One of my goals this year is to learn new things that take more than a few weeks to learn. I've been learning Rust. One of the claims I saw is that Rust's borrow mechanics allow it to optimize better than C++ does. I wanted to see this in action so I ran some simple examples through godbolt. Here's some C++ code that reads from array A
and writes to array B
:
int test(const int* A, int* B, int i) { int x = A[i]; B[i] = x+1; int y = A[i]; return x+y; }
This C++ code compiles to assembly, with -O2:
movsx rdx, edx lea rcx, [rdi+rdx*4] mov eax, DWORD PTR [rcx] lea edi, [rax+1] mov DWORD PTR [rsi+rdx*4], edi add eax, DWORD PTR [rcx] ret
Note that it is loading DWORD PTR [rcx]
twice and loading DWORD PTR [rsi+…]
once. That means it's accessing A[i]
's memory twice and B[i]
once. It knows that A
hasn't changed and it knows i
hasn't changed but it doesn't know that A[i]
hasn't changed. It's possible that A
and B
overlap. That means it has to load A[i]
twice, even though it's marked const
.
Here's the Rust version:
pub fn test(A: &[i32], B: &mut [i32], i: usize) -> i32 { let x = A[i]; B[i] = x+1; let y = A[i]; return x+y; }
and the output (some parts omitted):
push rax mov eax, DWORD PTR [rdi + 4*r8] … lea ecx, [rax + 1] mov DWORD PTR [rdx + 4*r8], ecx add eax, eax pop rcx ret
This code has only two DWORD PTR
accesses. It knows that A
is a shared reference (so there are no other writers), and B
is a mutable reference (so there are no other readers). That means it can conclude that A
and B
can't overlap. Once it's read A[i]
from memory it doesn't have to read it again. Cool!
C (but not C++) has the restrict
keyword for this. You can tell the C compiler "trust me, these don't overlap", but C doesn't check. Rust checks this at compile time.
So far I'm enjoying learning Rust. It has many of the things I wanted in a language since the mid-1990s. I don't know if I'll actually use it for a real project, but that's not my goal right now. My goal is to learn some new things that challenge my brain, and Rust is doing that for me.
No comments:
Post a Comment