Software is built on abstractions - if all your app code is written without unsafe and you have one low level unsafe block to allow for something, you get the value of rust for all your app logic and you know the actual bug is in the unsafe code
The point is to escalate capability only when you need it, and you think carefully about it when you do. This prevents accidental mistakes having catastrophic outcomes everywhere else.
It’s a speed bump that makes you pause to think, and tells reviewers to look extra closely. It also gives you a clear boundary to reason about: it must be impossible for safe callers to trigger UB in your unsafe code.
I'm doubtful that those boundaries that you mention really work so great. I imagine that in practice you can easily trigger faulty behaviours in unsafe code from within safe code. Practical type systems are barely powerful enough to let you inject a proof of valid-state into the unsafe-call. Making a contract at the safe/unsafe boundary statically enforceable (I'm not doubting people do manage to do it in practice but...) probably requires a mountain of unessential complexity and/or runtime checks and less than optimal algorithms & data structures.
We agree that this is a dangerous / security-defeating habit to develop.
If someone realizes they're developing a pattern of such commands, it might be worth considering if there's an alternative. Some configuration or other suid binary which, being more specialized or tailor-purpouse, might be able to accomplish the same task with lower risk than a generalized sudo command.
This is often a difficult task.
Some orgs introduce additional hurdles to sudo/admin access (especially to e.g. production machines) in part to break such habits and encourage developing such alternatives.
> unsafe
There are usually safe alternatives.
If you use linters which require you to write safety documentation every time you break out an `unsafe { ... }` block, and require documentation of preconditions every time you write a new `unsafe fn`, and you have coworkers who will insist on a proper soliloquy of justification every time you touch either?
The difficult task won't be writing the safe alternative, it will be writing the unsafe one. And perhaps that difficulty will sometimes be justified, but it's not nearly so habit forming.
Also the community culture matters, even though static analysis exists for C since 1979, it is still something we need to force feed many developers on C and C++ world.
For example, in something like Go (which has a weaker type system than Rust), you wouldn't think twice about, paying for the re-allocation in buffer-reuse example.
Of course, in something like C or C++ you could do these things via simple pointer casts, but then you run the risk of violating some undefined behaviour.
Sure, though that's because C has abstraction like Mars has a breathable atmosphere.
> This approach leads to straightforward, efficient architecture and bug-free code. It's also much better for concurrency/parallelism.
This claim is wild considering that Rust code is more bug-free than C code while being just as efficient, while keeping in mind that Rust makes parallelism so much easier than C that it's stops being funny and starts being tragic.
Plenty of abstraction possible using TU as modules, and applying Abstract Data Types design, while following Yourdon structured method with C.
The grace with which C handles projects of high complexity disagrees.
You get a simple implementation only by ignoring edge cases or improvements that increase complexity.
I'd say, more fully featured languages are most useful for the simpler side of projects (granted some of them can scale quite a way up with proficient use).
Now go research how some of the most complex, flexible, and efficient pieces of software are written.
I think this is wrong on its face. We wouldn't see any correlation between the language used and the highest complexity programs achieved it in.
As recently mentioned on HN it takes huge amounts of assembly to achieve anything at all, and to say that C doesn't handle any of the complexity you have to deal with when writing assembly to achieve the same result is absurd.
EDIT: > Now go research how some of the most complex, flexible, and efficient pieces of software are written.
I'm quite aware. To say that the choice of say, C++ in the LLVM or Chromium codebase doesn't help deal with the complexities they operate over, and that C would do just as well at their scale... well, I don't think history bears that out.
I'm not sure that LLVM would be the first consideration for complex, flexible, efficient? It's quite certainly not fast, in particular linking isn't. I'm not sure about Chromium, it would be interesting to look at some of the more interesting components like V8, rendering engine, OS interfacing, the multimedia stack... and how they're actually written. I'd suspect the code isn't slinging shared_ptr's and unique_ptrs and lambdas and is keeping use of templates minimal.
I would have thought of the Linux kernel first and foremost. It's a truly massive architecture, built by a huge number of developers in a distributed fashion, with many intricate and highly optimized parts, impressive concurrency, scaling from very small machines to the biggest machines on the planet.
