The irony of this meme being posted from a platform written in rust is pretty great ngl
A platform that is doing a great job so far but which (unfortunately) isn’t as relevant yet to call it a pillar of modern infrastructure. ;)
I like how this takes familiarity with the original xkcd comic as a given.
I think half of Lemmy knows most of XKCD
Knowledge of the sacred texts is required for enlightenment.
If not, you’re one of the lucky 10000.
The comic is now a mainstream meme, isn’t it?
I get the joke, but rust is actually pretty heavily used in the backend of services theae days. Cloudflare, Amazon, Dropbox, just to randomly name a few off the top my head. Have pretty heavily invested it into their back ends for more reliable service.
The Lemmy backend is also written in rust
Here, FTFY:
Better meme
Rust is fearlessly upholding the whole thing even without touching it. Incredible!
Gotta keep a distance to that dirty unsafe code!
Rust is actually awesome in many ways. No always the right solution, but nice to have in your toolbox.
Where would you say Rust isn’t the right solution?
We always hear how great Rust is, but I’d be curious to know where it isn’t.
We always hear how great Rust is, but I’d be curious to know where it isn’t.
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In any project that’s sufficiently advanced and written in any other language. You don’t simply do a rewrite of 100k+ LOC just because you want to use Rust.
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Somewhere where you’d rather use a scripting language like Python. I.e., rapid prototyping or gluing together some infra components.
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A situation where your team’s expertise is in some other language.
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A situation where a library/framework is native/only available for a certain language.
Few of these are strictly technical requirements. It’s obvious that you can use almost any language to do almost anything, including Rust, if that’s what you prefer. However, the context matters in the real world.
All this being said, I wish I had a chance to write Rust professionally. It’s a neat language.
Lots of your point apply to any language it seems. I should have specified new projects I guess.
But the points you’ve made are good nonetheless
-
Rust provides safety and protection.
Rust isn’t as rapid as other options, has less library support, and porting existing code is relatively difficult.
IMO because of the workarounds you need to do to handle the memory safety, you end up with a lot more hard to solve bugs than you do with conventional languages. It should be noted however that the bugs don’t end up being security vulnerabilities like they do in conventional systems.
If you have something that needs to be structurally sound and/or you have enough talented people willing to work on it, it’s a great option. If it needs to be fast and cheap and you don’t have a gaggle of rust developers on hand and it’s already written in another language, it might not be the best solution.
I come from embedded C, so what you describe doesn’t feel alien to me (minus the security vulnerabilities haha)
I much prefer working with Rust restrictions than a higher level language without hard types because I am used to it.
Do you think Zig can be a complement to Rust in cases where the language cannot solve problems?
I great example I saw is a dev who was building on a Rust game (with the Bevy engine), and switched to Unity.
https://deadmoney.gg/news/articles/migrating-away-from-rust
Collaboration - I started this project with my brother. While he’s sharp and eager, he’s new to coding. Onboarding him directly into game dev while simultaneously navigating Rust’s unique aspects proved challenging. We found ourselves with a steeper learning curve that slowed his ability to contribute effectively to gameplay logic.
Abstraction - While my initial motivation was the enjoyment of Rust, the project’s bottleneck increasingly became the rapid iteration of higher-level gameplay mechanics. As the codebase grew, we found that translating gameplay ideas into code was less direct than we hoped. Rust’s (powerful) low-level focus didn’t always lend itself to a flexible high-level scripting style needed for rapid prototyping within our specific gameplay architecture. I found that my motivation to build and ship fun gameplay was stronger than my desire to build with Rust.
Migration - Bevy is young and changes quickly. Each update brought with it incredible features, but also a substantial amount of API thrash. As the project grew in size, the burden of update migration also grew. Minor regressions were common in core Bevy systems (such as sprite rendering), and these led to moments of significant friction and unexpected debugging effort. This came to a head on one specific day where I was frustrated with a sprite rendering issue that had emerged in a new release. Blake had run into the same problem at the same time and our shared frustration boiled over into a kind of table flip moment. He turned to me and said something along the lines of “this shouldn’t happen, this kind of thing should just be solved” and that triggered the conversation that led to a re-evaluation. The point isn’t that specific sprite problem, but that because all systems in Bevy are open to tinkering and improvement, all systems were potentially subject to regressions.
