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Comment by account42

1 day ago

I wish there was a way to opt into undefined behavior for unsigned overflow. Its rare that wraparound is actually what you want and in many cases overflow is still a bug. Sucks to have to either miss out on potential optimizations or miss out on the guarantee that the value can't be negative.

You do need some way to overflow properly, because sometimes that is what you want. A common example would be PRNGs, which frequently rely on overflow (the classic LCG, for instance). You could argue that should just be a library function or something (e.g. `add_with_overflow`), though that's more C++ than C.

You are absolutely, 100% correct though: I've never seen a case where accidental overflow doesn't start causing bugs anyway. Like, the Pac-Man kill screen is caused by a byte overflowing (it happens on level 256), and the game goes insane. Pac-Man was written in assembly where overflow is defined behavior, but that doesn't matter at all, the game is still broken. If signed overflow is essentially always a bug anyway, why not make it UB and optimize around it? Especially since it is super-valuable in being able to unroll loops.

People always bring up signed integer overflow as an argument for why UB is scary, and it always seemed like such a bad argument to me. Like, I can understand why people think UB has gone too far in C/C++, but signed overflow is such a bad example. It's one of the most sensible bits of UB in the entire standard, IMHO.