For the kind of work I do — writing servers, networking, and glue code — fast compilation is absolutely paramount. At the same time, I want some type safety, but not the overly obnoxious kind that won’t let me sloppily prototype. Also, the GC helps. So I’ll gladly pay the price. Not having to deal with sigil soup is another plus point.
I guess Google’s years of experience led to the conclusion that, for software development to scale, a simple type system, GC, and wicked fast compilation speed are more important than raw runtime throughput and semantic correctness. Given the amount of networking and large - scale infrastructure software written in Go, I think they absolutely nailed it.
But of course there are places where GC can’t be tolerated or correctness matters more than development speed. But I don’t work in that arena and am quite happy with the tradeoffs that Go made.
you can enable word wrapping as a workaround ( `:set wrap`). Lifehack: it can be hard to navigate in such file with just `h, j, k, l`, but you can use `gh, gj, etc`. With `g` vim will work with visual lines, while without it with just lines splitted with LF/CRLF
Works great with docker: upon new compiler version or major website update, rebuild the layer with the incremental cache; otherwise just run from the snapshot and build newest website update version/state, and upload/deploy the resulting static binary. Just set so that mere code changes won't force rebuilding the layer that caches/materializes the fresh clean build's incremental compilation cache.
andy@bark ~/d/andrewkelley.me (master)> zig build --watch -fincremental
Build Summary: 3/3 steps succeeded
install success
└─ run exe compile success 57ms MaxRSS:3M
└─ compile exe compile Debug native success 331ms
Build Summary: 3/3 steps succeeded
install success
└─ run exe compile success 56ms MaxRSS:3M
└─ compile exe compile Debug native success 17ms
watching 75 directories, 1 processes
https://news.ycombinator.com/item?id=44234080
(Rust compiler performance; 287 points, 261 comments)
My 2c on this is nearly ditching rust for game development due to the compile times, in digging it turned out that LLVM is very slow regardless of opt level. Indeed it's what the Jai devs have been saying.
So Cranelift might be relevant for OP, I will shill it endlessly, took my game from 16 seconds to 4 seconds. Incredible work Cranelift team.
The slowness is because everyone has to write code with generics and macros in Java Enterprise style in order to show they are smart with rust.
This is really sad to see but most libraries abuse codegen features really hard.
You have to write a lot of things manually if you want fast compilation in rust.
Compilation speed of code just doesn’t seem to be a priority in general with the community.
I think this post (accidentally?) conflates two different sources of slowness:
1) Building in docker 2) The compiler being "slow"
They mention they could use bind mounts, yet wanting a clean build environment - personally, I think that may be misguided. Rust with incremental builds is actually pretty fast and the time you lose fighting dockers caching would likely be made up in build times - since you'd generally build and deploy way more often than you'd fight the cache (which, you'd delete the cache and build from scratch in that case anyway)
So - for developers who build rust containers, I highly recommend either using cache mounts or building outside the container and adding just the binary to the image.
2) The compiler being slow - having experienced ocaml, go and scala for comparisons the rust compiler is slower than go and ocaml, sure, but for non interactive (ie, REPL like) workflows, this tends not to matter in my experience - realistically, using incremental builds in dev mode takes seconds, then once the code is working, you push to CI at which point you can often accept the (worst case?) scenario that it takes 20 minutes to build your container since you're free to go do other things.
So while I appreciate the deep research and great explanations, I don't think the rust compiler is actually slow, just slower than what people might be use to coming from typescript or go for example.
> To get your Rust program in a container, the typical approach you might find would be something like:
If you have `cargo build --target x86_64-unknown-linux-musl` in your build process you do not need to do this anywhere in your Dockerfile. You should compile and copy into /sbin or something.
If you really want to build in a docker image I would suggest using `cargo --target-dir=/target ...` and then run with `docker run --mount type-bind,...` and then copy out of the bind mount into /bin or wherever.
