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I wasn't talking about necessarily temporal operations like mutex ops; of course, they should be deterministically done - it is a beautiful implementation detail that it falls out of the principles of Rust, without explicit compiler support and/or "checked-delete" as is required in most other languages. I meant lazy operations for avoiding unnecessarily making things like memory deallocation temporal. Unless you have a strict memory budget (and you might additionally need to have mitigation for memory fragmentation), freeing whenever GC deems it fit, or streams flushing whenever the OS/library deems it fit, can't be worse - but could potentially be better - for performance than being done only at points decided arbitrarily by the language and the program structure. It is simply easier to disable GC on critical paths. But as you say, you are not (only) talking about performance. You are talking about determinism for predictability. I hope you are not implying predictability across various threads/processes that make up the system, only within 1 thread/process where that predictability leads to reliability. Reliability across threads/processes needs strategy because failures are inevitable (yes, I have drunk the Erlang kool-aid too, among other ones). While I have no doubt that Rust's design principles would support developing such strategies, I do wonder as to what scale this would work up to ... ... as you say, I don't know the size of projects Rust has scaled to, I just know enough about Rust itself to balk at its complexity (and I am a C++ person!). Maybe we are just talking from different viewpoints. You, having done a variety of non-trivial production code in a plethora of languages, plump for Rust. But I honestly wonder about the size & longevity of your C/C++ semi-production code - semi, because it is C/C++ ;-) - I have worked on large C++ codebases for long-lived products, and I somehow can't see another complex language solving more problems net-net. |
Yes, I wasn't talking about real-time/performance consideration. The root post was along the lines of "Rust is nice, but I like productivity of a GC". I'm saying deterministic destruction is more productive for the developer and Rust makes a great high-level language.
Regarding stuff like non-blocking deallocation etc. You can still do it in Rust if so you desire. In the a destructor, enforced by the type, you can use nice abstractions, etc. and eg. defer deallocations, or draw memory from an arean. I think eventually Rust will just have more or less standardized type for GCs and graphs with explicit roots etc.
But sure, it is all still very new here, so if one is writing a real-time trading or OS, maybe they should stick to C/C++.
> But I honestly wonder about the size & longevity of your C/C++ semi-production code - semi, because it is C/C++
In C I worked on code powering embedded chips (mostly radio communication, kernel modeules) and eg. real-time hypervisor powering some high-end cars. In C++ eg. some high-perf data management stuff (data dedupilcation, encryption, etc.) in a SV unicorn. I actually would describe myself as C (as opposed to C++ person), but I know my around modern C++ quite well - i just really don't like working with it.
> I somehow can't see another complex language solving more problems net-net.
I don't think Rust is actually that complex. It is definitely bigger than C, but I think it's much smaller than C++. And it is sane. Thinks play well together in it, I think I could get a new dev productive with Rust in a week or up to a monthy, and as long as you avoid `unsafe` in Rust they will produce a decent code with ease. In C++ you're either an "expert" or you're debugging segfaults. ;)