Rust compiler performance is hard to have meaningful discussions about because: (1) There’s no single part of the compiler which is slow. In fact the compiler is pretty well optimized.
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I don't know about whether this is meaningful to a language like Rust, but back in the 1960s / 70s when there was massive investment in Fortran compiler technology, there were two types of compilers:
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1. Highly optimizing compilers - they spent a lot of compile time grinding out the best code they could. All the tricks in the book were fair game. 2. "Student" compilers, like WATFOR - they were optimized for compile speed. They were glorified macro assemblers.
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Seems like there may be only one path then: be more incremental. First time compile is alright since you can sortof manage that yourself by not snowballing deps. But i'd love the ability to change small bits of code and hotload them rapidly. Doing that now for shaders but yea.
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I think there are some clear unforced errors like name resolution (though these matter more for IDE responsiveness than batch throughput)
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I think the basic architectural decision to make the compiler offline (instead of an online differential/incremental dataflow) is one thing that makes it “slow” (where “slow” is to be understood as something which lengthens the development feedback cycle).
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Of course there is incremental rustc but it feels rather after-the-fact as opposed to how it’d turn out if this was a fundamental tenet.
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Does the borrow checker *need* to be slow, though?
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Tests in main sources?
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#[cfg(test)]
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Could a far more incremental compilation process, at the single definition level, make things much better?
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Are there people who aren't happy with the current state of incremental compilation in rust?
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