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Is Rust faster than C?(steveklabnik.com)
237 points by vincentchau 4 days ago | 268 comments
pornel 13 hours ago | parent | next [-]

In short, the maximum possible speed is the same (+/- some nitpicks), but there can be significant differences in typical code, and it's hard to define what's a realistic typical example.

The big one is multi-threading. In Rust, whether you use threads or not, all globals must be thread-safe, and the borrow checker requires memory access to be shared XOR mutable. When writing single-threaded code takes 90% of effort of writing multi-threaded one, Rust programmers may as well sprinkle threads all over the place regardless whether that's a 16x improvement or 1.5x improvement. In C, the cost/benefit analysis is different. Even just spawning a thread is going to make somebody complain that they can't build the code on their platform due to C11/pthread/openmp. Risk of having to debug heisenbugs means that code typically won't be made multi-threaded unless really necessary, and even then preferably kept to simple cases or very coarse-grained splits.

arghwhat 13 hours ago | parent | next [-]

To be honest, I think a lot of the justification here is just a difference in standard library and ease of use.

I wouldn't consider there to be any notable effort in making thread build on target platforms in C relative to normal effort levels in C, but it's objectively more work than `std::thread::spawn(move || { ... });`.

Despite benefits, I don't actually think the memory safety really plays a role in the usage rate of parallelism. Case in point, Go has no implicit memory safety with both races and atomicity issues being easy to make, and yet relies much heavier on concurrency (with a parallelism degree managed by the runtime) with much less consideration than Rust. After all, `go f()` is even easier.

(As a personal anecdote, I've probably run into more concurrency-related heisenbugs in Go than I ever did in C, with C heisenbugs more commonly being memory mismanagement in single-threaded code with complex object lifetimes/ownership structures...)

josephg 2 hours ago | parent | next [-]

> To be honest, I think a lot of the justification here is just a difference in standard library and ease of use.

I really liked this article by Bryan Cantrill from 2018:

https://bcantrill.dtrace.org/2018/09/28/the-relative-perform...

He straight ported some C code to rust and found the rust code outperformed it by ~30% or something. The culprit ended up being that in C, he was using a hash table library he's been copy pasting between projects for years. In rust, he used BTreeMap from the standard library, which turns out to be much better optimized.

This isn't evidence Rust is faster than C. I mean, you could just backport that btreemap to C and get exactly the same performance in C code. At the limit, I think both languages perform basically the same.

But most people aren't going to do that.

If we're comparing normal rust to normal C - whatever that means - then I think rust takes the win here. Even Bryan Cantrill - one of the best C programmers you're likely to ever run into - isn't using a particularly well optimized hash table implementation in his C code. The quality of the standard tools matters.

When we talk about C, we're really talking about an ecosystem of practice. And in that ecosystem, having a better standard library will make the average program better.

mandw 18 minutes ago | parent [-]

The only real question I have with this is did the program have to have any specific performance metric? I could write a small utility in python that would be completely acceptable for use but at the same time be 15x slower than an implementation in another language. So you do you compare code across languages that were not written for performance given one may have some set of functions that happens to favour one language in that particular app? I think to compare you have to at least have the goal of performance for both when testing. If he needed his app to be 30% faster he would have made it so, but it didn't need to be so he didn't. Which doesn't make it great for comparison.

   Edit, I also see that your reply was specifically about the point that the libs by themselves can help the performance with no work, and I do agree with you, as you were to the guy above.
majormajor 5 hours ago | parent | prev | next [-]

> (As a personal anecdote, I've probably run into more concurrency-related heisenbugs in Go than I ever did in C, with C heisenbugs more commonly being memory mismanagement in single-threaded code with complex object lifetimes/ownership structures...)

Is that beyond just "concurrency is tricky and a language that makes it easier to add concurrency will make it easier to add sneaky bugs"? I've definitely run into that, but have never written concurrent C to compare the ease of heisenbug-writing.

nineteen999 8 hours ago | parent | prev | next [-]

> (As a personal anecdote, I've probably run into more concurrency-related heisenbugs in Go than I ever did in C, with C heisenbugs more commonly being memory mismanagement in single-threaded code with complex object lifetimes/ownership structures...)

This is my experience too.

pornel 6 hours ago | parent | prev [-]

Go is weirdly careless about thread-safety of its built-in data structures, but GC, channels, and the race detector seem to be enough?

OptionOfT 13 hours ago | parent | prev | next [-]

Apart from multi threading, there is more information in the Rust type system. Would that would allow more optimizations?

kouteiheika 13 hours ago | parent | next [-]

Yes. All `&mut` references in Rust are equivalent to C's `restrict` qualified pointers. In the past I measured a ~15% real world performance improvement in one of my projects due to this (rustc has/had a flag where you can turn this on/off; it was disabled by default for quite some time due to codegen bugs in LLVM).

steveklabnik 13 hours ago | parent | next [-]

Not just all &mut T, but also all &T, where the T does not transitively contain an UnsafeCell<T>. Click "show llvm ir" instead of "build" here: https://play.rust-lang.org/?version=stable&mode=release&edit...

marcianx 13 hours ago | parent [-]

I was confused by this at first since `&T` clearly allows aliasing (which is what C's `restrict` is about). But I realize that Steve meant just the optimization opportunity: you can be guaranteed that (in the absence of UB), the data behind the `&T` can be known to not change in the absence of a contained `UnsafeCell<T>`, so you don't have to reload it after mutations through other pointers.

steveklabnik 12 hours ago | parent [-]

Yes. It's a bit tricky to think about, because while it is literally called 'noalias', what it actually means is more subtle. I already linked to a version of the C spec below, https://www.open-std.org/jtc1/sc22/wg14/www/docs/n3220.pdf but if anyone is curious, this part is in "6.7.4.2 Formal definition of restrict" on page 122.

In some ways, this is kind of the core observation of Rust: "shared xor mutable". Aliasing is only an issue if the aliasing leads to mutability. You can frame it in terms of aliasing if you have to assume all aliases can mutate, but if they can't, then that changes things.

dmitrygr an hour ago | parent | prev [-]

Do you not use restrict in your normal everyday C code that you write? I use it in my normal C code.

mhh__ 13 hours ago | parent | prev | next [-]

Aliasing info is gold dust to a compiler in various situations although the absence of it in the past can mean that they start smoking crack when it's provided.

randomNumber7 10 hours ago | parent | prev | next [-]

In C there is the "restrict" keyword to tell the compiler that there is no other pointer to the values accessed over a certain pointer.

If you do not use that the generated code can be quite suboptimal in certain cases.

adgjlsfhk1 13 hours ago | parent | prev | next [-]

Yes. Specifically since Rust's design prevents shared mutablity, if you have 2 mutable data-structures you know that they don't alias which makes auto vectorization a whole lot easier.

tcfhgj 13 hours ago | parent | prev [-]

what about generics (equivalent to templates in C++), which allow compile time optimizations all the way down which may not possible if the implementation is hidden behind a void*?

OptionOfT 10 hours ago | parent [-]

Unless you use `dyn`, all code is monomorphized, and that code on its own will get optimized.

This does come with code-bloat. So the Rust std sometimes exposes a generic function (which gets monomorphized), but internally passes it off to a non-generic function.

This to avoid that the underlying code gets monomorphized.

https://github.com/rust-lang/rust/blob/8c52f735abd1af9a73941...

dwattttt 3 hours ago | parent [-]

> This does come with code-bloat. So the Rust std sometimes exposes a generic function (which gets monomorphized), but internally passes it off to a non-generic function.

There's no free lunch here. Reducing the amount of code that's monomorphised reduces the code emitted & improves compile times, but it reduces the scope of the code that's exposed to the input type, which reduces optimisation opportunities.

josephg 2 hours ago | parent [-]

Yes. But I like that rust gives you the option.

In C, the only way to write a monomorphized hash table or array list involves horribly ugly macros that are difficult to write and debug. Rust does monomorphization by default, but you can also use &dyn trait for vtable-like behaviour if you prefer.

gpderetta 12 hours ago | parent | prev | next [-]

Then again, often

  #pragma omp for 
is a very low mental-overhead way to speed up code.
MeetingsBrowser 12 hours ago | parent | next [-]

Depends on the code.

OpenMP does nothing to prevent data races, and anything beyond simple for loops quickly becomes difficult to reason about.

thesz 3 hours ago | parent [-]

No.

It is easy to divide loop body into computation and share info update, the latter can be done under #pragma omp critical (label).

nurettin 12 hours ago | parent | prev [-]

Yes! gcc/omp in general solved a lot of the problems which are conveniently left out in the article.

The we have the anecdotal "They failed firefox layout in C++ twice then did it in Rust" < to this I sigh in chrome.

steveklabnik 12 hours ago | parent [-]

The Rust version of this is "turn .iter() into .par_iter()."

It's also true that for both, it's not always as easy as "just make the for loop parallel." Stylo is significantly more complex than that.

> to this I sigh in chrome.

I'm actually a Chrome user. Does Chrome do what Stylo does? I didn't think it did, but I also haven't really paid attention to the internals of any browsers in the last few years.

pjmlp 12 hours ago | parent | next [-]

And the C++ version is add std::execution::par_unseq as parameter to the ranges algorithm.

MeetingsBrowser 7 hours ago | parent [-]

This has the same drawbacks as "#pragma omp for".

The hard part isn't splitting loop iterations between threads, but doing so _safely_.

Proving an arbitrary loop's iterations are split in a memory safe way is an NP hard problem in C and C++, but the default behavior in Rust.

nurettin 12 hours ago | parent | prev [-]

Afaik it does all styling and layout in the main thread and offloads drawing instructions to other threads (CompositorTileWorker) and it works fine?

dwattttt 3 hours ago | parent [-]

That does sound like Chrome has also either failed to make styling multithreaded in C++ (or haven't attempted it), while it was achieved in Rust?

m-schuetz 13 hours ago | parent | prev | next [-]

I'm still confused as to why linux requires linking against TBB for multithreading, thus breaking cmake configs without if(linux) for tbb. That stuff should be included by default without any effort by the developer.

sebtron 13 hours ago | parent [-]

I think this is related to the C++ standard library implementation.

Using pthread in C, for example, TBB is not required.

Not sure about C11 threads, but I have always thought that GLIBC just uses pthread under the hood.

m-schuetz 12 hours ago | parent [-]

I don't know the details since I'm mainly a windows dev, but when porting to linux, TBB has always been a huge pain in the ass since it's a suddenly additionally required dependency by gcc. Using C++ and std::thread.

pjmlp 12 hours ago | parent [-]

Also clang, and in general parallel algorithms aren't available outside of platforms not supported by TBB.

C++26 will get another similar dependency, because BLAS algorithms are going to be added, but apparently the expectation is to build on top of C/Fortran BLAS battle tested implementations.

jasonjmcghee 12 hours ago | parent | prev | next [-]

> Rust programmers may as well sprinkle threads all over the place regardless whether that's a 16x improvement or 1.5x improvement

What about energy use and contention?

pornel 5 hours ago | parent [-]

Usually it's a benefit for energy usage anyway.

