I think this is actually a great way to talk about the difficulty of the problem that Bitcoin solved, and why so many nerds were so interested in the whitepaper, long before all the real money got involved.
7,580 karma · joined September 4, 2012
I think this is actually a great way to talk about the difficulty of the problem that Bitcoin solved, and why so many nerds were so interested in the whitepaper, long before all the real money got involved.
Fwiw, I think the RustCrypto effort also tends to suffer a bit from over-abstraction. Once every year or two I find myself wanting to get a digest from something random, let's say SHAKE128. So I pull up the docs: https://docs.rs/sha3/latest/sha3/type.Shake128.html. How do you instantiate one of those? I genuinely have no idea. When I point Claude at it, it tells me to use `default` instead of `new` and also to import three different traits. It feels like these APIs were designed only for fitting into high-level frameworks that are generic over hash functions, and not really for a person to use.
There are a lot of old assumptions like "hash functions are padding + repeated applications of block compression" that don't work as well as they used to. XOFs are more common now, like you said. There's also a big API difference between an XOF where you set the length up front (like BLAKE2b/s), and one where you can extract as many bytes as you want (like BLAKE3, or one mode of BLAKE2X).
Maybe the real lesson we should be thinking about is that "algorithm agility" isn't as desirable as it once was. It used to be that a hash function was only good for a decade or two (MD5 was cracked in ~13 years, but it was arguably looking bad after just 6), so protocols needed to be able to add support for new ones with minimal friction. But aside from the PQC question (which is unlikely to fit in a generic framework with classic crypto anyway?), it seems like 21st century primitives have been much more robust. Protocols like WireGuard have done well by making reasonable choices and hardcoding them.
I can see what you mean with explicit things like thread::spawn, but I think Tokio is a major exception. Multithreaded by default seems like it would be an insane choice without all the safety machinery. But we have the machinery, so instead most of the async ecosystem is automatically multithreaded, and it's mostly fine. (The biggest problems seem to be the Send bounds, i.e. the machinery again.) Cargo test being multithreaded by default is another big one.
Without disagreeing with your overall point in 99% of cases, we did actually have a good use for pinning things in the Bitcoin blockchain when I worked at Keybase. If you're trying to do peer-to-peer security, and you want to prove not only that the evil server hasn't forged anything (which you do with signatures) but also that it hasn't deleted anything legitimate, "throw a hash in the blockchain" really is the Right Way to solve that problem.
I think there are effects in both directions here. In C you get burned, and the pain is memorable. In Rust you get forced into safe patterns immediately. I could believe that someone who has done only Rust might be missing that "healthy paranoia". But for teaching in general, it's hard to beat frequent and immediate feedback. Anecdotally it's common for experienced C programmers to learn about some of the rules only late in their careers, maybe because they didn't happen to get burned by a particular rule earlier.
> Rust may create a false sense of security, and in the unsafe sections the programmer sometimes, when reviewing the code, is falsely convinced by the mandatory SAFETY comment.
This is an interesting contrast to the previous case. If you write a lot of unsafe Rust, you will eventually get burned. If you're lucky, it'll be a Miri failure. I think this makes folks who work with unsafe Rust extremely paranoid. It's also easier to sustain an that level of paranoia with Rust, because you hopefully only have to consider small bits of unsafe code in isolation, and not thousands of lines of application logic manipulating raw pointers or whatever.
> One could imagine an alternative design in which instead of places being unpinned by default and opting into pinning, places are pinned (or perhaps “immovable”) by default, and have to opt into supporting the ability to move out of them. This would make it so that by default places have the least power (can only access via shared reference) and they gain a monotonically increasing set of powers (can assign to them, can move out of them).
> In addition to places having to opt into moving, there would be three reference types instead of two: immutable, mutable, and movable references.
- The cheap solution would be equally good, and it's just a blame shifting game.
- The cheap solution is worse, and paying more for the name brand gets you more reliability.
There are many situations that fall into the second category, and anyone running a business probably has personal memories of making the second mistake. The problem is, if you're not up to speed on the nitty gritty technical details of a tradeoff, you can't tell the difference between the first category and the second. So you accept that sometimes you will over-spend for "no reason" as a cost of doing business. (But the reason is that information and trust don't come for free.)
Ooof I remember when everything used to be like this. Cargo has really spoiled me.
I love this. I'm gonna steal this :)
> I’m not the first person to pick on this particular Github comment, but it perfectly illustrates the conceptual density of Rust:
The overall point here is fair, but I think it's important to clarify that (iiuc) this comment is talking about a "soundness hole". Soundness holes are cases where there's a bug in the compiler or in a library that allows someone to commit UB without writing `unsafe`. Given the goals of Rust, it doesn't matter how ungodly complicated and contrived the example is. If it produces UB without `unsafe`, then it's a bug that needs to be fixed. In practice, that means a lot of issue threads about soundness involve mind-numbing code samples that mash different features together in unintuitive ways.
But that's a good thing! No one's saying you'll ever need to look at code like this in the wild. They're saying that no matter how hard you (or your coworkers or your dependencies) try, Rust should never fail to protect memory safety in safe code.
