTO codegen unit, except to speed up compilation Rust has heuristics for partitioning crates internally for parallel LTO.