CPUs are most energy efficient sitting idle doing nothing, so finishing work sooner in wall-clock time usually helps despite overheads.

Energy usage is most affected by high clock frequencies, and CPUs will boost clocks for single-threaded code.

Threads waiting on cache misses let CPU use hyperthreading, which is actually energy efficient (you get context switching in hardware).

You can waste energy in pathological cases if you overuse spinlocks or spawn so many threads that bookkeeping takes more work than what the threads do, but helper libraries for multithreading all have thread pools, queues, and dynamic work splitting to avoid extreme cases.

Most of the time low speed up is merely Amdahl's law – even if you can distribute work across threads, there's not enough work to do.

jasonjmcghee 2 hours ago | parent [-]

Thanks

groundzeros2015 13 hours ago | parent | prev [-]

Multithreading does not make code more efficient. It still takes the same amount of work and power (slightly more).

On a backend system where you already have multiple processes using various cores (databases, web servers, etc) it usually doesn’t make sense as a performance tool.

And on an embedded device you want to save power so it also rarely makes sense.

MrJohz 12 hours ago | parent | next [-]

According to [1], the most important factor for the power consumption of code is how long the code takes to run. Code that spreads over multiple cores is generally more power efficient than code that runs sequentially, because the power consumption of multiple cores grows less than linearly (that is, it requires less than twice as much power to run two cores as it does one core).

Therefore if parallelising code reduces the runtime of that code, it is almost always more energy efficient to do so. Obviously if this is important in a particular context, it's probably worth measuring it in that context (e.g. embedded devices), but I suspect this is true more often than it isn't true.

[1]: https://arxiv.org/abs/2410.05460

fauigerzigerk 11 hours ago | parent [-]

>Therefore if parallelising code reduces the runtime of that code, it is almost always more energy efficient to do so

Only if it leads to better utilisation. But in the scenario that the parent comment suggests, it does not lead to better utilisation as all cores are constantly busy processing requests.

Throughput as well as CPU time across cores remains largely the same regardless of whether or not you paralellise individual programs/requests.

MrJohz 9 hours ago | parent [-]

That's true, which is why I added the caveat that this is only true if parallelising reduces the overall runtime - if you can get in more requests per second through parallelisation. And the flip side of that is that if you're able to perfectly utilise all cores then you're already running everything in parallel.

That said, I suspect it's a rare case where you really do have perfect core utilisation.

pirocks 12 hours ago | parent | prev | next [-]

> Multithreading does not make code more efficient. It still takes the same amount of work and power (slightly more).

In addition to my sibling comments I would like to point out that multithreading quite often can save power. Typically the power consumption of an all core load is within 2x the power consumption of a single core load, while being many times faster assuming your task parallelizes well. This makes sense b/c a fully loaded cpu core still needs all the L3 cache mechanisms, all the DRAM controller mechanisms, etc to run at full speed. A fully idle system on the other hand can consume very little power if it idles well(which admittedly many cpus do not idle on low power).

Edit:

I would also add that if your system is running a single threaded database, and a single threaded web server, that still leaves over a hundred of underutilized cores on many modern server class cpus.

groundzeros2015 11 hours ago | parent [-]

Responding to your last point.

If you use a LAMP style architecture with a scripting language handling requests and querying a database, you can never write a single line of multithreaded code and already are setup to utilize N cores.

Each web request can happen in a thread/process and their queries and spawns happen independently as well.

NetMageSCW 13 hours ago | parent | prev [-]

Multithreading can made an application more responsive and more performant to the end user. If multithreading causes an end user to have to wait less, the code is more performant.

groundzeros2015 13 hours ago | parent [-]

Yes it can used to reduce latency of a particular task. Did you read my points about when it’s not helpful?

Are people making user facing apps in rust with GUIs?

sebtron 13 hours ago | parent | next [-]

> Are people making user facing apps in rust with uis?

We are talking not only about Rust, but also about C and C++. There are lots of C++ UI applications. Rust poses itself as an alternative to C++, so it is definitely intended to be used for UI applications too - it was created to write a browser!

At work I am using tools such as uv [1] and ruff [2], which are user-facing (although not GUI), and I definitely appreciate a 16x speedup if possible.

[1] https://github.com/astral-sh/uv

[2]https://github.com/astral-sh/ruff

allreduce 12 hours ago | parent | prev | next [-]

Usually it does not reduce latency but increases throughput.

Multithreading is an invaluable tool when actually using your computer to crunch numbers (scientific computing, rendering, ...).

tcfhgj 13 hours ago | parent | prev [-]

> Are people making user facing apps in rust with GUIs?

yes

groundzeros2015 13 hours ago | parent [-]

got any to share? Should I assume native gui in these these rust performance debates?

tcfhgj 12 hours ago | parent | next [-]

https://system76.com/cosmic

https://helix-editor.com/

https://zed.dev/

groundzeros2015 10 hours ago | parent [-]

What do you think are good use cases for multi threading in these editors?

steveklabnik 9 hours ago | parent | next [-]

"don't block the ui thread" is a pretty classic aphorism in any language.

tcfhgj 10 hours ago | parent | prev [-]

search, linting

gf000 12 hours ago | parent | prev | next [-]

Well, what about small CLI tools, like ripgrep and the like? Does multithreading not matter when we open a large number of files and process them? What about compilers?

groundzeros2015 11 hours ago | parent [-]

Sure. But the more obviously parallel the problem is (visiting N files) the less compelling complex synchronization tools are.

To over explain, if you just need to make N forks of the same logic then it’s very easy to do this correctly in C. The cases where I’m going to carefully maintain shared mutable state with locking are cases where the parallelism is less efficient (Ahmdal’s law).

Java style apps that just haphazardly start threads are what rust makes safer. But that’s a category of program design I find brittle and painful.

The example you gave of a compiler is canonically implemented as multiple process making .o files from .c files, not threads.

gf000 10 hours ago | parent [-]

> The example you gave of a compiler is canonically implemented as multiple process making .o files from .c files, not threads.

This is a huge limitation of C's compilation model, and basically every other language since then does it differently, so not sure if that's a good example. You do want some "interconnection" between translation units, or at least less fine-grained units.

groundzeros2015 10 hours ago | parent [-]

And yet despite that theoretical limit C compiles faster than any other language. Even C++ is very fast if you are not using header-only style.

What’s better? Rust? Haskell? Swift?

It’s very hard to do multithreading at a more granular level without hitting amdahl’s law and synchronization traps.

xpe 12 hours ago | parent | prev [-]

You might start with https://github.com/zed-industries/awesome-gpui and https://blog.logrocket.com/state-rust-gui-libraries/

bfrog 15 hours ago | parent | prev | next [-]

One example where Rust enables better and faster abstractions is traits. C you can do this with some ugly methods like macros and such but in Rust it’s not the implementers choice it’s the callers choice whether to use dynamic dispatch (function pointer table in C) or static dispatch (direct function calls!)

In c the caller isn’t choosing typically. The author of some library or api decides this for you.

This turns out to be fairly significant in something like an embedded context where function pointers kill icache and rob cycles jumping through hoops. Say you want to bit bang a bus protocol using GPIO, in C with function pointers this adds maybe non trivial overhead and your abstraction is no longer (never was) free. Traits let the caller decide to monomorphize that code and get effectively register reads and writes inlined while still having an abstract interface to GPIO. This is excellent!

emidln 14 hours ago | parent | next [-]

I probably enjoy ELF hacking more than most, but patching an ELF binary via LD_PRELOAD, linker hacks, or even manual or assisted relinking tricks are just tools in the bag of performant C/C++ (and probably Rust too, but I don't get paid to make that fast). If you care about perf and for whatever reason are using someone else's code, you should be intimately familiar with your linker, binary format, ABI, and OS in addition to your hardware. It's all bytes in the end, and these abstractions are pliable with standard tooling.

I'd usually rather have a nice language-level interface for customizing implementation, but ELF and Linux scripting is typically good enough. Binary patching is in a much easier to use place these days with good free tooling and plenty of (admittedly exploit-oriented) tutorials to extrapolate from as examples.

K0nserv 14 hours ago | parent | prev | next [-]

> In c the callers isn’t choosing typically. The author of some library or api decides this for you.

Tbf this applies to Rust too. If the author writes

   fn foo(bar: Box<dyn BarTrait>)
they have forced the caller into dynamic dispatch.

Had they written

   fn foo(bar: impl BarTrait)
the choice would've remained open to the caller
nicoburns 14 hours ago | parent [-]

Right, but almost all APIs in Rust use something like

    fn foo(bar: impl BarTrait)
and AFAIK it isn't possible to write that in C (though C++ does allow this kind of thing).
bfrog 12 hours ago | parent | next [-]

C++ you either use templates or classes and virtuals. In either case the caller doesn't get to decide.

Seattle3503 an hour ago | parent [-]

Interesting, there isn't some way to have a template that is polymorphic over virtuals?

bsaul 12 hours ago | parent | prev [-]

how do apis typically manage to actually « use » the « bar » of your example, such as storing it somewhere, without enforcing some kind of constraints ?

steveklabnik 12 hours ago | parent | next [-]

"BarTrait" is the constraint.

This is monomorphized for every type you pass in, in short.

Maxatar 9 hours ago | parent | prev [-]

If you need to store the value then you have no choice but to take in a dyn trait.

steveklabnik 9 hours ago | parent | next [-]

Depending on exactly what you mean, this isn't correct. This syntax is the same as <T: BarTrait>, and you can store that T in any other generic struct that's parametrized by BarTrait, for example.

marcosdumay 5 hours ago | parent [-]

> you can store that T in any other generic struct that's parametrized by BarTrait, for example

Not really. You can store it on any struct that specializes to the same type of the value you received. If you get a pre-built struct from somewhere and try to store it there, your code won't compile.

tcfhgj 9 hours ago | parent | prev [-]

sure about that?

the struct in which it is stored, could be generic as well

Maxatar 8 hours ago | parent [-]

I'm addressing the intent of the original question.

No one would ask this question in the case where the struct is generic over a type parameter bounded by the trait, since such a design can only store a homogeneous collection of values of a single concrete type implementing the trait; the question doesn't even make sense in that situation.

The question only arises for a struct that must store a heterogeneous collection of values with different concrete types implementing the trait, in which case a trait object (dyn Trait) is required.

embedding-shape 14 hours ago | parent | prev | next [-]

It's a tradeoff though, as I think traits makes the Rust build times grow really quickly. I don't know the exact characteristics of it, also I think they speed it up compared to how it used to be, but I do remember that you'll get noticeable build slowdowns the more you use traits, especially "complicated" ones.

treyd 14 hours ago | parent | next [-]

Code is typically run many more times than it's compiled, so this is a perfectly good tradeoff to make.

embedding-shape 14 hours ago | parent | next [-]

Absolutely, was not trying to claim otherwise. But since we're engineers (at least I like to see myself as one), it's worth always keeping in mind that almost everything comes with tradeoffs, even traits :)

Someone down the line might be wondering why suddenly their Rust builds take 4x the time after merging something, and just maybe remembering this offhand comment will make them find the issue faster :)

cardanome 14 hours ago | parent | prev [-]

For release builds yes. For debug builds slow compile times kill productivity.

greener_grass 14 hours ago | parent | next [-]

If you are not willing to make this trade then how much of a priority was run-time performance, really?

esrauch 14 hours ago | parent [-]

It's never the case that only one thing is important.

