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278 points love2read | 2 comments | | HN request time: 0.413s | source
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pizza234 ◴[] No.42481083[source]
I've ported some projects to Rust (including C, where I've used C2Rust as first step), and I've drawn some conclusions.

1. Converting a C program to Rust, even if it includes unsafe code, often uncovers bugs quickly thanks to Rust’s stringent constraints (bounds checking, strict signatures, etc.).

2. automated C to Rust conversion is IMO something that will never be solved entirely, because the design of C program is fundamentally different from Rust; such conversions require a significant redesign to be made safe (of course, not all C programs are the same).

3. in some cases, it’s plain impossible to port a program from C to Rust while preserving the exact semantics, because unsafety can be inherent in the design.

That said, tooling is essential to porting, and as tools continue to evolve, the process will become more streamlined.

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LPisGood ◴[] No.42481307[source]
>because unsafety can be inherent in the design

I agree in principle, and I have strong feelings based on my experience that this is the case, but I think it would be illustrative to have some hard examples in mind. Does anyone know any simple cases to ground this discussion in?

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colejohnson66 ◴[] No.42481575[source]
Maybe a JIT? Especially one that can poke back into the runtime (like dotnet).
replies(1): >>42482090 #
1. LPisGood ◴[] No.42482090[source]
I know Unity game engine uses some transpiler called IL2CPP that manages to preserve some of the safety features of C# but still gets the speed of CPP, so one direction is definitely possible
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2. neonsunset ◴[] No.42483064[source]
Oh, it's mainly for platform compatibility. IL2CPP performance is really problematic since it still carries many issues of Mono, even if transpiled to C++: https://meetemq.com/2023/09/18/is-net-8-performant-enough/ (don't look at just the starting graph - make sure to scroll down to notes where RyuJITs code competes with other fast entries or even outperforms them).

Perhaps what you were looking for is NativeAOT? Either way C ports really well to C# since it supports a large subset of it "as is" and then some with generics and other features originating from C# itself.