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Comment by kllrnohj

6 days ago

Zig is a love letter to C. It does not do much of anything to address memory management. Doesn't even have any concept of ownership like C++ does (ergo, no equivalent of unique_ptr / shared_ptr). All you get over C is the addition of defer, and even that isn't really that different if you're using GCC or Clang and thus have __attribute__((cleanup)).

This is a hot take, but programming languages haven't progressed since the 90's. We've been conditioned to believe that if you want to be a serious programmer, you have to either use C++-style RAII (which includes Rust), or garbage collection, and there's no in-between, and C programmers are dinosaurs who can be ignored.

Arena allocators are a great way to automatically manage memory allocations. You malloc a whole bunch of memory and release it all with a single free, which makes it much easier to reason about your program's memory safety.

Casey Muratori has a good video talking about this. https://www.youtube.com/watch?v=xt1KNDmOYqA

And about Zig, you have an Arena Allocator out of the box: https://zig.guide/standard-library/allocators/ . And it's not just limited to that, you have debug allocators that detects memory leaks and gives you stack traces where they occurred.

This isn't to say that Zig is great at everything. I think Rust is great for things like kernels, high-frequency trading systems, and authentication servers where memory safety and performance is paramount. But for things like video games, memory leaks and buffer overflows aren't that big of a deal, and Zig's "Good Enough" approach is great for those types of applications.

  • Arena allocators are not some grand new concept. They're already commonly used in C++ in the places it makes sense to use them. Which is really not that many places, it's a fast but rather niche optimization. There's not a whole lot of scenarios where lots of temporary memory is needed for one well defined scope.

    Video games are large and have lots of state and lots of threads. Zig's lack of ownership here with fully manual memory management is overall a poor fit.

    • I disagree with a lot of what you said, but I don't feel authorative enough to say you're wrong.

      > Which is really not that many places, it's a fast but rather niche optimization. There's not a whole lot of scenarios where lots of temporary memory is needed for one well defined scope.

      Arena allocators are not niche optimizations, or not something picked first for optimization. Contrary to what you said, arenas are useful for temporary allocations with poorly defined intermediate scope or lifetime (think functions directly or indirectly called by the arena owner). If the scope is local and well-defined, a regular allocator or even a fixed buffer would do just fine.

      > Zig's lack of ownership

      Zig doesn't have explicit annotations for it, but the concept of ownership and lifetime doesn't go away. It's not enforced by the compiler, which is an intentional tradeoff to let the programmer have more control and freedom. When you use languages with manual memory management, it's expected that you are capable of designing sensible programs in such a way that ownership and lifetimes are tractable and are part of the program design, rather than something to workaround to please the compiler.

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Zig does in fact do some stuff to address memory management like making allocations more explicit using allocators and shipping with arenas.