It was trying to push an element into a full ArrayVec. The options are:
- Blindly write off the end of the array. Obviously no one wants this, despite the decades of tradition...
- Panic and unwind, as the program actually did in this case.
- Return an error.
Some folks assume that returning an error instead of unwinding would've been better. But my assumption is that the outcome would've been the same. I think the issue came up when loading configs, which isn't usually a recoverable situation. If you have an "invalid config error", you're probably just going to return that all the way up, which is effectively the same outcome as unwinding: your process exits with an error code. There are cases where the difference matters a lot, but I don't think this was one of them.
The real gap seems to be why it took hours for folks to notice that this service was crash looping. That should normally be really prominent in alerts and dashboards. (Probably part of the story is that alerts were firing all over the place. Tough day at the office.)
In my mind Sakura and Bao are doing very different things. Sakura is a general framework for defining sound hash functions, while Bao is a BLAKE3-specific interleaving of hash function input and output that let's you do partial/streaming verification.
There was an interesting issue where it turned out that the Sakura security properties (which I studied while I was working on Bao, very helpful) weren't sufficient for what Bao wanted to do. I didn't realize that until a couple colleagues pointed it out years later. Luckily it didn't turn out to be a break in practice: https://github.com/oconnor663/bao/issues/41
For more on this see Section 6.4 of our paper: https://docs.google.com/viewer?url=https://github.com/BLAKE3...
And the Bao repo: https://github.com/oconnor663/bao
For what it's worth, the zero->one introduction of a new language into a big codebase always comes with a lot of build changes, downstream impact, debate, etc. It's good for that first feature to be some relatively trivial thing, so that it doesn't make the changes any bigger than they have to be, and so that it can be delayed or reverted as needed without causing extra trouble. Once everything lands, then you can add whatever bigger features you like without disrupting things.
No comment on the rest of the thread...
I don't think the amount of breakage per se was the problem with Python 3. I think the problem was that for a long time (until u"" strings in 3.3? four years after 3.0?) there was ~no way for a library to support both 2 and 3 in a single codebase. That meant that each project had to either maintain a fork, or do a "flag day" migration, which in practice meant you couldn't migrate until all your dependencies were migrated. Big mistake in retrospect.
Large C++ codebases have the same problems that large codebases have in any language: too many abstractions, inconsistent ways of doing things, layers of legacy. It comes with the job. The difference is that in C/C++, hard-to-read code also means hard-to-guess pointer lifetimes.
> But it seems like an absolutely absurd exercise for code running in userspace on a "real" OS like Linux
Clearly you have a point here, which is why these blog posts are making an impact. That said, one counterpoint is, have you ever wished you could kill a thread? The reason there are so many old Raymond Chen "How many times does it have to be said: Never call TerminateThread" blog posts, is that lots of real world applications really desperately want to call TerminateThread, and it's hard to persuade them to stop! The ability to e.g. put a timeout on any async function call is basically this same superpower, without corrupting your whole process (yay), but still with the unavoidable(?) difficulty of thinking about what happens when random functions give up halfway through.
I have a blog series that goes into the concrete details if you like: https://jacko.io/async_intro.html
`future1` did run for a bit, and it got far enough to acquire the mutex. (As the article mentioned, technically it took a position in a queue that means it will get the mutex, but that's morally the same thing here.) Then it was "paused". I put "paused" in scare quotes because it kind of makes futures sound like processes or threads, which have a "life of their own" until/unless something "interrupts" them, but an important part of this story is that Rust futures aren't really like that. When you get down to the details, they're more like a struct or a class that just sits there being data unless you call certain methods on it (repeatedly). That's what the `.await` keyword does for you, but when you use more interesting constructs like `select!`, you start to get more of the details in your face.
It's hard to be more concrete than that without getting into an overwhelming amount of detail. I wrote a set of blog posts that try to cover it without hand-waving the details away, but they're not short, and they do require some Rust background: https://jacko.io/async_intro.html
Speaking of which, I'm kind of surprised we landed on a Waker design that requires/hand-rolls virtual dispatch. Was there an alternate universe where every `poll()` function was generic on its Waker?
1. embedded hardware, like you mentioned
2. high-performance stuff
3. "embedding" in the cross-language sense, with foreign function calls
Of course the "don't use a lot of resources" thing that makes Rust/C/C++ good for tiny hardware also tends to be helpful for performance on bigger iron. Similarly, the "don't assume much about your runtime" thing that's necessary for bare metal programming also helps a lot with interfacing with other languages. And "run on a GPU" is kind of all three of those things at once.
So yeah, which of those concerns was async Rust really designed around? All of them I guess? It's kind of like, once you put on the systems programming goggles for long enough, all of those things kind of blend together?
Something like this could make sense for Tokio tasks. (I don't know how complicated their task scheduler is; maybe it already does stuff like this?) But it's not possible for futures within a task, as in this post. This goes all the way back to the "futures are inert" design of async Rust: You don't necessarily need to communicate with the runtime at all to create a future or to poll it or to stop polling it. You only need to talk to the runtime at the task level, either to spawn new tasks, or to wake up your own task. Futures are pretty much just plain old structs, and Tokio doesn't know how many futures my async function creates internally, any more than it knows about my integers or strings or hash maps.