Learning - Over the past year my workflow has changed immensely, and I regularly use AI to learn new technologies, discuss methods and techniques, review code, etc. The maturity and vast amount of stable historical data for C# and the Unity API mean that tools like Gemini consistently provide highly relevant guidance. While Bevy and Rust evolve rapidly - which is exciting and motivating - the pace means AI knowledge lags behind, reducing the efficiency gains I have come to expect from AI assisted development. This could change with the introduction of more modern tool-enabled models, but I found it to be a distraction and an unexpected additional cost.
Modding - Modding means a lot to me. I got my start in the industry as a modder and I want my game to be highly moddable. Over time, as I learned more about how to realize this goal, I came to understand many inherent limitations in Rust and Bevy that would make the task more difficult. Lack of a clear solution to scripting and an unstable ABI (application binary interface) raised concerns. I am not an expert in this area, perhaps these are all easily surmounted. I can only say that I did not find a path (after much searching) that I felt confident trusting.
It sounds like Rust (game engines, and more) could use a higher level scripting language, or integrate an existing one, I guess.
I interface with low level communication protocols, mostly uart, so it fits my use case. But it is nice to see the hurdles people encounters. It tells a lot about the language.
Yeah. I wasn’t trying to imply it’s a bad language at all; it just fits certain use cases. They are complex, like people.
Still, it seems like it’d be cool for engine work, with C# or maybe a subset of typed Python as a scripting language.
Rust […] could use a higher level scripting language, or integrate an existing one, I guess.
One approach is to use more macros. These are still rooted in the core Rust language, so they give up none of the compile-time checks required for stability. The tradeoff is more complex debugging, as it’s tough to implement a macro without side effects and enough compile-time feedback that you’d expect from a DSL.
Another is to, as you suggest, embed something. For example, Rust has Lua bindings. One could also turn things inside out and refactor the rust program (or large portions of it) as a Python module.
Are Rust macros akin to the C macros? Basically an inline replacement of a code section?
Kind of. They do center on code generation, at the end of the day. That’s where the similarities end. You can’t insert macros into your code arbitrarily, nor can you generate arbitrary text as an output. Rust macros take parsed tokens as input, and generated (valid) code as output. They must also be used as annotations or similar to function calls, depending on how they’re written. The limitations can be frustrating at times, but you also never have to deal with brain-breaking
shenanigans either.
That said, I’ve seen some brilliant stuff. A useful pattern is to have a macro span a swath of code, where the macro adds new/additional capabilities to vanilla Rust code. For example, here’s a parser expression grammar (PEG) implemented that way: https://github.com/kevinmehall/rust-peg
Never used Rust but I’d like to point out the YouTube channel Low Level which covers security vulnerabilities (CVEs). He ends each video with “would Rust have fixed this?” and it’s pretty interesting.
A very recent one is this: https://youtu.be/BTjj1ILCwRs?t=10m (timestamped to the relevant section)
According to him, when writing embedded software in Rust (and UEFI is embedded), you have to use Rust in unsafe mode which basically disables all the memory safety features. So in that kind of environment Rust isn’t really better than C, at least when it comes to memory safety.
That’s not to say Rust isn’t still a good option. It probably is.
Again, I never used Rust so I’m just parroting stuff I’ve heard, take all of this with a grain of salt.
Rust doesn’t have “safe” and “unsafe” modes in the sense your comment alludes to.
You can just do the little unsafe thing in a function that guarantees its safety, and then the rest of the code is safe.
For example, using C functions from rust is unsafe, but most of the time a simple wrapper can be made safe.
Example C function:
int arraysum(const int *array, int length) { int sum = 0; while (length > 0) { sum += *array; array++; length--; } }
In rust, you can call that function safely by just wrapping it with a function that makes sure that
length
is always the size ofarray
. Such as:fn rust_arraysum(array: Vec<i32>) -> i32 { unsafe{ arraysum(array.as_ptr(), array.len() as i32)} }
Even though
unsafe
is used, it is perfectly safe to do so. And now we can callrust_arraysum
without entering “unsafe mode”You could do similar wrappers if you want to write your embedded code. Where only a fraction of the code is potentially unsafe.
