6 ms·
For example, usually it's not obvious when memory is being freed. I recall a thread about esbuild where the author was saying they had better GC perf from go du
by lhorie 6y ago
For example, usually it's not obvious when memory is being freed. I recall a thread about esbuild where the author was saying they had better GC perf from go due to GC happening in a thread whereas in Rust it didn't and it was not clear how to make that happen or if it was even possible.
In zig, you can use an arena allocator, you can free things piecemeal while using an arena, you can free the arena on program exit or in a thread, you can enforce a stack allocator, have multiple allocators, etc and because of the orthogonality of the Allocator interface, most of this knowledge is something you can probably pick up within the first 2 hours of zig (assuming you know C).
Re: edit about rust binary size. When I say zig is on par w/ C in terms of binary size, I mean I get the small binary with the basic `zig build-exe hello.zig -O ReleaseFast --strip` command, without any attempts at optimization. Do you know if this 8kb number includes the UPX optimization? If so, I'm calling shenanigans :)
- Dylan16807 6y ago"A striped binary built this way is around 8KB." It's before UPX. > I mean I get the small binary with the basic `zig build-exe hello.zig -O ReleaseFast --strip` command, without any attempts at optimization. You could set up all these things in just a few minutes, so it's not a very big deal. If you don't mind 20KB of string formatting code then you don't have to make "any attempts at optimization" either.
- lhorie 6y ago> If you don't mind 20KB of string formatting code So this here is sort of why I brought up binary size. I know hello world size doesn't really say anything about real world, but as I was looking at different languages, a common theme was this defensive "well what d'ya expect from a thing that has [list of features]" tone when the question of binary size got brought up and people didn't know how to make it smaller. A normal rust build has a similar feel. The 8kb binary link above reads a bit like a hacking adventure to unravel the mysteries of yonder. When I read stuff like this By using a C entry point (by added the #![no_main] attribute) , managing stdio manually, and carefully analyzing which chunks of code you or your dependencies include, you can sometimes make use of libstd while avoiding bloated core::fmt. Expect the code to be hacky and unportable, with more unsafe{}s than usual. It feels like no_std, but with libstd. I'm undoubtedly awed at the cleverness of it all, but it's clearly way off the beaten path. I should note that in addition to the zig build command being guessable by a newbie reading through --help, the hello world code itself is also the idiomatic thing a newbie would've reasonably written. And there's really no need for "air quotes", I really put no effort whatsoever in optimizing: I didn't even use `-O ReleaseSmall` Among all the languages I looked at, Zig was somewhat unique in taking a default stance of proactively using compile time as a tool to take stuff away from the binary (in a sort of saint-exupery way). I'm sure with enough effort it's possible to bring down binary sizes for most languages, but not many languages do this with the relentlessness that zig does out of the box.
- Dylan16807 6y ago> So this here is sort of why I brought up binary size. I know hello world size doesn't really say anything about real world, but as I was looking at different languages, a common theme was this defensive "well what d'ya expect from a thing that has [list of features]" tone when the question of binary size got brought up and people didn't know how to make it smaller. Well, what do you expect? How much size does printf add to a Zig binary? > When I read stuff like this You can get the vast majority of the size savings without any of that stuff. This is someone trying to find the absolute minimum, starting with very practical suggestions before getting into itty bitty weeds. I'd suggest pretending the no_main and no_std sections don't exist. Getting down to 50KB or 30KB is just a matter of telling the compiler to optimize for size and stripping unwind information. If you want to keep all the unwind code and information I'm not sure how much space it takes. > with enough effort I will note again that the compiler settings in this repo, while they may be in multiple places, are still a very small one-time effort for a program.
- lhorie 6y agoWell, it's not so much about expectations about byte counts per se. YMMV but in my experience, for whatever reason the relative size of an average program happens to correlate with how big and complex a project gets as a function of its growth. For example, the Factor distribution is some 700MB and unsurprisingly a hello world image is also huge. A while back I also saw one analysis about jquery/vue/angular/react sites and curiously framework size was also a good predictor of average app size in the wild. So I use the size metric as a coarse proxy for "complexity required to accomplish the task at hand". And if one is to believe the mantra "to be fast, do less stuff", then my instinct is to look for technologies whose proxy metric (i.e. idiomatic hello world size) is small. Maybe there are better ways to measure this, but so far this heuristic has worked for me. > How much size does printf add to a Zig binary? It depends, because comptime. Basically, it emits different code depending on the types of the params being passed in. For hello world, it wouldn't include itoa logic, for example. The irony here of course is that zig could in theory compile to a very very large binary if it had a very very large number of printf calls, all with different permutations of types. But the thing is that to a zig developer, it's clear that this is explicit static polymorphism getting compiled into a plethora of monomorphic callsites. One could implement the equivalent of go's `interface {}` underlying {type, value} tuple and have a single polymorphic function at runtime if that's what they wanted. But this same argument about how it would require someone manually implementing such a thing goes both ways: it also means that most other possible things are likely not going to be hanging around quietly adding complexity under the rug (not saying this is the case w/ rust, but it is with various other systems).
- pcwalton 6y agoYou can use arena allocators in Rust: bumpalo is popular. And it's easy to send objects off to a separate thread to be destroyed if that's what you desire: just send them over a channel to another thread (though this is really something that the malloc implementation should do internally if it's a win). There's an RFC for multiple allocators that has had some implementation work done lately: https://rust-lang.github.io/rfcs/1398-kinds-of-allocators.html https://rust-lang.github.io/rfcs/1398-kinds-of-allocators.ht... I don't believe that that 8kB number is with UPX, but again, even if Rust produces smaller binaries than C, it doesn't matter. Most users would prefer faster compilation times with codegen-units over a few kB smaller binaries, for instance, as long as there's a reasonable way to get the smaller binaries for those who need them.
- lhorie 6y agoI mean, I don't want to speak for the esbuild author, but he did mention that his rust implementation ran into a number of issues[0], one of them being related to making lifetime stuff happy with concurrency. Judging from other recent rust threads, I'm not super convinced that "easy" is necessarily a fair representation of how it feels to do not-quite-bog-standard-functional-stuff w/ rust. [0] https://news.ycombinator.com/item?id=22336284 https://news.ycombinator.com/item?id=22336284
- deleted 6y ago[deleted]