Sure, a different model that was easy to model would have been picked if we were initially using Rust, but we were not, and the existing model in C is what we need to wrap. Also, a more Rust-friendly model would have incured higher memory costs.
Sure, a different model that was easy to model would have been picked if we were initially using Rust, but we were not, and the existing model in C is what we need to wrap. Also, a more Rust-friendly model would have incured higher memory costs.
> Also, a more Rust-friendly model would have incured higher memory costs.
Can you give some details? This hasn’t been my experience.
I find in general rust’s ownership model pushes me toward designs where all my structs are in a strict tree, which is very efficient in memory since everything is packed in memory. In comparison, most C++ APIs I’ve used make a nest of objects with pointers going everywhere. And this style is less memory efficient, and less performant because of page faults.
C has access to a couple tricks safe rust is missing. But on the flip side, C’s lack of generics means lots of programs roll their own hash tables, array lists and various other tools. And they’re often either dynamically typed (and horribly inefficient as a result) or they do macro tricks with type parameters - and that’s ugly as sin. A lack of generics and monomorphization means C programs usually have slightly smaller binaries. But they often don’t run as fast. That’s often a bad trade on modern computers.
We heavily use arenas. We also have runtime-typed objects used to represent dynamically typed data like that obtained from JSON/Yaml or over IPC. If we were to be more friendly to modeling in Rust, we'd likely require that all memory reachable from an object node be in the same arena, disallowing common patterns like having list/map's arrays in one arena and having keys/strings in another or in static mem (this allows reusing other buffers without forcing copying all the data, so backing arrays can be smaller).
> Also, a more Rust-friendly model would have incured higher memory costs.
I'm not sure how modelling everything in a rust borrow checker friendly way would change anything here? Everything you're talking about doing in C could be done more or less exactly the same in rust.
Arenas are slightly inconvenient in rust because the standard collection types bake in the assumption that they're working with the global system allocator. But there's plenty of high quality arena crates in rust which ship their own replacements for Vec / HashMap / etc.
It also sounds like you'd need to write or adapt your own JSON parser. But it sounds like you might be writing part of your own JSON / Yaml parser in C anyway.