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by jandrewrogers
1481 days ago
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In fairness, for the kind of software that C++ is particularly suited, the idiomatic software architecture is thread-per-core, which has the distinction of being almost entirely single-threaded at the code level. Race conditions aren't a meaningful concern because data virtually never crosses thread boundaries. The bigger issue, particularly and mostly for C code, is object lifetime management. If maximum performance, whence thread-per-core architectures originate, is not the objective, then GC languages start to become more attractive and C++ may not be the right tool for the job. And in those cases, Rust may not be either. |
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I'm no professional Rust dev but I wouldn't have written the code like this; I know Rust isn't particularly suited for this style of callback mechanism and I know not to try and force this paradigm into Rust the same way.
For example, I think the author would have had a much raiser time if instead of passing async futures, they'd use channels or some other message passing mechanism in combination with a bunch of blocking threads to communicate events. Such a mechanism would also translate into Go quite easily (less so for other languages, though).
This example was deliberately picked to show a complex problem with writing Rust. I don't think this represents a challenge you'd face very commonly if you were programming Rust all day, at all. It's not bad criticism, but it appears to imply a much wider problem than there really is, in my opinion.
I don't really know what kind of programs require such an elaborate callback system commonly enough where it even makes sense to use Rust. C#, Java, and Go are fast, easy to write, and each have libraries to do almost anything you want. That 10-30% speed boost you can achieve with well-written Rust is probably not really worth the effort, especially with upcoming AOT compilation features in C#.
Rust isn't a solution to all problems, and neither is any other programming language.