Which is more that rust isn’t that safe in my mind, it’s that bugs are that prevalent. I never would have guessed that.
That 4x rate is very impressive too.
Great seeing all this data from a large big complicated codebase.
The way it should work is that before even writing code, you design a modular acceptance system that runs full suite of tests or a subset based on what you are working on.
This is essentially your contract for software. And on a modular level, it means that it scopes down the contracts to the individual sub systems. And things like memory and cpu runtime constraints are a part of this.
If you have this, you basically replace what the Rust compiler is doing for you with tests. Memory leaks are caught. However, as a benefit, you also can verify changes in the dev cycle with things like performance degradation, all in the same system.
Getting rid of a whole host of bugs due to the compiler is a big deal because you won't have to design this extra acceptance system or deal with keeping an entire organization disciplined by it. If you can solve this seamlessly I think that's an interesting product that others would be very interested in.
This is just a matter of tooling. (On that note, here is a free business idea, prompt engineer an LLM agent that sets this up for you)
While the compiler does do a lot of things for you, you still end up with things that you should check because compiler doesn't understand your program logic. If Rust was a absolutely strict typed language, where basically everything had a type that defined what data it could hold, then it would be a different story. For example, when parsing a json into an object, instead of strings/numbers/bools, every single field has a finite set of values that it can hold. Then the compiler can figure out a lot of things. For example, if you try to convert a string to int, if the string field type doesn't have a defined regex expression it must match, then the compiler can catch this.
Anything less then that, you are better of writing the validation system once and reusing it for all your code bases now and in the future.
Anyway Google has all of that, and yet still finds this improvement.
Sometimes. It depends on what you’re working on.
Part of the fun challenge in writing software is that the act of programming can teach you that you’re wrong at every level. The syntax can be wrong. The algorithm you’re implementing can be wrong. The way you’re designing a module can be misguided. And you might be solving the wrong problem entirely! Like, maybe you spend weeks adding a feature to a game and it makes the game less fun! Oops!
Tests formalise beliefs about what you want your code to do, at some level of abstraction. But if those beliefs turn out to be wrong, the tests themselves become a headwind when you try and refactor. You want those early refactoring to be as easy as possible while you’re learning a problem space.
Now, some programs don’t suffer from this as much. If you’re implementing a C compiler or drop in replacement for grep, you have some clear acceptance tests that will almost certainly not change through your project’s lifecycle.
But not all problems have clear constraints like that. Sometimes you’re inventing a programming language. Or writing a game. Or making a user interface. In my opinion, problems that are fully constrained from the start are some of the least interesting to work on. Where’s the discovery?
I see you sir haven’t had experience with writing drivers for prerelease hardware. You’re right in these cases of course, you just aren’t right enough - the real fun starts when you can trust neither the hardware, nor the BIOS, nor the OS in addition to all the above.
If you've actually written considerable amounts of Rust and C++, these statistics don't require justification. In my opinion it's completely expected that Rust code is easier to write correctly.
Let’s end the C era.
Swift Concurrency is a tire fire that not even their async-algorithms team can use completely correctly, and useful feature like typed throws are left half finished. The enormous effort the constant further bastardization of Swift takes, is at least in part the reason for the sorry state dev tooling is in. Not even a 4T dollar company can make a reliable SwiftUI preview work, in their own IDE. Variadic generics (a seemingly pure compiler feature) crash at runtime if you look at them the wrong way. Actors, the big light tower of their structured concurrency, are unusable because calls to them are unordered. They enforce strict concurrency checking now, but the compiler is too dumb to infer common valid send patterns; and their solution to make this abomination work in real codebases? Intro a default that lets _everything_ in a module run on the main thread per default!
</rant>
At the very least, the fact that IDE integration can tell you all kinds of stuff about what you're doing/doing wrong and why accelerates things greatly when you're starting out.
The logic in my comment wasn't that you need to have written considerably amounts of code to be expecting this, just that to not be expecting this would make me think you hadn't. If that makes sense.
On your second point, I think IDE integration for C++ is similar as it is for Rust. Just Rust errors and tooling are a million times better regardless of IDE.
Now, if they actually "see" it is another matter.
I don’t see a way around it, programming without garbage collection is hard, Rust makes it very clear very quickly, which is also the point, but this is at odds with making the learning curve accessible.
Yes, this is the biggest issue with Rust that I've seen; most language will let you do something wrong and then as you learn you get better. Rust will refuse to compile if you're not doing things correctly (and normally I would put 'correctly' in quotes but correctness in Rust is well defined).
The first time I tried to experiment with learning Rust was a disaster. I just wanted to decode some JSON and filter it, but -- oops! -- I don't own that variable. Okay, well I can pass it somewhere else mutably, right? But then that function does the work and returns something that... what's a lifetime? What's a 'a mean? How do I... screw it, I'll go back to Python.
Eventually, after the tooling and the tutorials got better I came back to it and really enjoyed what I've seen so far and even rewrote one of my own personal tools in Rust[1] to experiment with. It's nothing impressive, but it was fun to do.