Sadly, the compile time is just as bad, but I think in this case the allocator is the biggest culprit, since disabling optimization will degrade run-time performance. The Rust team should maybe look into shipping their own bundled allocator, "native" allocators are highly unpredictable.
[^1]: https://www.fermyon.com
What? That's absolutely ideal! It's incredibly simple. I wish deployment processes were always that simple! Docker is not going to make your deployment process simpler than that.
I did enjoy the deep dive into figuring out what was taking a long time when compiling.
The local builds are fast, why would you rebuild docker for small changes?
Also why is a personal page so much rust and so many dependencies. For a larger project with more complex stuff you’d have a test suite that takes time too. Run both in parallel in your CI and call it a day.
>Build a new statically linked binary (with --target=x86_64-unknown-linux-musl) >Copy it to my server >Restart the website
Isn't it a basic C compiler feature that you can compile a file as an Object, and then link the objects into a single executable? Then you only recompile the file you changed.
Not sure what I'm missing.
> * Borrowing — Rust’s defining feature. Its sophisticated pointer analysis spends compile-time to make run-time safe.
> * Monomorphization — Rust translates each generic instantiation into its own machine code, creating code bloat and increasing compile time.
> * Stack unwinding — stack unwinding after unrecoverable exceptions traverses the callstack backwards and runs cleanup code. It requires lots of compile-time book-keeping and code generation.
> * Build scripts — build scripts allow arbitrary code to be run at compile-time, and pull in their own dependencies that need to be compiled. Their unknown side-effects and unknown inputs and outputs limit assumptions tools can make about them, which e.g. limits caching opportunities.
> * Macros — macros require multiple passes to expand, expand to often surprising amounts of hidden code, and impose limitations on partial parsing. Procedural macros have negative impacts similar to build scripts.
> * LLVM backend — LLVM produces good machine code, but runs relatively slowly. Relying too much on the LLVM optimizer — Rust is well-known for generating a large quantity of LLVM IR and letting LLVM optimize it away. This is exacerbated by duplication from monomorphization.
> * Split compiler/package manager — although it is normal for languages to have a package manager separate from the compiler, in Rust at least this results in both cargo and rustc having imperfect and redundant information about the overall compilation pipeline. As more parts of the pipeline are short-circuited for efficiency, more metadata needs to be transferred between instances of the compiler, mostly through the filesystem, which has overhead.
> * Per-compilation-unit code-generation — rustc generates machine code each time it compiles a crate, but it doesn’t need to — with most Rust projects being statically linked, the machine code isn’t needed until the final link step. There may be efficiencies to be achieved by completely separating analysis and code generation.
> * Single-threaded compiler — ideally, all CPUs are occupied for the entire compilation. This is not close to true with Rust today. And with the original compiler being single-threaded, the language is not as friendly to parallel compilation as it might be. There are efforts going into parallelizing the compiler, but it may never use all your cores.
> * Trait coherence — Rust’s traits have a property called “coherence”, which makes it impossible to define implementations that conflict with each other. Trait coherence imposes restrictions on where code is allowed to live. As such, it is difficult to decompose Rust abstractions into, small, easily-parallelizable compilation units.
> * Tests next to code — Rust encourages tests to reside in the same codebase as the code they are testing. With Rust’s compilation model, this requires compiling and linking that code twice, which is expensive, particularly for large crates.
[1]: https://www.pingcap.com/blog/rust-compilation-model-calamity...
Personally I don't care anymore, since I do hotpatching:
https://lib.rs/crates/subsecond
Zig is faster, but then again, Zig isn't memory save, so personally I don't care. It's an impressive language, I love the syntax, the simplicity. But I don't trust myself to keep all the memory relevant invariants in my head anymore as I used to do many years ago. So Zig isn't for me. Simply not the target audience.
For all the C++ laughing in this thread, there's really only one thing that makes C++ slow - non-`extern` templates - and C++ gives you a lot more space to speed them up than Rust does.