This just in: Rust is useless because everyone who can write Rust already writes safe C code. I guess I’ve just been imagining every browser vulnerability of the last decade then.pic.twitter.com/HiqXvhIcaT
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This just in: Rust is useless because everyone who can write Rust already writes safe C code. I guess I’ve just been imagining every browser vulnerability of the last decade then.pic.twitter.com/HiqXvhIcaT
As we've said repeatedly, rust's goal is to empower a much bigger group of people to write machine-fast code without fear. That's not the same group of people who want a language to write microservices more quickly, but it's not C hackers either.
In some sense, I personally am a perfect refutation of this guy. I could *never* learn to write safe C or C++, and rust empowered me to build a fast telemetry agent that powers my business and can be maintained by the spectrum of developers on my team.
Do you see a world where Rust can get fast enough to truly be on par with C++, even for Game Dev? (ie the kind of game dev that currently relies on C++, ie for bespoke memory management, code execution time measured in microseconds, etc)
People use C#, Java or even Python for their games. It's not the matter of "fast enough", it's the matter of usability.
Which is why I specified - "(ie the kind of game dev that currently relies on C++, ie for bespoke memory management, code execution time measured in microseconds, etc)" Not every game has those kind of perf constraints, and that's fine.
Rust enables bespoke memory management and its built-in benchmark harness measures execution time in nanoseconds. Its model is not very different from C++ on this front.
It doesn't seem like Rust is quite there regarding the memory management. For example, it doesn't really support custom allocators (yet). Only program-wide ones. Not sure what the unit of measurement used in some benchmark suite has to do with anything ;P
I use custom allocators all the time. I just don’t use them with Vec and HashMap.
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