For context: I've been writing code in C++ for most of my career (25+ years) and being for VFX/3D rendering it was mostly performance critical code. Now I write Rust for some very performance critical tasks in finance ...
For context: I've been writing code in C++ for most of my career (25+ years) and being for VFX/3D rendering it was mostly performance critical code. Now I write Rust for some very performance critical tasks in finance ...
At least variadic generics isn't really a performance thing, it's just an example of a rough edge you run into here and there. Specialization and placement can be pretty important for performance though!
Use existing C++ libraries/code. I love Rust, or at least what I've seen of it since I haven't gotten the pleasure to use it in a meaningful capacity, but it's naive to pretend existing code can just be re-written and therefore existing languages should stop improving.
I do think it'll be fascinating to see how the performance of Rust and C++ ends up shaking out head to head. That is, how much is Rust actually sacrificing in performance by reducing the amount of UB (if anything, or if other aspects allow for better performance on average)
Out-of-bounds index access is a borderline case; both languages have a safe index operation wherein out-of-bounds accesses trap, and a fast one wherein they're undefined behavior. However, C++ gives the convenient bracket syntax, which programmers are likely to reach for by default, to the fast behavior, and requires the safe behavior to be spelled out ("at"), while Rust does the reverse (the fast behavior is "get_unchecked" or "get_unchecked_mut"). Also it seems that not all relevant data types in the C++ standard library support the safe behavior, which is unfortunate.
In all other cases (that I can think of), Rust prevents undefined behavior at runtime not by changing it to do something defined at runtime instead, but by requiring the programmer to prove to the compiler that the undefined behavior can't happen. This may be annoying, and may encourage programmers to resort to things like RefCell that have runtime costs in order to avoid the difficulty of such proofs, but it should never stop you from doing the unsafe maximum-performance thing if you really want to.
Rust can also do some optimizations that C++ can't; it has additional forms of undefined behavior, like mutable aliasing and invalid UTF-8 strings, that the compiler can in principle exploit. Probably the more important advantage, though, is that Rust's maintainers can freely make changes to its compiler and standard library that don't preserve compatibility with existing compiled code (as opposed to existing source code), because the language has never promised ABI stability and (unlike C++) doesn't have an entrenched community of users who count on ABI stability and will complain if it's broken. Almost all Rust binaries statically link all dependencies except for libc, and build all statically-linked dependencies other than the standard library (which is tightly coupled to the compiler) from source on every compilation, and this has been the case since the language's beginning. For an explanation of why C++'s need to preserve backwards compatibility for compiled code inhibits optimization, see: https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2020/p20...
As for your other point, I think Rust will need smoother C++ interop than it currently has before it can displace C++, but there's hope. Here's the project I'm currently most optimistic about: https://github.com/google/crubit
Define 'permitteed'. Unsafe is, among other things, exactly that. It tells rustc to permit you to do things that are ... well, unsafe. Including the ones you listed.
Maybe you don't understand the meaning of unsafe in Rust?
Unsafe causing UB is a possibility. As is taking two &mut refs to the same memory location using exactly that keyword. And that example works for multi-threaded Rust code using a shared resource accessed as such too.
In practice, it seems like the C/C++ model has some glaring flaws anyway, so I can’t say that Rust’s is really “worse”. But since Rust has this mission to be better than C++ in terms of safety, this is one of thorny issues of Rust that need to be tackled to really let its advantages shine.
https://fzn.fr/readings/c11comp.pdf
And also
https://plv.mpi-sws.org/scfix/paper.pdf
Though maybe these issues were fixed in C++20 (which I only learned till recently that they’ve revised their memory model there!)
Both threads can now change the Goose at the same time. That's a data race. As a result it destroys Sequential Consistency, but that barely matters in C++ because it also is Undefined Behaviour, your program no longer has any meaning.
In (safe) Rust it won't let you give both A and B a way to mutate the same Goose at the same time, thus data races can't occur, thus you have Sequential Consistency, and your program has a defined meaning.
You can presumably argue that all those things aren't "permitted" but there is no way to detect for sure if you wrote any of them, and if you did your entire C++ program has no defined meaning and might do anything at all.
There's a reason this exists. Rice's Theorem says non-trivial Semantic questions are Undecidable. You thus can't always correctly decide whether a program has some non-trivial semantic property, but C++ wants to require a whole lot of such properties. So, when it's difficult they just say the compiler must err on the side of emitting nonsense programs.
[Rust takes the other path here, if the Rust compiler can't be sure that your program has the required semantic properties you get an error. This is rare but annoying, typically you can easily modify your program to satisfy the compiler or when you try to do so you realise actually the compiler was right, this program doesn't have the required semantic properties]
I am increasingly confident that C++ made the wrong choice here, neither of these outcomes is desirable but the Rust outcome has a negative feedback loop - if changes make Rust's compiler annoy more programmers with spurious errors there's pushback. The C++ approach has positive feedback, as C++ gets less well-defined people's compilers accept whatever nonsense they wrote, nobody tells the committee to stop doing this - until one day it blows up in their face.
Cuda :(
Template metaprogramming is not a language feature that is needed when I write code that is close to the metal.
Again, templates are not a feature that is part of the close-to-the-metal part of C++.
What exactly does template metaprogramming in C++ allow you to do that you could not do in Rust? In the context of performance critical code?
Besides, Rust has generics and macros. The latter are arguable as powerful (if almost as cumbersome to debug) as C++ templates.