Earlier quoted context omitted.
But in rust you have to fight the borrow checker a lot, and sometimes concede, with complex referential stuff. I say this as someone who writes a good bit of rust and enjoys doing so.
> fight the borrow checker I see this and I am reminded when I had to fight the 0 indexing, when I was cutting my teeth in C, for class. I wonder why no one complains about 0 indexing anymore. Isn't it weird how you have to go 0 to length - 1, and implement algorithm differently than in a math book?
Migrating away from Rust
491–500 of 799 posts
Re: Migrating away from Rust
#492Earlier quoted context omitted.
> It correctly pointed out that by then, you're basically recreating your own pointers without any of the guarantees rust, or even C++ smart pointers, provide. I've gone back and forth on this, myself. I wrote a custom b-tree implementation in rust for a project I've been working on. I use my own implementation because I need it to be an order-statistic tree, and I need internal run length encoding. The original vers…
Could std::rc::Weak solve the backreference problem?
However, I'm not sure what the implications are around mutability. I use a Cursor struct which stores a reference to a specific leaf node in the tree. Cursors can walk forward in the tree (cursor.next_entry()). The tree can also be modified at the cursor location (cursor.insert(item)). Modifying the tree via the cursor also updates some metadata all the way up from the leaf to the root.
If the cursor stored a Rc or Weak, I couldn't mutate the leaf item because rc.get_mut() returns None if there are other strong or weak pointers pointing to the node. (And that will always be the case!). Maybe I could use a Rc>? But then my pointers down the tree would need the same, and pointers up would be Weak> I guess? I have a headache just thinking about it.
Using Rc + Weak would mean less unsafe code, worse performance and code thats even harder to read and reason about. I don't have an intuitive sense of what the performance hit would be. And it might not be possible to implement this at all, because of mutability rules.
Switching to an array improved performance, removed all unsafe code and reduced complexity across the board. Cursors got significantly simpler - because they just store an array index. (And inserting becomes cursor.insert(item, &mut tree) - which is simple and easy to reason about.)
I really think the Vec / Vec approach is the best choice here. If I were writing this again, this is how I'd approach it from the start.
Re: Migrating away from Rust
#493Earlier quoted context omitted.
Yes but why does no one talk here about fighting the 0 indices. Or how they are switching to Lua, because 0 indices are hard? Am I the only person that remembers how hard it was to wrap your head around numbers starting at 0, rather than 1?
> 0 indices are hard? I started out with BASIC and Fortran, which use 1 based indices. Going to C was a small bump in the road getting used to that, and then it's Fortran which is the oddball.
Re: Migrating away from Rust
#494Earlier quoted context omitted.
Yes but why does no one talk here about fighting the 0 indices. Or how they are switching to Lua, because 0 indices are hard? Am I the only person that remembers how hard it was to wrap your head around numbers starting at 0, rather than 1?
Yes, I think you are. The challenges people describe with Rust look more difficult than remembering to start from 0 instead of 1…
Maybe you had the luck of learning 0 based language first. Then most of them were a smooth ride.
My point is you forgot how hard it is because it's now muscle memory (if you need a recap of the difficulty learn a program with arbitrary array indexing and set you first array index to something exciting like 5 or -6). It also means if you are "fighting the borrow checker" you are still at pre-"muscle memory" stage of learning Rust.
Re: Migrating away from Rust
#495Earlier quoted context omitted.
Java is incredibly productive - it's fast and has the best tooling out there IMO. Unfortunately it's not a good gaming language. GC pauses aren't really acceptable (which C# also suffers from) and GPU support is limited. Miguel de Icaza probably has more experience than anyone building game engines on GC platforms and is very vocally moving toward reference counted languages [1] [1] https://www.youtube.com/watch?v=tz…
> GC pauses aren't really acceptable Java has made great progress with low-pause (~1 ms) garbage collectors like ZGC and Shenandoah since ~5 years ago.