In the extreme, you surely wouldn't accept a 1 day or even 1 week build time for example? It seems like that could be possible and not hypothetical for a 1 week build since a system could fuzz over candidate compilation, and run load tests and do PGO and deliver something better. But even if runtime performance was so important that you had such a system, it's obvious you wouldn't ever have developer cycles that take a week to compile.

Build time also even does matter for release: if you have a critical bug in production and need to ship the fix, a 1 hour build time can still lose you a lot here. Release build time doesn't matter until it does.

torginus 13 hours ago | parent | prev | next [-]

A lot of C++ devs advocate for simple replacements for the STL that do not rely too much on zero-cost abstractions. That way you can have small binaries, fast compiles, and make a fast-debug kinda build where you only turn on a few optimizations.

That way you can get most of the speed of the Release version, with a fairly good chance of getting usable debug info.

A huge issue with C++ debug builds is the resulting executables are unusably slow, because the zero-cost abstractions are not zero cost in debug builds.

pjmlp 12 hours ago | parent [-]

Unless one uses VC++, which can debug release builds.

Similar capabilities could be made available in other compilers.

torginus 8 hours ago | parent [-]

Its not just the compiler - MSVC like all others has a tendency to mangle code in release builds to such an extent that the debug info is next to useless (which to be fair is what I asked it to do, not that I fault it).

Now to hate a bit on MSVC - its Edit & Continue functionality makes debug builds unbearably slow, but at least it doesn't work, so my first thing is to turn that thing off.

pjmlp 8 hours ago | parent [-]

Which is why recent versions have dynamic debugging mode.

arw0n 13 hours ago | parent | prev | next [-]

I think this also massively depends on your domain, familiarity with the code base and style of programming.

I've changed my approach significantly over time on how I debug (probably in part due to Rusts slower compile times), and usually get away with 2-3 compiles to fix a bug, but spend more time reasoning about the code.

kace91 14 hours ago | parent | prev [-]

Doesn’t rust have incremental builds to speed up debug compilation? How slow are we talking here?

steveklabnik 14 hours ago | parent | next [-]

Rust does have incremental rebuilds, yes.

Folks have worked tirelessly to improve the speed of the Rust compiler, and it's gotten significantly faster over time. However, there are also language-level reasons why it can take longer to compile than other languages, though the initial guess of "because of the safety checks" is not one of them, those are quite fast.

> How slow are we talking here?

It really depends on a large number of factors. I think saying "roughly like C++" isn't totally unfair, though again, it really depends.

sfink 10 hours ago | parent [-]

My initial guess would be "because of the zero-cost abstractions", since I read "zero-cost" as "zero runtime cost" which implies shifting cost from runtime to compile time—as would happen with eg generics or any sort of global properties.

(Uh oh, there's an em-dash, I must be an AI. I don't think I am, but that's what an AI would think.)

steveklabnik 10 hours ago | parent [-]

I used em dashes before AI, and won't stop now :)

That's sort of part of it, but it's also specific language design choices that if they were decided differently, might make things faster.

esrauch 14 hours ago | parent | prev [-]

People do have cold Rust compiles that can push up into measured in hours. Large crates often take design choices that are more compile time friendly shape.

Note that C++ also has almost as large problem with compile times with large build fanouts including on templates, and it's not always realistic for incremental builds to solve either especially time burnt on linking, e.g. I believe Chromium development often uses a mode with .dlls dynamic linking instead of what they release which is all static linked exactly to speed up incremental development. The "fast" case is C not C++.

kibwen 4 hours ago | parent | next [-]

There's no Rust codebase that takes hours to compile cold unless 1) you're compiling a massive codebase in release mode with LTO enabled, in which case, you've asked for it, 2) you've ported Doom to the type system, or 3) you're compiling on a netbook.

dwattttt 3 hours ago | parent [-]

I'm curious if this is tracked or observed somewhere; crater runs are a huge source of information, metrics about the compilation time of crates would be quite interesting.

estebank 2 hours ago | parent [-]

I know some large orgs have this data for internal projects.

This page gives a very loose idea of how we're doing over time: https://perf.rust-lang.org/dashboard.html

embedding-shape 13 hours ago | parent | prev [-]

> I believe Chromium development often uses a mode with .dlls dynamic linking instead of what they release which is all static linked exactly to speed up incremental development. The "fast" case is C not C++.

Bevy, a Rust ECS framework for building games (among other things), has a similar solution by offering a build/rust "feature" that enables dynamic linking (called "dynamic_linking"). https://bevy.org/learn/quick-start/getting-started/setup/#dy...

cogman10 13 hours ago | parent | prev [-]

AFAIK, it's not the traits that does it but rather the generics.

Rust does make it a lot easier to use generics which is likely why using more traits appears to be the cause of longer build times. I think it's just more that the more traits you have, the more likely you are to stumble over some generic code which ultimately generates more code.

embedding-shape 13 hours ago | parent [-]

> AFAIK, it's not the traits that does it but rather the generics.

Aah, yes, that sounds more correct, the end result is the same, I failed to remember the correct mechanism that led to it. Thank you for the correction!

pmarin 12 hours ago | parent | prev [-]

The C way is to avoid abstractions in first place.

mid-kid 14 hours ago | parent | prev | next [-]

I almost ignored this post because I can't stand this particular war, where examples are cherry picked to prove either answer.

I'm very happy to see the nuanced take in this article, slowly deconstructing the implicit assumptions proposed by the person asking this question, to arrive at the same conclusion that I long have. I hope this post reaches the right people.

A particular language doesn't have a "speed", a particular implementation may have, and the language may have properties that make it difficult to make a fast implementation (of those specific properties/features) given the constraints of our current computer architectures. Even then, there's usually too many variables to make a generalized statement, and the question often presumes that performance is measured as total cpu time.

steveklabnik 14 hours ago | parent [-]

I will admit the title was a bit of a gamble, but thank you for taking the time to read it and I'm glad that you enjoyed it in the end.

nixpulvis 7 minutes ago | parent | next [-]

I just want to say, I always really appreciate your writing.

jesse__ 4 hours ago | parent | prev | next [-]

From the other side of the table, I love performance comparisons, so I always read these things. I also enjoyed your commentary, thanks for writing it :)

jibal 12 hours ago | parent | prev [-]

We recently had a post here where the claim being refuted was in quotes in the title, but half the comments were as if the article were making the claim, clearly indicating that people didn't read it (and don't understand how quote marks work).

aw1621107 3 hours ago | parent | next [-]

Assuming I'm thinking of the same submission as you, the quotes were not present in the original submission [0].

[0]: https://news.ycombinator.com/item?id=46525937

steveklabnik 12 hours ago | parent | prev [-]

Yes, this is an age old problem, for sure.

It's a good thing to keep in mind when you read the comments on any article.

OskarS 14 hours ago | parent | prev | next [-]

I think personally the answer is "basically no", Rust, C and C++ are all the same kind of low-level languages with the same kind of compiler backends and optimizations, any performance thing you could do in one you can basically do in the other two.

However, in the spirit of the question: someone mentioned the stricter aliasing rules, that one does come to mind on Rust's side over C/C++. On the other hand, signed integer overflow being UB would count for C/C++ (in general: all the UB in C/C++ not present in Rust is there for performance reasons).

Another thing I thought of in Rust and C++s favor is generics. For instance, in C, qsort() takes a function pointer for the comparison function, in Rust and C++, the standard library sorting functions are templated on the comparison function. This means it's much easier for the compiler to specialize the sorting function, inline the comparisons and optimize around it. I don't know if C compilers specialize qsort() based on comparison function this way. They might, but it's certainly a lot more to ask of the compiler, and I would argue there are probably many cases like this where C++ and Rust can outperform C because of their much more powerful facilities for specialization.

ndesaulniers 4 hours ago | parent | next [-]

> For instance, in C, qsort() takes a function pointer for the comparison function, in Rust and C++, the standard library sorting functions are templated on the comparison function.

That's more of a critique of the standard libraries than the languages themselves.

If someone were writing C and cared, they could provide their own implementation of sort such that the callback could be inlined (LLVM can inline indirect calls when all call sites are known), just as it would be with C++'s std::sort.

Further, if the libc allows for LTO (active area of research with llvm-libc), it should be possible to optimize calls to qsort this way.

josephg 2 hours ago | parent | next [-]

> That's more of a critique of the standard libraries than the languages themselves.

But we're right to criticise the standard libraries. If the average programmer uses standard libraries, then the average program will be affected (positively and negatively) by its performance and quirks.

jesse__ 4 hours ago | parent | prev [-]

"could" and "should" are doing some very theoretical heavy lifting here.

Sure, at the limit, I agree with you, but in reality, relying on the compiler to do any optimization that you care about (such as inlining an indirect function call in a hot loop) is incredibly unwise. Invariably, in some cases it will fail, and it will fail silently. If you're writing performance critical code in any language, you give the compiler no choice in the matter, and do the optimization yourself.

I do generally agree that in the case of qsort, it's an API design flaw

oguz-ismail2 an hour ago | parent [-]

> qsort, it's an API design flaw

It's just a generic sorting function. If you need more you're supposed to write it yourself. The C standard library exists for convenience not performance.

jesse__ 14 minutes ago | parent [-]

Fair point.

toodlemcnoodle 13 hours ago | parent | prev | next [-]

I agree with this whole-heartedly. Rust is a LANGUAGE and C is a LANGUAGE. They are used to describe behaviours. When you COMPILE and then RUN them you can measure speed, but that's dependent on two additional bits that are not intrinsically part of the languages themselves.

Now: the languages may expose patterns that a compiler can make use of to improve optimizations. That IS interesting, but it is not a question of speed. It is a question of expressability.

pessimizer 13 hours ago | parent [-]

No. As you've made clear, it's a question of being able to express things in a way that gives more information to a compiler, allowing it to create executables that run faster.

Saying that a language is about "expressability" is obvious. A language is nothing other than a form of expression; no more, no less.

toodlemcnoodle 13 hours ago | parent | next [-]

Yes. But the speed is dependent on whether or not the compiler makes use of that information and the machine architecture the compiler is running it on.

Speed is a function of all three -- not just the language.

Optimizations for one architecture can lead to perverse behaviours on another (think cache misses and memory layout -- even PROGRAM layout can affect speed).

