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by keldaris
2420 days ago
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Thank you for sharing your experience! I'd be very curious to hear more about your experience in doing GPGPU work in Rust - it was my understanding that there was virtually no tooling, libraries or support for that kind of thing beyond the existence of the C FFI. On the broader point, I suspect a large part of the reason we've had such contrasting experiences is just a radically different mindset behind the C++ codebases we've dealt with. Wrongly freed or out of scope arrays scream of exactly the kind of C++ code Rust was designed to address, and as far as I can tell it is indeed great at doing that. On the opposite extreme, when you have statically determined sizes and bounds, all allocations happen at startup and nothing ever gets freed, that entire class of issues simply doesn't arise in the first place. The reason why the overwhelming majority of the bugs I debug are either silly typos or plain logic errors isn't because I'm particularly good at this, it's just a different approach to programming that's easy to pull off in simulation code (or embedded systems, or game engines), but probably rather more difficult in other kinds of applications. Anyway, I'm glad you're enjoying Rust and I hope it'll have more of a scientific / numerics / GPGPU ecosystem in the future. More viable languages can only be a good thing for us computational scientists. |
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