I'm sorry, but I sensirely think the Rust designer did a sloppy work by reimplementing C++ flaws with a new syntax. The history repeats itself, the same pathological mechanism once driving C++ development now drived Rust — I mean large enterprise wanting to change everything without changing nothing, the new tool that would feel like the old tool. They did not really invent some new model, look at std::shared_ptr, std::mutex, move semantic — it was already in C++ before the prototype of Rust. The "share immutables, lock mutables" model was a holy grail of C++ concurrency caused by the way STL worked — and STL is not nearly the only container library in C++.
Okay, what's your take on why exactly Rust compiles slowly?
> Okay, what's your take on why exactly Rust compiles slowly?
It's not "my take". https://www.pingcap.com/blog/rust-compilation-model-calamity... is a good resource on this.
I think one interesting thing that could be explored more is what aspects of Rust "inherently" result in slow compilation (i.e., if you changed said aspects to improve compilation speeds then you end up with a "different" language, assuming some hand-waviness with respect to equivalence here) and what aspects are practically and/or theoretically improvable.
For example, rustc's reliance on LLVM for optimization is a well-known source of sluggishness, but I wouldn't classify that as "inherent" since Rust could use a different backend that works faster (e.g., Cranelift) and/or be more efficient about the IR it emits. Something like monomorphization, on the other hand, is a more in a grey area since it's (as far as I know) essential for Rust to meet its performance goals, but IIRC it's not out of the question for the compiler to implement generics using a different strategy instead, which might be viable as an opt-in tradeoff.
Out of curiosity, have there been any interesting pondered/proposed avenues for speedup that were rejected because they would result in too much breakage, violate a core tenant of Rust (e.g., require a runtime to be usable) or other reason that is "inherent" to Rust?
You can look at what is currently effectively staffed at https://rust-lang.github.io/rust-project-goals/#flexible-fas...
We discussed a lot of these last May in person. Haven't kept track of who's doing what on these fronts.
> have there been any interesting pondered/proposed avenues for speedup that were rejected because they would result in too much breakage, violate a core tenant of Rust (e.g., require a runtime to be usable) or other reason that is "inherent" to Rust?
Yes, but I haven't been part of all of them and can't ellaborate much here. Opening a thread in internals.rust-lang.org with that question might get some good info sooner that I could.
Those are some interesting discussions there! Decent number of things I hadn't considered.
> Opening a thread in internals.rust-lang.org with that question might get some good info sooner that I could.
I'll have to see about setting signed up, then (or finding my old credentials; don't remember if I ever had any).