These things are out of scope of the language and as engineers I think we ought to aim to be a bit more precise. At a coarse level I can understand and even would agree with something like "Python is slower than C", but the same argument applies there as well.

But at some point objectivity ought to enter the playing field.

irishcoffee 13 hours ago | parent | prev [-]

> ... it's a question of being able to express things in a way that gives more information to a compiler, allowing it to create executables that run faster.

There is expressing idea via code, and there is optimization of code. They are different. Writing what one may think is "fully optimized code" the first time is a mistake, every time, and usually not possible for a codebase of any significant size unless you're a one-in-a-billion savant.

Programming languages, like all languages, are expressive, but only as expressive as the author wants to be, or knows how to be. Rarely does one write code and think "if I'm not expressive enough in a way the compiler understands, my code might be slightly slower! Can't have that!"

No, people write code that they think is correct, compile it, and run it. If your goal is to make the most perfect code you possibly can, instead of the 95% solution is the robust, reliable, maintainable, and testable, you're doing it wrong.

Rust is starting to take up the same mental headspace as LLMs: they're both neat tools. That's it. I don't even mind people being excited about neat tools, because they're neat. The blinders about LLMs/Rust being silver bullets for the software industry need to go. They're just tools.

marcosdumay 5 hours ago | parent | prev | next [-]

> On the other hand, signed integer overflow being UB would count for C/C++

Rust defaults to the platform treatment of overflows. So it should only make any difference if the compiler is using it to optimize your code, what will most likely lead to unintended behavior.

kibwen 4 hours ago | parent | next [-]

Rust's overflow behavior isn't platform-dependent. By default, Rust panics on overflow when compiled in debug mode and wraps on overflow when compiled in release mode, and either behavior can be selected in either mode by a compiler flag. In neither case does Rust consider it UB for arithmetic operations to wrap.

astrange 5 hours ago | parent | prev [-]

Writing a function with UB for overflows doesn't cause unintended behavior if you're doing it to signal there aren't any overflows. And it's very important because it's needed to do basically any loop rewriting.

On the other hand, writing a function that recovers from overflows in an incorrect/useless way still isn't helpful if there are overflows.

jandrewrogers 13 hours ago | parent | prev | next [-]

The main performance difference between Rust, C, and C++ is the level of effort required to achieve it. Differences in level of effort between these languages will vary with both the type of code and the context.

It is an argument about economics. I can write C that is as fast as C++. This requires many times more code that takes longer to write and longer to debug. While the results may be the same, I get far better performance from C++ per unit cost. Budgets of time and money ultimately determine the relative performance of software that actually ships, not the choice of language per se.

I've done parallel C++ and Rust implementations of code. At least for the kind of performance-engineered software I write, the "unit cost of performance" in Rust is much better than C but still worse than C++. These relative costs depend on the kind of software you write.

pjmlp 12 hours ago | parent | next [-]

> I can write C that is as fast as C++.

Only if ignoring the C++ compile time execution capabilites.

pmarin 12 hours ago | parent | next [-]

C++ compile time execution is just a gimmicky code generator, you can do it in any language.

pjmlp 11 hours ago | parent [-]

Yeah, I could also be writting in a macro assembler for some Lisp inspired ideas and optimal performace.

jandrewrogers 12 hours ago | parent | prev [-]

Any code that can be generated at compile-time can be written the old fashioned way.

pjmlp 11 hours ago | parent [-]

Including using a macro assembler with a bunch MASM/TASM like clever macros.

gf000 12 hours ago | parent | prev [-]

> I can write C that is as fast as C++

I generally agree with your take, but I don't think C is in the same league as Rust or C++. C has absolutely terrible expressivity, you can't even have proper generic data structures. And something like small string optimization that is in standard C++ is basically impossible in C - it's not an effort question, it's a question of "are you even writing code, or assembly".

jandrewrogers 12 hours ago | parent [-]

Yes, it is the difference between "in theory" and "in practice". In practice, almost no one would write the C required to keep up with the expressiveness of modern C++. The difference in effort is too large to be worth even considering. It is why I stopped using C for most things.

There is a similar argument around using "unsafe" in Rust. You need to use a lot of it in some cases to maintain performance parity with C++. Achievable in theory but a code base written in this way is probably going to be a poor experience for maintainers.

Each of these languages has a "happy path" of applications where differences in expressivity will not have a material impact on the software produced. C has a tiny "happy path" compared to the other two.

Measter 14 hours ago | parent | prev | next [-]

> On the other hand, signed integer overflow being UB would count for C/C++

C and C++ don't actually have an advantage here because this is only limited to signed integers unless you use compiler-specific intrinsics. Rust's standard library allows you to make overflow on any specific arithmetic operation UB on both signed and unsigned integers.

OskarS 13 hours ago | parent [-]

It's interesting, because it's a "cultural" thing like the author discusses, it's a very good point. Sure, you can do unsafe integer arithmetic in Rust. And you can do safe integer arithmetic with overflow in C/C++. But in both cases, do you? Probably you don't in either case.

"Culturally", C/C++ has opted for "unsafe-but-high-perf" everywhere, and Rust has "safe-but-slightly-lower-perf" everywhere, and you have to go out of your way to do it differently. Similarly with Zig and memory allocators: sure, you can do "dynamically dispatched stateful allocators that you pass to every function that allocates" in C, but do you? No, you probably don't, you probably just use malloc().

On the other hand: the author's point that the "culture of safety" and the borrow checker in Rust frees your hand to try some things in Rust which you might not in C/C++, and that leads to higher perf. I think that's very true in many cases.

Again, the answer is more or less "basically no, all these languages are as fast as each other", but the interesting nuance is in what is natural to do as an experienced programmer in them.

Xirdus 13 hours ago | parent [-]

C++ isn't always "unsafe-but-high-perf". Move semantics are a good example. The spec goes to great lengths to ensure safety in a huge number of scenarios, at the cost of performance. Mostly shows up in two ways: one, unnecessary destructor calls on moved out objects, and two, allowing throwing exceptions in move constructors which prevents most optimizations that would be enabled by having move constructors in the first place (there was an article here recently on this topic).

Another one is std::shared_ptr. It always uses atomic operations for reference counting and there's no way to disable that behavior or any alternative to use when you don't need thread safety. On the other hand, Rust has both non-atomic Rc and atomic Arc.

josefx 11 hours ago | parent [-]

> one, unnecessary destructor calls on moved out objects

That issue predates move semantics by ages. The language always had very simple object life times, if you create Foo foo; it will call foo.~Foo() for you, even if you called ~Foo() before. Anything with more complex lifetimes either uses new or placement new behind the scenes.

> Another one is std::shared_ptr.

From what I understand shared_ptr doesn't care that much about performance because anyone using it to manage individual allocations already decided to take performance behind the shed to be shot, so they focused more on making it flexible.

Xirdus 10 hours ago | parent [-]

C++11 totally could have started skipping destructors for moved out values only. They chose not to, and part of the reason was safety.

I don't agree with you about shared_ptr (it's very common to use it for a small number of large/collective allocations), but even if what you say is true, it's still a part of C++ that focuses on safety and ignores performance.

Bottom line - C++ isn't always "unsafe-but-high-perf".

tick_tock_tick 4 hours ago | parent | prev | next [-]

You're qsort example is basically the same reason people say C++ is faster than Rust. C++ templates are still a lot more powerful than Rusts systems but that's getting closer and closer every day.

josephg 2 hours ago | parent [-]

It is?? Can you give some examples of high performance stuff you can do using C++'s template system that you can't do in rust?

renox 14 hours ago | parent | prev | next [-]

>signed integer overflow being UB would count for C/C++

Then, I raise you to Zig which has unsigned integer overflow being UB.

steveklabnik 14 hours ago | parent | next [-]

Interestingly enough, Zig does not use the same terminology as C/C++/Rust do here. Zig has "illegal behavior," which is either "safety checked" or "unchecked." Unchecked illegal behavior is like undefined behavior. Compiler flags and in-source annotations can change the semantics from checked to unchecked or vice versa.

Anyway that's a long way of saying that you're right, integer overflow is illegal behavior, I just think it's interesting.

ladyanita22 14 hours ago | parent | prev [-]

Rust has UB overflow as well, just unsafe.

https://doc.rust-lang.org/std/intrinsics/fn.unchecked_add.ht...

jarjoura 10 hours ago | parent | prev | next [-]

At that point the real question should be restated. Does the LLVM IL that is generated from clang and rustc matter in a meaningful way?

dana321 14 hours ago | parent | prev | next [-]

Rust has linker optimizations that can make it faster in some cases

quotemstr 13 hours ago | parent [-]

Huh? Both have LTO. There are linker optimizations available to Rust and not to C and C++. They all use the same God damn linker.

josephg 2 hours ago | parent [-]

A few years ago I pulled a rust library into a swift app on ios via static linking & C FFI. And I had a tiny bit of C code bridge the languages together.

When I compiled the final binary, I ran llvm LTO across all 3 languages. That was incredibly cool.

trueismywork 11 hours ago | parent | prev | next [-]

Strict aliasing analysis of rust will provide some fundamental better optimization than C.

foldr 13 hours ago | parent | prev [-]

>in Rust and C++, the standard library sorting functions are templated on the comparison function. This means it's much easier for the compiler to specialize the sorting function, inline the comparisons and optimize around it.

I think this is something of a myth. Typically, a C compiler can't inline the comparison function passed to qsort because libc is dynamically linked (so the code for qsort isn't available). But if you statically link libc and have LTO, or if you just paste the implementation of qsort into your module, then a compiler can inline qsort's comparison function just as easily as a C++ compiler can inline the comparator passed to std::sort. As for type-specific optimizations, these can generally be done just as well for a (void *) that's been cast to a T as they can be for a T (though you do miss out on the possibility of passing by value).

That said, I think there is an indirect connection between a templated sort function and the ability to inline: it forces a compiler/linker architecture where the source code of the sort function is available to the compiler when it's generating code for calls to that function.

jarjoura 10 hours ago | parent | next [-]

Wouldn't C++ and Rust eventually call down into those same libc functions?

I guess for your example, qsort() it is optional, and you can chose another implementation of that. Though I tend to find that both standard libraries tend to just delegate those lowest level calls to the posix API.

steveklabnik 10 hours ago | parent | next [-]

Rust doesn't call into libc for sort, it has its own implementation in the standard library.

adgjlsfhk1 5 hours ago | parent | prev [-]

Many of the libc functions are bad apis with traditionally bad implementations.

OskarS 13 hours ago | parent | prev [-]

qsort is obviously just an example, this situation applies to anything that takes a callback: in C++/Rust, that's almost always generic and the compiler will monomorphize the function and optimize around it, and in C it's almost always a function pointer and a userData argument for state passed on the stack. (and, of course, it applies not just to callbacks, but more broadly to anything templated).

