If we include operator overloading for any types, then sure. i32 + i32 might suddenly start meaning something else. But I think that's beyond the scope of what is normally asked by operator overloading.
92 karma · joined March 11, 2026
If we include operator overloading for any types, then sure. i32 + i32 might suddenly start meaning something else. But I think that's beyond the scope of what is normally asked by operator overloading.
You say that the compiler made the decision to not inline it because it judged it to be the most efficient, yet, by adding the "const", thus adding more info, it did inline it. Why did the heuristics change here, even though the logic remained the same? I argue it's not because the compiler decided it would be more performant to not inline, but that it was acting on the side of caution.
Finally, if giving the compiler more freedom to make choices is your goal, then forcing it to start by either type-erasure or monomorphization is the wrong answer. The compiler should be free to choose type-erasure/monomorphization from the start in such case. However, that introduces limitations to the language. Since the generic function is prohibited from knowing the type size at compile time, it can't allocate space for it in the stack. Long story short, I think you'd be forcing the programmer into an abstraction they might not need nor would necessarily help them, and then hoping the compiler to optimize appropriately.
Personally, I care about expressivity and transparency, thus I think having both natively supported is preferable. But if one must be chosen over the other, monomorphism should come first, as you can build a vtable with it (also, there are many ways to build vtables and dynamically diapatch).
Also, there's no gish-gallop. You said the compiler can optimize type-erasure like monomorphization, but not monomorphization like type-erasure, and I said that's not true: the compiler can, in fact, do that. I simply addressed your argument. The rest simply elaborates on why languages why might not do it.
Also, monomorphization doesn't actually take the compiler freedom away (on its own) to optimize. Similar to how type-erasure can be optimized to behave like monomorphization through devirtualization, monomorphized calls can be virtualized (which Swift shows). The problem is that it takes away transparency from the programmer. It also changes the semantics of the call behind the scene (type-erasure is strictly pass-by-pointers, monomorphism is not). That wouldn't work well for a low-level language.
Still, adding a different typed array already breaks inlining, https://godbolt.org/z/zavojE8xK (type-erasure) vs. https://godbolt.org/z/barroPfsP (monomorphized).
Aside from being heavily optimization-dependant, thinking through this, I've realized that type-erasure is a bit of a premature abstraction. It forces programmers to use indirection and pass-by-reference/pointer. It forces functions to be type size and alignment-agnostic. That's why type-erasure can't express monomorphism proper, whereas the reverse is not true.
From the code, we can already tell all elements have the same type, but the compiler is already adding checks. One of the options would be to convert the array of fat pointers into a fat slice. But now you have to enlarge the slice's vtable with all possible item operations, even if we don't use them often. Alternatively, use monomorphism. Or use both.
Monomorphization isn't premature optimizations either. It and type-erasure are semantically different. For instance, only monorphization can enable inlining of data structures (as devirtualizating an array of fat pointers involves dealing with ownership concerns, among other things). You either have to type-erase the array itself or box all the items, none of which are very ergonomic for a system-level programming. Also, in terms of performance, monomorphization generally makes the compiler's job easier overall in comparison to type-erasure (specially in Rust where types also encode lifetime), so I don't see the damage unless you are dealing with an extremely size-constrained environment or dealing with instruction cache misses (which is an indication of poor abstractions).
Finally, as stated elsewhere, it's trivial to implement any type-erasure polymorphism in a monomorphic system (save for very specific exceptions, related to hardware), but the reverse is not true. To do so reliably will require assistance of an external codegen tool, like the C macros, generally recreating monomorphism, but worse, as the compiler doesn't actually know the polymorphic code is related, making deduplication even harder.
While, as discussed previously, devirtualization + inlining is a thing, it is not assured and relatively easy to disable. Writing a program relying on these optimizations would produce something bristle and error-prone, and building a polymorphic system around this would be antithetical to the Rust's ZCO philosophy.
Meanwhile, monomorphization can fit functions around the size of the type arguments and access method implementations directly, removing the need for any indirection in the first place. While indirection-based polymorphism can't reliably reimplement monomorphic polymorphism, the reverse is not true. You can reliably reimplement any indirection-based polymorphism with monomorphism, from fat pointers (in fact, Rust already has trait objects to help with that), class-based hierarchies, dynamic typing, etc.
Monomorphization often forces types information to flow, whereas type-erasure considers that a bonus. As such, a compiler may accidentally introduce opaque boundaries that hide type information. Even in cases where this is the programmer's fault and the type info is truly lost, in monomorphisation, that becomes an explicit error, while, for devirtualization, since it's just an optimization, the call is silently revirtualized (until someone notices it while profiling/decompiling). One has explicit intent, the other doesn't.
The problem with your suggestion about macros is that it misunderstands the reason why different techniques exist. While they may overlap, they have different primary niches: Rust macros provide codegen and inline DSL, Rust generics/C++ templates provide monomorphism, C++ constexpr/Rust const fn evaluate expressions in compile time, etc.
Extending preprocessor macros, aside from requiring integration into the C language proper, would likely create something much more complex and with poor DX. Specially so if it tries to fulfill all niches, as each of them often operate at different abstraction levels, with different ergonomic requirements that are often at odds with each other.
Specialization provides more opportunities for optimizations, whereas proper type-erasure (which bars specialization optimizations) doesn't due to lack of type information.
"C macros" are a part of the preprocessor, which runs before the actual C compiler. As such, it lacks all semantical information the C compiler would have at that point, such as function implementions. In practice, macros in C serve two purposes: manipulating C source code (which Rust macros can also do, but with more hygiene); specialization polymorphism, but worse (in which both Rust's generics and C++ templates do better).
For the latter, the lack of integration becomes more noticeable if you try writing a macro in which the compare param can accept a function identifier. As the preprocessor doesn't have the knowledge of the contents of the referred function, it can't inline it. In C++ and Rust, their compilers do, so they can.
A codegen tool could overcome this, but you could also make a codegen tool to write Zig/D/C#/Swift in C, or any other language for that matter :). By this point, one could say you are programming in a superset of C, not strict C.
Using C macros to replicate Rust's monomorphism has several drawbacks: they are inherently unhygienic, even in comparison to Rust's own; you can't set type-bounds; they aren't even a part of C proper, etc.
I prefer Rust's approach with the choice between generics, macros, dyn and Any.
I think it's more of the case that labor is correlated with uniqueness. And I think uniqueness is closer to what people are truly looking for in art.
The core point remains valid, you could've just skipped the play on "alt-man" and you wouldn't have muddied your argument.
Still, if the lack of something of note was the main issue, just say that. Nitpicks like these are only informative to people who doesn't know how computers work. They can serve as fun tongue-in-cheeks, but that was seemingly not the intention here.
As it stands, in my eyes, this just a small fun project. How is the title even controversial? Because it has "Rust?"