This is what the Linux kernel achieved, and when it started C was definitely the right choice for its (primary) implementation language. That doesn't mean C made the job easier, or that if Linux started today it would follow the same trajectory.
I would say Linux succeeds and has good abstractions due to strong discipline, in spite of what C provides it.
But sure, if you’re that confident go for it. Writing a linker that can use a fraction of the memory, especially during LTO would be a ground breaking achievement.
For sure, linking "graphs" generally have random connections so obviously I'm not saying that linking in general is a trivial stream processing problem.
Thinking about it though, linking graphs are _almost_ free of cyclic dependencies in practice (even when looking at entire chunks of code or whole object files as units), so there are some basic tricks we can use so we don't need to load all compilation units into RAM as I think you claimed we need to. I don't think it's necessary to load all the data in RAM.
The way I understand it, linking is essentially concatenating object files (or rather the sections contained in them) into a final executable. But while doing so, relocations must be applied, so object code must not be written before all symbols referenced by that code are known. This can be done in a granular fashion, based on fixed-size blocks. You collect all relocations in per-block lists (unsorted, think std::vector but it can be optimized). When a symbol or code location becomes known (i.e. looking at the library that has the required symbol), that information gets appended to the list. When a list is full (i.e. all relocations known) that block can be committed to the file while applying all fixups. Applying fixups is still random writes but only to fixed size blocks.
That way the problem is almost reduced to streaming fixed size blocks in practice. Typically, all symbols that some object file depends on are typically resolved by the object files that were already added before. So most new chunks that we're looking at can immediately be fixed up and be streamed to the output file. (In fact some linkers are kind of strict about the order of objects that you pass on the command line). What does grow more-or-less linearly though is the set of accumulated symbols (e.g., name + offset) as we add more and more objects files to the output executable.
I don't know a lot about LTO but it seems just like an extension of the same problem. Balancing memory consumption and link times with output performance is partly the user's job. Most projects should probably just disable LTO even for release builds. But making LTO fast in a linker is probably all about using the right approach, doing things in the right order, grouping work to avoid reads and writes (both RAM and disk).
Sort of yes, sort of no. Yes in that the main alternative (std::mem::transmute) is unsafe, so if you want to avoid dealing with that (e.g., "I personally like the challenge of doing things without unsafe if I can, especially if I can do so without loss of performance") then this can indeed be described as a language-inflicted problem. No in that this is arguably not an "inherent" language-inflicted problem, and there is work towards ways for the Rust compiler to guarantee that certain transmutes will work as expected in safe code, and I want to say that this would be one of those cases.
No you don't. You explicitly start a new object lifetime at the address, either of the same type or a different type. There are standard mechanisms for this.
Developers that can't be bothered to do things correctly is why languages like Rust exist.
Foo foo{}; init(*(Bar *)foo);
is UB in most cases (alignment aside, if Bar is not unsigned char, char, std::byte or a base class of Foo). This is obvious why, Foo and Bar may have constructors and destructors. You should use construct_at if you mean to;For implicit-lifetimes types (iirc types with trivial default constructors (or are aggregates) plus trivial destructors), you can use memcpy, bit_cast and soon std::start_lifetime_as (to get a pointer) when it is implemented.
If I'm not mistaken, in C, the lifetime rules are more or less equivalent to implicitly using C++'s start_lifetime_as
And strict aliasing is not a concern due to Rust's aliasing models, thus the combination of the two makes it safe to type-pun like that. But Rust's models has its downsides/is a tradeoff, so...
I don't particularly mind the C++ object model (since C++20), it makes sense after all: construct your object if it needs to, or materalize it through memcpy/bit_cast. std::start_lifetime_as should fix the last remaining usability issue about the model.
People using systems languages more often than not go down the rabbit hole of performance tuning, many times without a profiler, because still isn't the amount of ms that is supposed to be.
In reality unless one is writing an OS component, rendering engine, some kind of real time constrained code, or server code for "Webscale", the performance is more than enough for 99% of the use cases, in any modern compiler.