I'm actually very curious about how good C compilers are at specializing situations like this, I don't actually know. In the vast majority cases, the C compiler will not have access to the code (either because of dynamic linking like in this example, or because the definition is in another translation unit), but what if it does? Either with static linking and LTO, or because the function is marked "inline" in a header? Will C compilers specialize as aggressively as Rust and C++ are forced to do?

If anyone has any resources that have looked into this, I would be curious to hear about it.

Maxatar 9 hours ago | parent | next [-]

Dynamic linking will inhibit inlining entirely, and so yes qsort does not in practice get inlined if libc is dynamically linked. However, compilers can inline definitions across translation units without much of any issue if whole program optimization is enabled.

The use of function pointers doesn't have much of an impact on inlining. If the argument supplied as a parameter is known at compile time then the compiler has no issue performing the direct substitution whether it's a function pointer or otherwise.

foldr 11 hours ago | parent | prev [-]

My point is that the real issue is just whether or not the function call is compiled as part of the same unit as the function. If it is, then, certainly, modern C compilers can inline functions called via function pointers. The inlining itself is not made easier via the template magic.

Your C comparator function is already “monomirphized” - it’s just not type safe.

kibwen 14 hours ago | parent | prev | next [-]

I like to say that there are two primary factors when we talk about how "fast" a language is:

1. What costs does the language actively inject into a program?

2. What optimizations does the language facilitate?

Most of the time, it's sufficient to just think about the first point. C and Rust are faster than Python and Javascript because the dynamic nature of the latter two requires implementations to inject runtime checks all over the place to enable that dynamism. Rust and C simply inject essentially zero active runtime checks, so membership in this club is easy to verify.

The second one is where we get bogged down, because drawing clean conclusions is complicated by the (possibly theoretical) existence of optimizing compilers that can leverage the optimizability inherent to the language, as well as the inherent fragility of such optimizations in practice. This is where we find ourselves saying things like "well Rust could have an advantage over C, since it frequently has more precise and comprehensive aliasing information to pass to the optimizer", though measuring this benefit is nontrivial and it's unclear how well LLVM is thoroughly utilizing this information at present. At the same time, the enormous observed gulf between Rust in release mode (where it's as fast as C) and Rust in debug mode (when it's as slow as Ruby) shows how important this consideration is; Rust would not have achieved C speeds if it did not carefully pick abstractions that were amenable to optimization.

steveklabnik 14 hours ago | parent | next [-]

I like this framing a lot.

It's also interesting to think about this in terms of the "zero cost abstractions"/"zero overhead abstractions" idea, which Stroustrup wrote as "What you don't use, you don't pay for. What you do use, you couldn't hand code any better". The first sentence is about 1, and the second one is about what you're able to do with 2.

AnimalMuppet 14 hours ago | parent | prev | next [-]

I think there's a third question, but I don't know quite how to phrase it. Maybe "how real-world fast is the language?" or "how fast is the language in the hands of someone who isn't obsessively thinking about speed?"

That is, most of the time, most of the users aren't thinking about how to squeeze the last tenth of a percent of speed out of it. They aren't thinking about speed at all. They're thinking about writing code that works at all, and that hopefully doesn't crash too often. How fast is the language for them? Does it nudge them toward faster code, or slower? Are the default, idiomatic ways of writing things the fast way, or the slow way?

bluGill 14 hours ago | parent | prev [-]

Is Javascript significantly slower? It is extremely common in the real world and so a lot of effort has gone into optimizing it - v8 is very good. Yes C and Rust enable more optimizations: they will be slightly faster, but javascript has had a lot of effort put into making it run fast.

kibwen 12 hours ago | parent | next [-]

Yes. V8 (and other Javascript JIT engines) are very good, with a lot of effort put into them by talented engineers. But there's a floor on performance imposed by the language's own semantics. Of course, if your program is I/O bound rather than CPU bound (especially at network-scale latencies), this may never be noticeable. But a Javascript program will use significantly more CPU, significantly more memory, and both CPU and memory usage will be significantly more variable and less predictable than a program written in C or Rust.

sfink 10 hours ago | parent [-]

It's complicated, though mostly that complication doesn't change the overall conclusion.

Much of the language's semantics can be boiled away before JIT compilation, because that flexibility isn't in use at that time, which can be proven by a quick check before entering the hot code. (Or in the extreme, the JIT code doesn't check it at all, and the runtime invalidates that code lazily when an operation is performed that violates those preconditions.) Which thwarts people who do simple-minded comparisons of "what language is fastest at `for (i = 0; i < 10000000; i++) x += 7`?", because the runtime is entirely dominated by the hot loop, and the machine code for the hot loop is identical across all languages tested.

Still: you have to spend time JIT compiling. You have to do some dynamic checks in all but the innermost hot code. You have to materialize data in memory, even if just as a fallback, and you have to garbage collect periodically.

So I agree with your conclusion, except for perhaps un-nuanced use of the term "performance floor" -- there's really no elevated JS floor, at least not a global one; simple JS can generate the same or nearly the same machine code as equivalent C/C++/Rust, will use no more memory, and will never GC. But that floor only applies to a small subset of code (which can be the bulk of the runtime!), and the higher floor does kick in for everything else. So generally speaking, JS can only "be as fast" as non-managed languages for simple programs.

(I'll ignore the situations where the JIT can depend on stricter constraints at runtime than AOT-compiled languages, because I've never seen a real-world situation where it helps enough to counterbalance everything else.)

sgeisenh 14 hours ago | parent | prev [-]

Yes, for most real-world examples JavaScript is significantly slower; JIT isn’t free and can be very sensitive to small code changes, you also have to consider the garbage collector.

Speed is also not the only metric, Rust and C enable much better control over memory usage. In general, it is easier to write a memory-efficient program in Rust or C than it is in JS.

stevefan1999 3 hours ago | parent | prev | next [-]

Yes, in general Rust is faster than C, I would argue, because there are some problems the hinders C performance such as strict aliasing and volatile data simply doesn't exist in Rust, and immutable const propagation and const evaluation works too.

kevincox 2 hours ago | parent [-]

Yes, the same way is that Fortran is faster than C due to stricter aliasing rules.

But in practice C, Rust and Fortran are not really distinguishable on their own in larger projects. In larger projects things like data structures and libraries are going to dominate over slightly different compiler optimizations. This is usually Rust's `std` vs `libc` type stuff or whatever foundational libraries you pull in.

For most practical Rust, C, C++, Fortran and Zig have about the same performance. Then there is a notable jump to things like Go, C# and Java.

HarHarVeryFunny 13 hours ago | parent | prev | next [-]

In general "Is programming language X faster than Y" is a meaningless question. It mostly comes down to specific implementations - specific compilers, interpreters, etc.

The only case where one language is likely to be inherently faster than another is when the other language is so high level or abstracted away from the processors it is going to run on that an optimizing compiler is going to have a hard time bridging that gap. It may take more work for an optimizing compiler to generate good code for one language than another, for example by having to recognize when aliasing doesn't exist, but again this is ultimately a matter of implementation not language.

gpderetta 12 hours ago | parent [-]

Language design still has a huge impact on which optimizations are practically implementable.

The Mythical Sufficiently Smart Compiler is, in fact, still mythical.

HarHarVeryFunny 12 hours ago | parent [-]

Sure, but not all compilers are created equal and are going to go to the same lengths of analysis to discover optimization opportunities, or to have the same quality of code generation for that matter.

It might be interesting to compare LLVM generated code (at same/maximum optimization level) for Rust vs C, which would remove optimizer LOE as a factor and more isolate difficulties/opportunities caused by the respective languages.

vitaut 5 hours ago | parent | prev | next [-]

It's easier to write faster code in a language with compile-time facilities such as C++ or Rust than in C. For example, doing this sort of platform-specific optimization in C is a nightmare https://github.com/vitaut/zmij/blob/91f07497a3f6e2fb3a9f999a... (likely impossible without an external pass to generate multiple lookup tables).

vitaut 5 hours ago | parent [-]

Other examples are CTRE (https://github.com/hanickadot/compile-time-regular-expressio...) and format string compilation (https://fmt.dev/12.0/api/#compile-api). The closest C counterpart is re2c which also requires external tooling.

sfink 9 hours ago | parent | prev | next [-]

Huh. I expected two main advantages on Rust's side: usable multithreading (as mentioned) and stack allocation. For the latter, the ownership model makes it possible to stack-allocate things that you wouldn't dare put on the stack in either C or C++, thus saving malloc and free time as well as second-order effects from avoiding fragmentation.

Does Rust not do this for subtle reasons that I'm missing, or does it just not matter as much as I'd expect it to?

steveklabnik 9 hours ago | parent [-]

Both of those things are important, sure. I wanted this post to be talking about the higher level conceptual question, and then using interesting examples to tease out various aspects of that discussion, more than "here's what I think are the biggest differences between the two."

I think these two things are also things people would argue about a lot. It's hard to talk about them in a concrete sense of things, rather than just "I feel like code usually does X".

sfink 9 hours ago | parent [-]

Right, sorry, I didn't mean to imply that you should have covered stack allocation in your post. I think your post covers the right material to make its point.

This is more of a side comment about a different question, perhaps "ok fine, but then what are the language differences that could be performance-relevant for one language or the other, even if (as you say) they don't lead to a yes/no answer for your original question?"

steveklabnik 8 hours ago | parent [-]

The ones I think, personally:

1. crates.io makes it easy to use complex data structures. Basically this argument https://bcantrill.dtrace.org/2018/09/28/the-relative-perform...

2. Rust's safety guarantees making it easier to maintain more dangerous things over time.

3. On the C side, there's a lot more cultural understanding overall of how to use the language to get good performance results

4. It might be easier to find people who are experienced in heavily optimizing C code as opposed to Rust code.

pizlonator 12 hours ago | parent | prev | next [-]

It's not binary. If you try hard enough, I bet you can make an argument that C is faster and you can make an argument that Rust is faster.

There is a set of programs that you can write in C and that are correct, that you cannot write in Rust without leaning into unsafe code. So if by "Rust" we mean "the safe subset of Rust", then this implies that there must be optimal algorithms that can be written in C but not in Rust.

On the other hand, Rust's ownership semantics are like rocket fuel for the compiler's understanding of aliasing. The inability of compilers to track aliasing precisely is a top inhibitor of load elimination in C compilers (so much so that C compiler writers lean into shady nonsense like strict aliasing, and even that doesn't buy very much precision). But a Rust compiler doesn't need to rely on shady imprecise nonsense. Therefore, there are surely algorithms that, if written in a straightforward way in both Rust and C, will be faster in Rust. I could even imagine there are algorithms for which it would be very unnatural to write the C code in a way that matches Rust's performance.

