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Examples?


My best example of a "real" and not more artificial example (like XYZ data structure) is Game development / game engines & UI.

For reference: https://news.ycombinator.com/item?id=40172033


A bit surprised that you didn’t mention Bevy in your post. Have you worked with it?


Not my post, but I've heard the same concerns with Bevy as with the others. And the actual blog post linked by that post does mention Bevy many times.

Infact Bevy might be a perfect example of my gripe(s) with Rust. Completely throwing a standard object system out the window in-favor of ECS which still hasn't caught on in even the most used game engines like Unity hurts adoption and usability.


I thought Unity and Unreal were transiting to ECS? I was under the impression at least that Bevy was adopting what the industry was moving towards, not exploring virgin territory.


I'd very much consider ECS virgin territory. DOTS (ECS) in Unity has been out for 5+ years with little to no real adoption. I'm unaware of any pretty much any use of ECS in Unreal (I think what exists is mostly focused on internal graphics / animation, not gameplay).


Doubly linked lists. Any cyclic data structure.


While I think this is Rust's biggest flaw, this doesn't stem from any particular hatred of C/C++. This is related to memory safety, as it is very difficult to reason about memory lifetimes of object graphs with cycles.


There are doubly-linked list libraries in Rust. They are safe and well-designed. It's rare for a project to actually need a doubly-linked list. When you need it, you should use those instead of reimplementing your own.


Both of those are a direct consequence of Rust's memory model, not a result of animus against C++.


That's not at all a "we don't like C++" problem. That's "the chosen borrow-checking model makes cyclic structures hard, you have to do Rc/Arc and some manual management, or use unsafe and raw pointers". (Frankly, the latter is easier.)


Ref counting doesn’t work for cyclic data structures


Sure it does. Make the backreferences weak, or use a library that provides cycle detection (or even full-on tracing GC if you really want).


That changes the semantics. It won’t work for a graph for example.


Right. The comment you replied to said "Rc/Arc and some manual management" -- "some manual management" implying that you need to account for the change to semantics in the manner appropriate for your application.


(Note that I edited my comment for clarity since the original reply. My original comment just said "reference counting".)


The key part I agree with most in your edited comment is that unsafe raw pointers are the easiest way to deal with cycles.

I think this is key. RC pointers don’t give you the ability to say: ok, I now know that this subset of the graph is dead because reasons so delete it. In RC, you’d have to walk the graph to break cycles. That’s a rather important difference from how you’d manage a cyclic data structure in C, C++, Java, C#, or any GC’d language. In C/C++, you’d delete what you know to be dead; in Java et al it would be enough to kill the references that point at the outer edges of the dead subgraph. But you wouldn’t have to walk the subgraph to detangle the cycle.

I think it really is worse than that; ie as you say, folks will just do anything but RC in that case. In Rust the safe bet would be to just shove all the nodes into an array and use indices (yuck!!!). But likely a lot of code with use raw pointers instead (also yuck). The whole thing where you reference count cyclic data structures is just too painful for sensible people


> RC pointers don’t give you the ability to say: ok, I now know that this subset of the graph is dead because reasons so delete it.

That’s exactly what weak references do.


For a graph, I agree.

For a tree with parent pointers, I'd absolutely use Rc, with Weak for the parent pointers.


It doesn't fully handle the memory management, but it handles having shared references. You can use weak references or manually break the links when you want to free something. Or you can use unsafe raw pointers, which frankly seem simpler. Either way you're going to wrap it in a data structure that encapsulates all the details.


It works well. One easy trick is to have one reference count for the whole graph.


Rc has downgrade and the Weak type explicitly for this purpose.


The easiest way to implement these is with Weak references in one of the directions. This requires some checking and/or locks, but the fact it is not trivial to do is kinda the point: the integrity of a cyclic data structure depends on managing multiple pointers in multiple structs simultaneously, and with that comes concurrency dragons.


Syntax is different any many places for no apparent reason




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