Thank you for the reply.
Do you mind a reasoned discussion?
> A JIT with speculative optimisation and a moving GC.
Idiomatic Rust, through its concepts of ownership and borrowing, encourages a pattern where you receive data as an argument or create it directly, perform operations on it, and then discard it via RAII. This bears some resemblance to functional programming. This approach does not apply to buffers of unknown size, which still require heap allocation; unfortunately, Rust lacks automatic buffer reuse. However, such optimization is theoretically possible. The stack is definitely faster than anything else.
> This means that you need to translate data storage or code storage to hardware addresses, and that interferes with both moving collection and with JIT compilation.
You don't need GC if you allocate data on stack. You also do not need to dereference the pointer.
> dynamic dispatch
You mentioned templates. In Rust, traits that are monomorphized - much like templates-are the standard approach; using vtables or `dyn trait` is a relatively rare use case. This stems from the fact that all code is known at compile time and there is no dynamic loading, allowing the compiler to eliminate polymorphism from the code entirely.
> and shared heap objects
This might be considered convenient, but in my view, it also leads to code that is harder to maintain when objects can be modified from multiple places. However, I think that is outside the scope of the current discussion.
> We get around it with selective use of templates in C++ (or comptime in Zig), but it has to be selective, and it's viral.
Yes, monomorphization is the default solution in Rust. It is not always viral either, because when using it, you often define specific types, and they do not spread beyond that scope.
I suppose you could say that the programming style I am talking about is complex, inconvenient, unmaintainable, and so on. What I mean is, assuming this programming style is sufficiently convenient—and perhaps even has its own advantages - then none of the optimizations you listed offer an edge, and the Rust code will definitely be faster.