I'm purely speaking theoretically, I have no examples of either case. Just trying to provide my PL/compiler perspective

umanwizard 12 hours ago | parent [-]

> There is a set of programs that you can write in C and that are correct, that you cannot write in Rust without leaning into unsafe code. So if by "Rust" we mean "the safe subset of Rust"

Well, unsafe rust is part of rust. So no, we don’t mean that.

pron 14 hours ago | parent | prev | next [-]

The question is what do we mean by "a fast language"? We could mean it to be how fast the fastest code that a performance expert in that language, with no resource constraints, could write. Or, we can restrict it to "idiomatic" code. Or we can say that a fast language is the one where an average programmer is most likely to produce fast code with a given budget (in which case probably none of the languages mentioned here are among the fastest).

jillesvangurp 14 hours ago | parent | next [-]

It's compilers and compiler optimizations that make code run fast. The real question is if the Rust language and the richer memory semantics it has help the Rust compiler to provide a bit more context for optimizing that the C compiler wouldn't have do unless you hand optimize your code.

If you do hand optimize your code, all bets are off. With both languages. But I think the notion that the Rust compiler has more context for optimizing than the C compiler is maybe not as controversial as the notion that language X is better/faster than language Y. Ultimately, producing fast/optimal code in C kind of is the whole point of C. And there aren't really any hacks you can do in C that you can't do in Rust, or vice versa. So, it would be hard to make the case that Rust is slower than C or the other way around.

However, there have been a few rewrites of popular unix tools in Rust that benchmark a bit faster than their C equivalents. Could those be optimized in C. Probably; but they just haven't. But there is a case there of arguing that maybe Rust code is a bit easier to make fast than C code.

gf000 12 hours ago | parent | next [-]

> It's compilers and compiler optimizations that make code run fast

Well, then in many cases we are talking about LLVM vs LLVM.

> Ultimately, producing fast/optimal code in C kind of is the whole point of C

Mostly a nitpick, but I'm not convinced that's true. The performance queen has been traditionally C++. In C projects it's not rare to see very suboptimal design choices mandated by the language's very low expressivity (e.g. no multi-threading, sticking to an easier data structure, etc).

adgjlsfhk1 5 hours ago | parent | next [-]

Compilers are only as good as the semantics you give them. C and C++ both have some pretty bad semantics in many places that heavily encourage inefficient coding patterns.

jillesvangurp 11 hours ago | parent | prev [-]

The compiler backend yes. But there probably is a lot of work happening elsewhere in the compiler tools.

pron 11 hours ago | parent | prev [-]

> It's compilers and compiler optimizations that make code run fast.

Compiler optimisations certainly play a large role, but they're not the only thing. Tracing-moving garbage collectors can trade off CPU usage for memory footprint and allow you to shift costs between them, so depending on the relative cost of CPU and RAM, you could gain speed (throughput) in exchange for RAM at a favourable price.

Arenas also offer a similar tradeoff knob, but they come with a higher development/evolution price tag.

DoctorOW 14 hours ago | parent | prev | next [-]

> we can say that a fast language is the one where an average programmer is most likely to produce fast code with a given budget

I'd say most people use this definition, with the caveat that there's no official "average programmer", and everyone has different standards.

pron 14 hours ago | parent [-]

Right, but if we assume that programmers' compensation is statistically correlated with their skill, then we can drop "average" and just talk about budget.

Avicebron 14 hours ago | parent [-]

That seems like a wild assumption to make.

gf000 12 hours ago | parent [-]

Statistically? I don't think it's that wild.

If you prefer it, salaries correlate with years of experience, and the latter surely correlates with skills, right?

(No, this doesn't mean that every 10 years XP dev is better than a 3 years XP one, but it's definitely a strong correlation)

torginus 12 hours ago | parent | prev | next [-]

I think when designing a language, and a set of libraries for it, the designer has an idea of how code for said language should be written, what 'idiomatic' code looks like.

In that context, the designer can reason about how should code written that way should perform.

So I think this is a meaningful question for a langauge designer, which makes it a meaningful question for the users as well, when phrased like this:

'How does idiomatic code (as imagined by the language creators) perform in language X vs Y?'

justin66 14 hours ago | parent | prev [-]

These are the languages an "average programmer" would use. What language are you thinking of?

pron 14 hours ago | parent | next [-]

I may be biased, but I think that if you have a budget that's reasonable in the industry for some project size and includes not only the initial development but also maintenance and evolution over the software's lifetime, especially when it's not small (say over 200KLOC), and you want to choose the language that would give you the fastest outcome, you will not get a faster program than if you chose Java. To get a faster program in any language, if possible, would require a significantly higher budget (especially for the maintenance and evolution).

xnorswap 14 hours ago | parent | next [-]

Do you think C# / .NET doesn't stack up in terms of budget, or not stack up in terms of runtime speed?

pron 14 hours ago | parent [-]

It's probably in the same ballpark. To me, the contenders for "the fastest language" include Java, C#, and Go and not many more.

justin66 13 hours ago | parent [-]

Ah thanks. That clarifies things.

cdelsolar 14 hours ago | parent | prev [-]

Go?

pron 14 hours ago | parent [-]

I don't think so, but it may not be far behind. More importantly, though, I'm fairly confident it won't be Assembly, or C, or C++, or Rust, or Zig, but also not Python, or TS/JS. The candidates would most likely include Java, C#, and Go.

swiftcoder 14 hours ago | parent | prev [-]

Purely by the numbers, an "average programmer" is much more likely to use Javascript, Python, or Java. The native languages have been a bit of a niche field since the late 90's (i.e. heavily slanted towards OS, embedded, and gamedev folks)

gignico 15 hours ago | parent | prev | next [-]

The article does not mention the possible additional optimisation opportunities that arise in Rust code due to stricter aliasing rules of references. But I don’t have an example in mind. Does anyone know of an example of it happening in real code?

steveklabnik 14 hours ago | parent | next [-]

In the spirit of the article... there's a few ways in which this could go :)

The first is, we do have some amount of empirical evidence here: Rust had to turn its aliasing optimizations on and off again a few times due to bugs in LLVM. A comment from 2021: https://github.com/rust-lang/rust/issues/54878#issuecomment-...

> When noalias annotations were first disabled in 2015 it resulted in between 0-5% increased runtime in various benchmarks.

This leaves us with a few relevant questions:

Were those benchmarks representative of real world code? (They're not linked, so we cannot know. The author is reliable, as far as I'm concerned, but we have no way to verify this off-hand comment directly, I link to it specifically because I'd take the author at their word. They do not make any claim about this, specifically.)

Those benchmarks are for Rust code with optimizations turned off and back on again, not Rust code vs C code. Does that make this a good benchmark of the question, or a bad one?

These were llvm's 'noalias' markers, which were written for `restrict` in C. Do those semantics actually take full advantage of Rust's aliasing model, or not? Could a compiler which implements these optimizations in a different way do better? (I'm actually not fully sure of the latest here, and I suspect some corners would be relying on the stacked borrows vs tree borrows stuff being finalized)

Measter 13 hours ago | parent [-]

Another issue we have to consider here for the measurements taken then is that it was miscompiling, which, to me, calls into question how much we can trust that performance change.

Additionally, it was 10 years ago and LLVM has changed. It could be that LLVM does better now, or it could do worse. I would actually be interested in seeing some benchmarks with modern rustc.

bluGill 15 hours ago | parent | prev | next [-]

Many C programs are vailid C++ and are faster when compiled with a C++ compiler because of those stricter aliasing and type rules. Like you though I have no examples.

stickynotememo 3 hours ago | parent [-]

That seems very odd - if it's possible to make those optimisations without any additional type data then why wouldn't GCC do that anyway? The benefit of stricter type rules is that more information is available to the compiler. Using a different compiler doesn't inherently increase the amount of type information.

aw1621107 3 hours ago | parent | next [-]

I believe the claim is more precisely stated as "Many C programs are valid C++ and are faster when compiled as C++" - i.e., even though the text of the program didn't change, the rules for interpreting that text changed, and it's that difference in interpretation that permits better optimizations.

tcfhgj 3 hours ago | parent | prev [-]

theoretically the C++ compiler needs to consider things like exceptions which don't exist in C, so I'd even tend to the opposite

pornel 14 hours ago | parent | prev | next [-]

When the optimizer knows writes can't change the reads, it can reorder and coalesce them. The main benefit of that is enabling autovectorization in more cases. Otherwise it saves a few loads here and there.

Karliss 14 hours ago | parent | prev | next [-]

Not exactly real world, but real code example demonstrating strict aliasing rule in action for C++. https://godbolt.org/z/WvMb34Kea Rust should have even more opportunities of this due to restrictions it has for writable references.

There are 2 main differences between versions with and without strict aliasing. Without strict aliasing compiler can't assume that the result accumulator doesn't change during the loop and it has to repeatedly read/write it each iteration. With strict aliasing it can just read it to register, do the looping and write the result back at the end once. Second effect is that with strict aliasing enabled compiler can vectorize the loop processing 4 floats at the same time, most likely the same uncertainty of counter prevents vecotorization without strict aliasing.

If you want something slightly simpler example you can disable vectorization by adding '-fno-tree-vectorize'. With it disabled there is still difference in handling of counter.

Using restrict pointers and multiple same type input arrays it would probably be possible to make something closer to real world example.

steveklabnik 14 hours ago | parent [-]

Note that Rust does not do strict aliasing, its model is different.

Also note that C++ does not have restrict, formally speaking, though it is a common compiler extension. It's a C feature only!

Tuna-Fish 13 hours ago | parent | prev [-]

I believe this advantage is currently mostly theoretical, as the code ultimately gets compiled with LLVM which does not fully utilize all the additional optimization opportunities.

adgjlsfhk1 13 hours ago | parent [-]

LLVM doesn't fully utilize all the power, but it does use an increasing amount every year. Flang and Rust have both given LLVM plenty of example code and a fair number of contributors who want to make LLVM work better for them.

kazinator 4 hours ago | parent | prev | next [-]

Assembly is not part of the C language in the sense that it's not in the ISO standard dialect, which is inapplicable to Rust.

Rust is a project that is rather more comparable to GCC than ISO C.

shmolyneaux 12 hours ago | parent | prev | next [-]

While people can nitpick, the article is pretty clear that there isn't a single answer. Everything depends on how you constrain the problem. How much experience does the developer have? What time constraints are there? Is it idiomatic code? How maintainable is the code? You can write C with Rust-like safety checks or Rust with C-like unsafety.

When you can directly write assembly with either, comparing performance requires having some constraints.

For what it's worth, I think coding agents could provide a reasonable approximation of what "average" code looks like for a given language. If we benchmark that we'd have some indication of what the typical performance looks like for a given language.

steveklabnik 12 hours ago | parent [-]

Thank you.

I wrote this at a time when I was pretty anti-LLM, but I do think that you're right that there's some interesting implications of LLM usage in this space. And that's because one version of this question is "what can the average x programmer do compared to the average y programmer in the same amount of time," and I'm curious if LLMs lift all tides here, or not.

jkarneges 12 hours ago | parent | prev | next [-]

> Some people have reported that, thanks to Rust’s checks, they are more willing to write code that’s a bit more dangerous than in the equivalent C (or C++)

I rewrote a C project in Rust some years ago, and in the Rust version I included many optimizations that I probably wouldn't have in C code, thanks to the ability to do them "fearlessly". The end result was so much more performant I had to double check I didn't leave something out!

lionkor 12 hours ago | parent | prev | next [-]

To answer the headline: No. Rust is not faster than C. C isn't faster than Rust either.