And even in unsafe blocks, you don’t disable all of the rust checks.
Thanks for this. I was paraphrasing (badly, it seems). The video actually says it better:
To write code that lives in an embedded environment, it has to run in this mode in Rust called “no standard” (
#![no_std]
) and this mode called “no main” (#![no_main]
). Basically you have no access to any of the core utilities in Rust, you have to write a lot of them yourself.He then explains how embedded code necessarily has global mutability which is “the antithesis” of Rust development.
So yeah, you could make all of those wrappers, but at the end of the day you’ll end up with about the same amount of “unsafe” code as you would making the same thing in C++.
Edit: but if what you said still applies, it does seem like Rust would watch your back somewhat better than C++ would in that it wouldn’t even compile unsafe operations outside of
unsafe
blocks, unlike C++ to the best of my knowledge where you kind of have to review the code yourself to make sure it only uses the appropriate wrappers.
I am glad for your comment because I work with mcus and embedded solutions in C, so Rust, in that case, wouldn’t be neccesarily safer than C.
I will have to look into it. I need to do 30h of training every two years, so I will learn Rust regardless, but I was thinking about eventually switching to Rust for embedded projects. Might just keep Rust as my scripting language because it is easier for me than Python
It’s an interesting discussion. As someone who doesn’t actually deal with this and who literally never used Rust, I feel out of me depth. But it does sound like Rust has much better mechanisms to catch a programmer’s mistake. See my reply to the other guy.
I get the meme (though why was this single unstable point - imagemagick in the original xkcd - removed? To make the left side seem more stable clmpared to the original idea?), it might be trueish atm. But with rust I feel that a lot of projects that are rewritten in rust are quicker arriving at a “finished” (or almost finished) state where they are more or less just tools being used without much discussion anymore. I guess a lot of commonly used tools already use Rust in some way, but i rarely is an issue which makes this discussion-worthy or generates enough conflict in order to raise awareness outside.
I have a hunch that open-source rust-devopment is less of a hassle as a lot of discussion about code or the quality therof is simply avoided by a stricter compiler. If the code committed compiles with rustc there’s less possibility of it breaking other things in the codebase or containing hidden dangers that need to be discussed. Overall less friction, less overhead and distruction from the actual coding.
Old programs everyone agrees do exactly what they should are a perfect target for “black box” porting to a new language, where the only criteria for success are “it should function exactly like before, just more efficiently, while being more maintainable”
Hey now, about 1% of the Linux kernel is Rust now!
NT kernel also includes Rust.
Oh really? I had no idea Microsoft was doing rust at all
Which 1%?
The 1% that allows Linux to run on the New macbooks if i understand asahi Linux correctly
So drivers, I assume.
Oh yeah, the current rust work is about giving drivers access to the core abstractions of the kernel
The 1% of ultra-rich linux users that we need to take their money from in order to fix the economy
I assume you mean borrow their money? If you just take their money the compiler will complain.
Sure, “”“borrow”“” their money
I was making a rust joke.
Give it time. Once Fortran was king.
Yeah, in particular, you can write libraries in Rust, which can be used in virtually any other programming language, similar to how you can do in C and C++. And given that not a ton of young kids learn C/C++, there’s a chance that the majority of important cross-language libraries (like OpenSSL, SQLite etc.) are written in Rust in a decade or two.
You’re still using BLAS if you really need high-performing matrix calculations tho’
Haskell is somewhere far away off screen
And Eiffel is in a different plane of existence entirely
Still waiting on that rust-based Nvidia driver. I assume it will take a few years tho.
Yes, but with 0 blocks already, it only needs 62 more for total domination!
Considering that FFI is very much a thing, I’m finding it difficulty to understand the point it’s trying to make.
That works great 👍
Where is Visual Basic in this diagram? Does nobody enhance blurry license plate pics any more?
points at blurry image of vehicle in background
enhance!
Wait, but I don’t see how it’s relevant in the smallest of ways… OOOOOH! (/s, bc obviously we all knew that already:-P)