7,566 karma · joined September 4, 2012
> One could imagine an alternative design in which instead of places being unpinned by default and opting into pinning, places are pinned (or perhaps “immovable”) by default, and have to opt into supporting the ability to move out of them. This would make it so that by default places have the least power (can only access via shared reference) and they gain a monotonically increasing set of powers (can assign to them, can move out of them).
> In addition to places having to opt into moving, there would be three reference types instead of two: immutable, mutable, and movable references.
- The cheap solution would be equally good, and it's just a blame shifting game.
- The cheap solution is worse, and paying more for the name brand gets you more reliability.
There are many situations that fall into the second category, and anyone running a business probably has personal memories of making the second mistake. The problem is, if you're not up to speed on the nitty gritty technical details of a tradeoff, you can't tell the difference between the first category and the second. So you accept that sometimes you will over-spend for "no reason" as a cost of doing business. (But the reason is that information and trust don't come for free.)
Ooof I remember when everything used to be like this. Cargo has really spoiled me.
I love this. I'm gonna steal this :)
> I’m not the first person to pick on this particular Github comment, but it perfectly illustrates the conceptual density of Rust:
The overall point here is fair, but I think it's important to clarify that (iiuc) this comment is talking about a "soundness hole". Soundness holes are cases where there's a bug in the compiler or in a library that allows someone to commit UB without writing `unsafe`. Given the goals of Rust, it doesn't matter how ungodly complicated and contrived the example is. If it produces UB without `unsafe`, then it's a bug that needs to be fixed. In practice, that means a lot of issue threads about soundness involve mind-numbing code samples that mash different features together in unintuitive ways.
But that's a good thing! No one's saying you'll ever need to look at code like this in the wild. They're saying that no matter how hard you (or your coworkers or your dependencies) try, Rust should never fail to protect memory safety in safe code.
It was trying to push an element into a full ArrayVec. The options are:
- Blindly write off the end of the array. Obviously no one wants this, despite the decades of tradition...
- Panic and unwind, as the program actually did in this case.
- Return an error.
Some folks assume that returning an error instead of unwinding would've been better. But my assumption is that the outcome would've been the same. I think the issue came up when loading configs, which isn't usually a recoverable situation. If you have an "invalid config error", you're probably just going to return that all the way up, which is effectively the same outcome as unwinding: your process exits with an error code. There are cases where the difference matters a lot, but I don't think this was one of them.
The real gap seems to be why it took hours for folks to notice that this service was crash looping. That should normally be really prominent in alerts and dashboards. (Probably part of the story is that alerts were firing all over the place. Tough day at the office.)
In my mind Sakura and Bao are doing very different things. Sakura is a general framework for defining sound hash functions, while Bao is a BLAKE3-specific interleaving of hash function input and output that let's you do partial/streaming verification.
There was an interesting issue where it turned out that the Sakura security properties (which I studied while I was working on Bao, very helpful) weren't sufficient for what Bao wanted to do. I didn't realize that until a couple colleagues pointed it out years later. Luckily it didn't turn out to be a break in practice: https://github.com/oconnor663/bao/issues/41
For more on this see Section 6.4 of our paper: https://docs.google.com/viewer?url=https://github.com/BLAKE3...
And the Bao repo: https://github.com/oconnor663/bao
For what it's worth, the zero->one introduction of a new language into a big codebase always comes with a lot of build changes, downstream impact, debate, etc. It's good for that first feature to be some relatively trivial thing, so that it doesn't make the changes any bigger than they have to be, and so that it can be delayed or reverted as needed without causing extra trouble. Once everything lands, then you can add whatever bigger features you like without disrupting things.
No comment on the rest of the thread...
I don't think the amount of breakage per se was the problem with Python 3. I think the problem was that for a long time (until u"" strings in 3.3? four years after 3.0?) there was ~no way for a library to support both 2 and 3 in a single codebase. That meant that each project had to either maintain a fork, or do a "flag day" migration, which in practice meant you couldn't migrate until all your dependencies were migrated. Big mistake in retrospect.