What is fast is writing code with zero abstractions or zero cost abstractions, and if you can't do that (because writing assembly sucks), get as close as possible.

Each layer you pile on adds abstraction. I've never had issues optimizing and profiling C code -- the tooling is excellent and the optimizations make sense. Get into Rust profiling and opimization and you're already in the weeds.

Want it fast? Turn off the runtime checks by calling unsafe code. From there, you can hope and pray like with most LLVM compiled languages.

If you want a stupid fast interpreter in C, you do computed goto, write a comment explaining why its not, in fact, cursed, and you're done. In C++, Rust, etc. you'll sit there examining the generated code to see if the heuristics detected something that ends up not generating effectively-computed-goto-code.

Not to mention panics, which are needed but also have branching overhead.

The only thing that is faster in Rust by default is probably math: You have so many more errors and warnings which avoid overflows, casts, etc. that you didn't mean to do. That makes a small difference.

I love Rust. If I want pure speed, I write unsafe Rust, not C. But it's not going to be as fast as trivial C code by default, because the tradeoffs fundamentally differ: Rust is safe by default, and C is efficient by default.

The article makes some of the same points but it doesn't read like the author has spent weeks in a profiler combing over machine code to optimize Rust code. Sadly I have, and I'm not getting that time back.

aw1621107 3 hours ago | parent | next [-]

> If you want a stupid fast interpreter in C, you do computed goto, write a comment explaining why its not, in fact, cursed, and you're done.

Bit of an aside, but these days it might be worth experimenting with tail call interpreters coupled with `musttail` annotations. CPython saw performance improvements over their computed goto interpreters with this method, for example [0].

[0]: https://lwn.net/Articles/1010905/

steveklabnik 12 hours ago | parent | prev | next [-]

> Want it fast? Turn off the runtime checks by calling unsafe code.

You can do that for sure, but you can also sometimes write your code in a different way. https://davidlattimore.github.io/posts/2025/09/02/rustforge-... is an interesting collection of these.

> it doesn't read like the author has spent weeks in a profiler combing over machine code to optimize Rust code

It is true that this blog post was not intended to be a comprehensive comparison of the ways in which Rust and C differ in performance. It was meant to be a higher level discussion on the nature of the question itself, using a few examples to try and draw out interesting aspects of that comparison.

michalsustr 12 hours ago | parent | prev [-]

What are your favorite tools for profiling/optimizing C and Rust code?

tracker1 12 hours ago | parent | prev | next [-]

One bit I'm surprised isn't mentioned is Rust's "Zero Cost Abstractions" where this can vary a lot in C/C++ where the similar efforts at a given pattern may be dramatically different than Rust's default selection. Even in Rust there will often be other options that are relatively easy to use but could have dramatic differences in performance for a specific use case.

These variances pretty much mean that trying to compare with other "low level" languages is far from an apples to apples comparison.

So, to answer the question, "It depends." ... In the end, I think developers tend to optimize for a preferred style or ergonomics over hard technical reasons... it's mostly opinion, IMO.

alkonaut 12 hours ago | parent | prev | next [-]

Aren't there any scenarios where a C compiler (without assistance by the developer) must be defensive about aliasing, in a way that the Rust compiler must not be?

I guess you could argue that C would reach the same speed because noalias is part of C as well. But I'd say that the interesting competition is for how fast idiomatic and "hand-optimized" (no unrolling, no aliasing hints etc) code is.

Comparing programming languages "performance" only makes sense if comparing idiomatic code. But you could argue that noalias in C is idiomatic. But you could equally well argue that multi threading in Rust is more idiomatic than it is in C and so on. That's where it becomes interesting (and difficult) to quantify.

steveklabnik 9 hours ago | parent [-]

Yes. Your point about noalias (the keyword is 'restrict' in C, noalias is the LLVM IR annotation) is right.

What I will say is that the fact that Rust uses this so much, and had to turn it off because of all the bugs it shook out, at least implies that it's not used very much in real-world C code. I don't know how to more scientifically analyze that, though.

otikik 14 hours ago | parent | prev | next [-]

I know which one is faster to produce an unintended segfault.

torginus 13 hours ago | parent | prev | next [-]

Well, if we define a reasonable yardstick for this, and try to write idiomatic code without low-level hacks and optimization, Rust has the potential to be faster because its more strict aliasing rules might enable optimizations that the C compiler wouldn't try.

However I remember reading a few years back that due to the Rust frontend not communicating these opportunities to LLVM, and LLVM not being designed to take advantage of them, the real-world gains do not always materialize.

Also sometimes people write code in Rust that does not compile under the borrow checker rules, and alleviate this issue either by cloning objects or using RefCell, both of which have a runtime cost.

ratmice 13 hours ago | parent | prev | next [-]

I feel like another optimization that rust code can exploit is uninhabited types. When combined with generics and sum types these can lead to entire branches being unreachable at the type level. Like Option<!> or Result<T, !>, rust hasn't stablized !, but you can declare them other ways such as an empty enum with no variants.

kawogi 2 hours ago | parent [-]

In your specific example `std::convert::Infallible` can be used: https://doc.rust-lang.org/std/convert/enum.Infallible.html

taminka 15 hours ago | parent | prev | next [-]

struct field alignment/padding isn't part of the C spec iirc (at least not in the way mentioned in the article), but it's almost always done that way, which is important for having a stable abi

also, if performance is critical to you, profile stuff and compare outputted assembly, more often than not you'll find that llvm just outputs the same thing in both cases

steveklabnik 14 hours ago | parent | next [-]

Here's the draft of C23: https://www.open-std.org/jtc1/sc22/wg14/www/docs/n3220.pdf

See "6.7.3.2 Structure and union specifiers", paragraph 16 & 17:

> Each non-bit-field member of a structure or union object is aligned in an implementation-defined manner appropriate to its type.

> Within a structure object, the non-bit-field members and the units in which bit-fields reside have addresses that increase in the order in which they are declared.

taminka 12 hours ago | parent [-]

so they're ordered, which i didn't dispute, but alignment is implementation defined, so it could be aligned to the biggest field (like in the article), or packed in whatever (sequential) order the particular platform demands, which was my initial point

steveklabnik 12 hours ago | parent [-]

Ah, sorry, you're right I forgot about alignment. Yes, alignment is implementation defined, paragraph 16:

> Each non-bit-field member of a structure or union object is aligned in an implementation-defined manner appropriate to its type.

But, I still don't think that what you've said is true. This is because alignment isn't decided per-object, but per type. That bit is covered more fully in 6.2.8 Alignment of objects.

You also have to be able to take a pointer to a (non-bitfield) member, and those pointers must be aligned. This is also why __attribute__((packed)) and such are non-standard extensions.

Then again: I have not passed the C specification lawyer bar, so it is possible that I am wrong here. I'm just an armchair lawyer. :)

(but for padding, yes, that's correct.)

cyco130 14 hours ago | parent | prev | next [-]

It is indeed part of the standard. It says "Within a structure object, the non-bit-field members and the units in which bit-fields reside have addresses that increase in the order in which they are declared"[1] which doesn't allow implementations to reorder fields, at least according to my understanding.

[1] https://open-std.org/JTC1/SC22/WG14/www/docs/n3220.pdf section 6.7.3.2, paragraph 17.

taminka 12 hours ago | parent [-]

i was talking abt padding/alignment, not ordering, that's indeed not allowed you're right

ajross 14 hours ago | parent | prev [-]

> struct field alignment/padding isn't part of the C spec iirc

It's part of the ABI spec. It's true that C evolved in an ad hoc way and so the formal rigor got spread around to a bunch of different stakeholders. It's not true that C is a lawless wasteland where all behavior is subject to capricious and random whims, which is an attitude I see a lot in some communities.

People write low level software to deal with memory layout and alignment every day in C, have for fourty years, and aren't stopping any time soon.

farnulfo 13 hours ago | parent | prev | next [-]

Is there a common pattern for "Is language X faster than language Y" ? Like what is your definition of faster : faster to developer, to start, to execute, to handle different workload with the same binaries (like JIT).

sfink 10 hours ago | parent [-]

Yes. "Is language X faster than language Y?" means "Is language X better than language Y?", which means "Do you like language X more than you like language Y?", which means "Do you have more experience with language X than language Y?" (well, good experiences, I guess).

So "Is language X faster than language Y?" is totally answerable, but the answer depends on the answerer.

senko 15 hours ago | parent | prev | next [-]

Interesting post, but read it for the journey, not the destination[0].

[0] tldr: "I think that there are so many variables that it is difficult to draw generalized conclusions."

IshKebab 14 hours ago | parent | prev | next [-]

I think the only reasonable way to interpret this question is "is Rust written by reasonably competent Rust developer spending a reasonable amount of time faster/slower than an equally competent C developer spending the same amount of time".

I don't think a language should count as "fast" if it takes an expert or an inordinate amount of time to get good performance, because most code won't have that.

So on those grounds I would say Rust probably is faster than C, because it makes it much much easier to use multithreading and more optimised libraries. For example a lot of C code uses linked lists because they're easy to write in C, even when a vector would be faster and more appropriate. Multithreading can just be a one line change in Rust.

oguz-ismail2 14 hours ago | parent | next [-]

So assembly is the slowest language?

hmry 13 hours ago | parent | next [-]

Depends. If it takes an assembly programmer 8 hours to implement <X>, can an equally proficient Python programmer spending 8 hours to implement <X> create a faster program?

Let's say they only need 2 hours to get the <X> to work, and can use the remaining 6 hours for optimizing. Can 6 hours of optimizing a Python program make it faster than the assembly program?

The answer isn't obvious, and certainly depends on the specific <X>. I can imagine various <X> where even unlimited time spent optimizing Python code won't produce faster results than the assembly code, unless you drop into C/C++/Zig/Rust/D and write a native Python extension (and of course, at that point you're not comparing against Python, but that native language).

IshKebab 8 hours ago | parent | prev [-]

Maybe it's best to think of it as an effort-performance graph. For a given amount of effort what performance do you get?

Assembly is going to give you pretty great performance generally, but the line only starts when you get to "ridiculous effort"!

kstrauser 13 hours ago | parent | prev [-]

Or honestly, anything involving a hashmap. Of course you can write those in C, but it’s enough friction that most people won’t for minor things. In Rust, it’s trivial, so people are more likely to use them.

jonstewart 14 hours ago | parent | prev | next [-]

“It’s the memory, stupid!” So wrote Richard Sites, lead designer of the famous DEC Alpha chip, in 1996 (http://cva.stanford.edu/classes/cs99s/papers/architects_look...). It’s rung true for 30 years.

