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Comment by amluto

11 hours ago

This seems weak.

In a language like Rust, the compiler will “lock” the pointers for you, and you can’t forget.

In a language like C++ (and presumably Zig), one could, in theory at least, have the iterators and slices that reference the storage of a dynamic array hold some sort of lock that pins the storage.

But this API requires the programmer to remember to lock the pointers and also requires the programmer to keep the lock alive for the correct region of code. And it looks to me like even the example in the blog post has the lock taken completely outside the function that requires stability, so there is nothing whatsoever that gets the lock scoping right. Even the type system can’t help — the offending parse function can’t declare that it wants a pointer-locked ArrayList parameter.

To make matters worse, there’s also a weaker documentation problem. Where should one learn that they need to do this? zig.guide’s page on ArrayList doesn’t mention it. https://ziglang.org/documentation/master/std/#std.ArrayList doesn’t mention it, https://ziglang.org/documentation/master/std/#std.ArrayList doesn’t mention it at the top level, just a method in the midst of dozens of other methods. I honestly don’t know how one is meant to discover this outside of random blog posts.

I agree. https://news.ycombinator.com/item?id=49501582 says:

“I use it in a lot of places where I know the max capacity ahead of time -- ensureCapacity() followed by a lot of AssumeCapacity()-styled commands. It's convenient for all of the ... convenience ... methods (append() requires some bookkeeping somewhere, appendSlice() requires more, and so on). In those usages, it's basically syntactic sugar over a slice”*

I suspect “where I know the max capacity ahead of time” covers most if not all use cases (if it you use this without knowing max capacity, you either accept your code may panic, or you do some unlock, grow, lock again dance when you discover your initial estimate is wrong)

If so, wouldn’t adding a growable container where you specify capacity at construction time and removing access to the internal pointers of ArrayList be a better way to handle this?

Do any languages have a notion of "relative pointers"? So in the example if instead of appending "line" as ptr & len, it'd instead be appending an offset & len which could in theory be used to safely compute the actual location even with relocations.

  • I made a mini example in C.

    It's awkward to do get right because you need an indirect pointer whose address remains fixed, but points to another pointer which can change (and is volatile).

    While it might be possible to make something like this lockless - it's much simpler to stick a mutex in the array header. When we access the array_segment we can take a lock to prevent some other thread reallocating mid-way through accessing.

    There's probably a few improvements that could be made. In particular it doesn't handle use-after-free, so it's not thread safe w.r.t cleanup.

    https://godbolt.org/z/rYzn5KGre

  • Languages with dependent types can express things like “this offset is in bounds relative to this other array”, which is maybe what you’re thinking of.

  • Not exactly what you asked, but c++ does this for vtables if you pass the right option to the compiler: -fexperimental-relative-c++-abi-vtables

    There is a similar proposal for trait objects in rust.

  • That is called an index. If you want it to be standalone, you can bundle it with the ArrayList.

    • I think parent was after base+offset+index rather than just base+index.

      Examples would be eg, `string_view` or `ArraySegment`. They hold some offset relative to a base allocation, and when we index the string_view or ArraySegment we're indexing relative to that offset.

  • If you squeeze your eyes a bit, C compilers for Windows used to have them, with far pointers (https://en.wikipedia.org/wiki/Far_pointer)

    Similarly, CPU architectures that use descriptors can (have to?) have languages with that notion.

    • The FS and GS segment selectors are still used in x86-64, typically for `thread_local` storage, but they can be repurposed.

      `thread_local` is an example of a "relative pointer" though. Instructions to access the thread local are prefixed with `fs:` or `gs:`, and point relative to the address in the respective segment register.

  • in c++, boost interprocess has offset_ptr which is useful since the shared data structure may be mapped at different locations in memory in each process

I reach for a low-level language only when I want low-level control over what operations happen and when, what memory is used and when etc.. At present, no language offers me this control and safety at the same time. With Rust, when I need such control (which is always, otherwise I would use a higher-level language), I need to give up safety, anyway, at which point I have no safety and the complexity of a language that offers safety.

So right now, when we want control, we need to give up some safety, but weaker things are still helpful.

Also, in low-level code, the problem of "I might forget to do something" sometimes clashes with the problem of "I need to see exactly what operations are done and where". Various kinds of implicitness help with the former at the expense of the latter.

I'm not saying this is universally better than other approaches, but many people who do serious low-level programming would prefer this.

  • > With Rust, when I need such control (which is always, otherwise I would use a higher-level language), I need to give up safety, anyway, at which point I have no safety and the complexity of a language that offers safety.

    This is a very, very, very common claim. And unfortunately I have no other way to describe it other than a strawman.

    In 95% (at least) of the application that need systems programming (not to talk about all applications that don't necessarily need it but will benefit from the performance and it wasn't an option because C++ wasn't an option), you have at most 20% (wildly overestimating) of code that needs to be unsafe. The rest could be completely safe. And amongst code that must be unsafe, you can very commonly encapsulate it in some safe pattern. Many times even extract it to a reusable crate.

    That is the point of Rust. Not avoiding unsafety, but limiting and encapsulating it. And evidence proves that to work (for example https://blog.google/security/rust-in-android-move-fast-fix-t...).

  • I've written systems level code (drivers and os code) for years and outside of ffi, I've managed to go on year long stretches without touching unsafe. It's really not a commonly needed tool in a well architected code base with good libraries to encapsulate common reasons it might otherwise be necessary. And we don't really consider using unsafe taboo, it's just not necessary.

  •     Those who would give up low-level control to purchase a little memory safety, deserve neither control nor safety.”
    

    - Benjamin Franklin, or something like that

  • What are some examples of things you "always" need that require unsafe Rust?

    • Not him, but projects that need performance often use unsafe or otherwise allow for UB. Embedded is arguably another example, since no_std allows UB even without unsafe, for instance by causing a stack overflow.

      2 replies →

  • Except the point that Zig should do better than Object Pascal, Modula-2, with solutions already available on Insure++ and friends for use after free, 30 years ago.

  • But the point of unsafe {} in Rust is not that you should never use it, it's that it creates a clear boundary between code that is safe and the code that needs that lower level control. In other languages, everything is inside an unsafe block. If everything you do requires such low level control over every allocation and access, it sounds like you should be using assembly.

This is how it is with languages which provide less guarantees than Rust. Sure you can try to hold all the invariants and restrictions in your head, but a sufficiently advanced compiler can do this for you without the possibility of making mistakes. I have no idea why people claim that's too restrictive - if you're not enforcing those rules manually you're just setting yourself up for issues down the road.

2026 and developers still use memory unsafe languages. I hope we get regulated at this point, disgusting.