Large C++ codebases have the same problems that large codebases have in any language: too many abstractions, inconsistent ways of doing things, layers of legacy. It comes with the job. The difference is that in C/C++, hard-to-read code also means hard-to-guess pointer lifetimes.
> But it seems like an absolutely absurd exercise for code running in userspace on a "real" OS like Linux
Clearly you have a point here, which is why these blog posts are making an impact. That said, one counterpoint is, have you ever wished you could kill a thread? The reason there are so many old Raymond Chen "How many times does it have to be said: Never call TerminateThread" blog posts, is that lots of real world applications really desperately want to call TerminateThread, and it's hard to persuade them to stop! The ability to e.g. put a timeout on any async function call is basically this same superpower, without corrupting your whole process (yay), but still with the unavoidable(?) difficulty of thinking about what happens when random functions give up halfway through.
I have a blog series that goes into the concrete details if you like: https://jacko.io/async_intro.html
`future1` did run for a bit, and it got far enough to acquire the mutex. (As the article mentioned, technically it took a position in a queue that means it will get the mutex, but that's morally the same thing here.) Then it was "paused". I put "paused" in scare quotes because it kind of makes futures sound like processes or threads, which have a "life of their own" until/unless something "interrupts" them, but an important part of this story is that Rust futures aren't really like that. When you get down to the details, they're more like a struct or a class that just sits there being data unless you call certain methods on it (repeatedly). That's what the `.await` keyword does for you, but when you use more interesting constructs like `select!`, you start to get more of the details in your face.
It's hard to be more concrete than that without getting into an overwhelming amount of detail. I wrote a set of blog posts that try to cover it without hand-waving the details away, but they're not short, and they do require some Rust background: https://jacko.io/async_intro.html
Speaking of which, I'm kind of surprised we landed on a Waker design that requires/hand-rolls virtual dispatch. Was there an alternate universe where every `poll()` function was generic on its Waker?
1. embedded hardware, like you mentioned
2. high-performance stuff
3. "embedding" in the cross-language sense, with foreign function calls
Of course the "don't use a lot of resources" thing that makes Rust/C/C++ good for tiny hardware also tends to be helpful for performance on bigger iron. Similarly, the "don't assume much about your runtime" thing that's necessary for bare metal programming also helps a lot with interfacing with other languages. And "run on a GPU" is kind of all three of those things at once.
So yeah, which of those concerns was async Rust really designed around? All of them I guess? It's kind of like, once you put on the systems programming goggles for long enough, all of those things kind of blend together?
Something like this could make sense for Tokio tasks. (I don't know how complicated their task scheduler is; maybe it already does stuff like this?) But it's not possible for futures within a task, as in this post. This goes all the way back to the "futures are inert" design of async Rust: You don't necessarily need to communicate with the runtime at all to create a future or to poll it or to stop polling it. You only need to talk to the runtime at the task level, either to spawn new tasks, or to wake up your own task. Futures are pretty much just plain old structs, and Tokio doesn't know how many futures my async function creates internally, any more than it knows about my integers or strings or hash maps.
I guess cancellation is really two different things, which usually happen at the ~same time, but not in this case: 1) the future stops getting polled, and 2) the future gets dropped. In this example the drop is delayed, and because the future is holding a guard,* the delay has side effects. So the future "has been cancelled" in the sense that it will never again make forward progress, but it "hasn't been cancelled yet" in the sense that it's still holding resources. I wonder if it's practical to say "make sure those two things always happen together"?
* Technically a Tokio-internal `Acquire` future that owns a queue position to get a guard, but it sounds like the exact same bug could manifest after it got the guard too, so let's call it a guard.
Edit: Oh it looks like another option, `KeccakSum`, was released a couple months ago? https://github.com/XKCP/K12/commit/5271b58c990c1ac33c1097b4e...