Re: Migrating away from Rust
#496I really like Rust as a replacement for C++, especially given that C++ seems to become crazier every year. When reasonable, nowadays I always use Rust instead of C++. But for the vast majority of projects, I believe that C++ is not the right language, meaning that Rust isn't, either. I feel like many people choose Rust because is sounds like it's more efficient, a bit as if people went for C++ instead of a JVM langua…
I write a lot of Rust, but as you say, it's basically a vastly improved version of C++. C++ is not always the right move! For all my personal projects, I use a mix of Haskell and Rust, which I find covers 99% of the product domains I work in. Ultra-low level (FPGA gateware): Haskell. The Clash compiler backend lets you compile (non-recursive) Haskell code directly to FPGA. I use this for audio codecs, IO expanders, a…
Another question is about Clash. Your description sounds like the HLS (high level synthesis) approach. But I thought that Clash used a Haskell -based DSL, making it a true HDL. Could you clarify this? Thanks!
Re: Migrating away from Rust
#497Earlier quoted context omitted.
Game dev here. If you’re concerned about performance the only answer to this is a pixel shader, as anything else involves either cpu based rendering or a texture copy back and forth.
A compute shader could update some subset of pixels in a texture. It's on the programmer to prevent race conditions though. However that would again involve explicit indexing. In general I think GP is correct. There is some subset of problems that absolutely requires indexing to express efficiently.
This is something you can't do on a compute shader, given you don't have access to the built-in derivative methods (building your own won't be cheaper either).
Still, if you want those changes to persist, a compute shader would be the way to go. You _can_ do it using a pixel shader but it really is less clean and more hacky.
Re: Migrating away from Rust
#498I really like Rust as a replacement for C++, especially given that C++ seems to become crazier every year. When reasonable, nowadays I always use Rust instead of C++. But for the vast majority of projects, I believe that C++ is not the right language, meaning that Rust isn't, either. I feel like many people choose Rust because is sounds like it's more efficient, a bit as if people went for C++ instead of a JVM langua…
> C instead of C++ because "it's faster" (spoiler: it probably doesn't matter for your project) If your C is faster than your C++ then something has gone horribly wrong. C++ has been faster than C for a long time. C++ is about as fast as it gets for a systems language.
In certain cases, sure - inlining potential is far greater in C++ than in C.
For idiomatic C++ code that doesn't do any special inlining, probably not.
IOW, you can rework fairly readable C++ code to be much faster by making an unreadable mess of it. You can do that for any language (C included).
But what we are usually talking about when comparing runtime performance in production code is the idiomatic code, because that's how we wrote it. We didn't write our code to resemble the programs from the language benchmark game.
Re: Migrating away from Rust
#499Earlier quoted context omitted.
This argument goes only so far. Would you consider querying a database hard? Most developers would say no. But it’s actually a pretty hard problem, if you want to do it safely. In rust, that difficultly leaks into the crates. I have a project that uses diesel and to make even a single composable query is a tangle of uppercase Type soup. This just isn’t a problem in other languages I’ve used, which granted aren’t as s…
My feeling is that rust makes easy things hard and hard things work.
I know that the compiler complains a lot. But I code with the help of realtime feedback from tools like the language server (rust-analyzer) and bacon. It feels like 'debug as you code'. And I really love the hand holding it does.
Re: Migrating away from Rust
#500Another failed game project in Rust. This is sad. I've been writing a metaverse client in Rust for almost five years now, which is too long.[1] Someone else set out to do something similar in C#/Unity and had something going in less than two years. This is discouraging. Ecosystem problems: The Rust 3D game dev user base is tiny. Nobody ever wrote an AAA title in Rust. Nobody has really pushed the performance issues.…
I caveat my remarks with although I've have studed the Rust specification, I have not written a line of Rust code. I was quite intrigued with the borrow checker, and set about learning about it. While D cannot be retrofitted with a borrow checker, it can be enhanced with it. A borrow checker has nothing tying it to the Rust syntax, so it should work. So I implemented a borrow checker for D, and it is enabled by addin…
At least until we get AI driven systems good enough to generate straight binaries.
Rust is to be celebrated for bringing affine types into mainstream, but it doesn't need to be the only way, productivity and performance can be made into the same language.
The way Ada, D, Swift, Chapel, Linear Haskell, OCaml effects and modes, are being improved, already show the way forward.
There there is the whole formal verification and dependent type languages, but that goes even beyond Rust, in what most mainstream developers are willing to learn, the development experience is still quite ruff.