Where C application code often suffers, but by no means always, is the use of memory for data structures. A nice big chunk of static memory will make a function fast, but I’ve seen many C routines malloc memory, do a strcpy, compute a bit, and free it at the end, over and over, because there’s no convenient place to retain the state. There are no vectors, no hash maps, no crates.io and cargo to add a well-optimized data structure library.

It is for this reason I believe that Rust, and C++, have an advantage over C when it comes to writing fast code, because it’s much easier to drop in a good data structure. To a certain extent I think C++ has an advantage over Rust due to easier and better control over layout.

JacoboJacobi 13 hours ago | parent [-]

I'd certainly agree that malloc is the Achilles heel of any real world C. Overall though C++ was not a particularly good solution to memory efficiency since having OO available made the situation look like a fast sprint to the cake shop.

jonstewart 4 hours ago | parent [-]

Heavy smalltalk-style OOP in C++ has kind of died out, especially with data structures. So with any templated data structure you’re reducing indirection from vtables and you have the opportunity to allocate however you want, often in continuous slabs to ease memory transfer and caching.

jryb 13 hours ago | parent | prev | next [-]

This post might get the record for people responding to the title without reading the article. Jeez people, it takes five seconds to discover that it subverts expectations.

bjourne 13 hours ago | parent | prev | next [-]

Haha, I'm touting my own ten year old horn: https://news.ycombinator.com/item?id=12749717 Also see steveklabnik's comments. They are relevant.

Back then the C implementation of the (i.e., "one") micro benchmark beat the Rust implementation. I could squeeze out more performance by precisely controlling the loop unrolling. Nowadays, I don't really care and operate under the assumption that "Python is faster than $X and if it is not, it is still fast enough!"

superkuh 11 hours ago | parent | prev | next [-]

As long as you can get the Rust code to compile it's about the same speed. The issue is that rustc is only available on limited platforms (and indeed lack of rustc has killed off entire hardware architectures in popular distros in a bit of tail wagging the dog), rustc changes in breaking ways (adding new features) every 3 months, current rust culture is all bleeding edge types so any rust code you encounter in the wild will require curl rust.up | sh rather than being able to use the 1 year old rust toolchain from your repos.

What good is speed if you cannot compile? c has both. Maybe in another decade rust will have settled down but now wrangling all the incompatible rust versions makes c the far better option. And no, setting cargo versions doesn't fix this. It's not something you'd run into writing rust code within a company but it's definitely something you run into trying to compile other people's rust code.

netbioserror 12 hours ago | parent | prev | next [-]

The real question at the core of any production: What's the minimum performance cost we can pay for abstractions that substantially boost development efficiency and maintainability? Just like in other engineering fields, the product tuned to yield the absolute maximum possible value in one attribute makes crippling sacrifices along other axes.

FrustratedMonky 13 hours ago | parent | prev | next [-]

Sorry, maybe stupid question. But can't this be decided by some benchmarks, using some of the features in the article that purport to make Rust faster?

steveklabnik 13 hours ago | parent [-]

Not a stupid question :)

Part of what I'm getting at here is that you have to decide what is in those benchmarks in the first place. Yes, benchmarks would be an important part of answering this question, but it's not just one question: it's a bunch of related but different questions.

classified 14 hours ago | parent | prev | next [-]

> Mozilla tried to parallelize Firefox’s style layout twice in C++, and both times the project failed. The multithreading was too tricky to get right.

That is a damn good reason to choose Rust over C++, even if the Rust implementation of the "same" thing should be a bit slower.

sfink 9 hours ago | parent | next [-]

It's a good reason to choose Rust over C++ for that application, and others that share its characteristics. (Or, more to the point of the article, it's a good reason to declare that Rust is faster than C++ for that application.)

It doesn't provide a lot of evidence in either direction for the rest of the vast space of potential programs.

(Knowing C++ fairly well and Rust not very well, I have Opinions, but they are not very well-informed opinions. They roughly boil down to: Rust is generally better for most programs, largely due to cargo not Rust, but C++ is better for more exploratory programming where you're going to be frequently reworking things as you go. Small changes ripple out across the codebase much more with Rust than C++ in my [limited] experience, and as a result the percentage of programming time spent fixing things up is substantially higher with Rust.)

bluGill 14 hours ago | parent | prev [-]

Only if it is repeatable. We have no information on what they learned in the two failed attempts - it is likely that they learned from the failures and started other architectural changes that enabled the final one to work. As such we cannot say anything about this.

Rust does have some interesting features, which restrict what you are allowed to do and thus make some things impossible but in turn make other things easier. It is highly likely that those restrictions are part of what made this possible. Given infinite resources (which you never have) a C++ implementation could be faster because it has better shared data concepts - but those same shared data concepts make it extremely hard to reason about multi-threaded code and so humanly you might not be able to make it work.

steveklabnik 14 hours ago | parent [-]

We do have some information: https://youtu.be/Y6SSTRr2mFU?t=361 (linked with the specific timestamp)

In short, the previous two attempts were done by completely different groups of different people, a few years apart. Your direct question about if direct wisdom from these two attempts was shared, either between them, or used by Stylo, isn't specifically discussed though.

> a C++ implementation could be faster because it has better shared data concepts

What concepts are those?

bluGill 12 hours ago | parent [-]

> What concepts are those?

Data can be modified by any thread that wants to. It is up to you to ensure that modifications work correctly without race conditions. In rust you can't do this (unsafe aside), the borrow checker enforces data access patterns that can't be proved correct.

Again let me be clear: the things rust doesn't allow are hard to get correct.

steveklabnik 12 hours ago | parent [-]

I mean, data races are undefined behavior in C++ the same way that they are in unsafe Rust. The languages are equivalent there.

bluGill 12 hours ago | parent [-]

Only if there is a data race - if there is no data race C++ lets you do it. Rust doesn't let you do things that don't have a race but cannot be proven within the context of rust to not have a data race.

steveklabnik 12 hours ago | parent [-]

In safe Rust, yes, you must prove it. But in unsafe Rust, it's up to you. It's the exact same thing.

tycoon666 14 hours ago | parent | prev | next [-]

No.

steveklabnik 14 hours ago | parent [-]

I love Betteridge's Law, and so one small thing I was trying to do here was subvert it a bit. Instead of "no," in this case, the answer is "the question is malformed."

uwagar 13 hours ago | parent | prev | next [-]

no way bruv.

umanwizard 12 hours ago | parent | prev | next [-]

One thing I’ve seen MANY times in C that isn’t an issue in rust, is people using slow linked lists because writing a proper btree or hash map takes substantially more effort.

TZubiri 13 hours ago | parent | prev | next [-]

>If we assume C is the ‘fastest language,’ whatever that means

I agree that it has no meaning. Speed(language) is undefined, therefore there is no faster language.

I get this often because python is referred to as a slow language, but since a python programmer can write more features than a C programmer in the same time, at least in my space, it causes faster programs in python, because some of those features are optimizations.

Now speed(program(language,programmer)) is defined, and you could do an experiment by having programmers of different languages write the same program and compare its execution times.

einpoklum 15 hours ago | parent | prev | next [-]

tl;dr: Rust officially allows you to write inline assembly so it's fast, but in C it's not officially specified as part of the language. Plus more points which do not actually indicate Rust is faster than C.

... well, that's what I get for reading an article with a silly title.

steveklabnik 14 hours ago | parent | next [-]

That’s not how I would summarize what I wrote, for what it’s worth. My summary would be “the question is malformed, you need to first state what the boundaries are for comparison before you can make any conclusions.” I think this is an interesting thing to discuss because many people assume that the answer to “is x faster than C?” to be “no” for all values of X.

bigfishrunning 14 hours ago | parent | next [-]

> many people assume that the answer to “is x faster than C?” to be “no” for all values of X.

This is because C does so little for you -- bounds checking must be done explicitly for instance, like you mention in the article, so C is "faster" unless you work around rust's bounds checking. It reminds me of some West Virginia residents I know who are very proud of how low their taxes are -- the roads are falling apart, but the taxes are very low! C is this way too.

C is pretty optimally fast in the trivial case, but once you add bounds checking and error handling and memory management its edge is much much smaller (for Rust and Zig and other lowish-level languages)

bluGill 14 hours ago | parent [-]

In the real world the difference is rarely significant assuming great programmings implement great algorithms. However those two assumptions are rarely true.

sevensor 14 hours ago | parent | prev [-]

I read the post to see how you would answer, not because I was unclear about what the answer would be, because the only possible answer here is “sometimes.” I especially like the point that Rust can be faster because it enables you to write different things. As I never tire of getting downvoted for saying, I’ve improved the speed of a program by replacing C with Python, because nobody could figure out how to write the right thing in C. If even Python can do this, it must apply to just about every pair of languages.

anonnon 14 hours ago | parent | prev [-]

The article felt fairly dispassionate and even-handed to me, and I say this as someone who dislikes Klabnik very much and also dislikes the Rust community (especially its insidious, forced MIT rewrites of popular GPL software, with which they also break backwards compatibility). It is worth mentioning that there are certain things about Rust that conceivably could make it faster, e.g., const by default (theoretically facilitating certain optimizations), but in practice, thus far, do not.

avadodin an hour ago | parent [-]

> especially its insidious, forced MIT rewrites of popular GPL software

Is this some sort of movement?

I was aware that some Rust software had been released under permissive licenses but I didn't know it was activism besides the obvious C-is-obsolete angle.

steveklabnik 36 minutes ago | parent [-]

It’s not deliberate activism. It’s two things:

Monomorphizarion makes the GPL weird.

Rust is dual licensed under Apache/MIT, and so most people choose the same as a default if they don’t feel strongly about licensing.

rvz 12 hours ago | parent | prev | next [-]

TLDR: No.

Betteridge's Law of Headlines, saved you a click.

hobofan 14 hours ago | parent | prev | next [-]

Off-topic: Is it just me, or have there been a disproportionally high number of ~mid 2025 posts that have been reposted the last few days?

mgaunard 13 hours ago | parent | prev | next [-]

Betteridge's law of headlines already has an answer to that one.

steveklabnik 13 hours ago | parent [-]

Yes, I'm deliberately trying to evoke it to subvert it, see here: https://news.ycombinator.com/item?id=46616037

NetMageSCW 13 hours ago | parent | prev | next [-]

That article did not contribute anything to the answer of the question quoted.

sfink 9 hours ago | parent [-]

It did not contribute to a yes/no answer, which is good, because it is not answerable with "yes" or "no", and the article points that out and explains why. So I would disagree; it does contribute to answering the question, in the form of spelling out why it is unanswerable.

Compare:

"Have you stopped beating your wife yet?"

"I do not beat my wife."

The response contributes to the answer, even if it brings you no closer to "yes" or "no".

effnorwood 14 hours ago | parent | prev | next [-]

It depends on a lot. If you need to go fast, look to assembly.

HarHarVeryFunny 13 hours ago | parent | next [-]

As I just posted, any speed comparison needs to be based on specific implementations (compiler A vs compiler B), not languages.

When it comes to assembly, the "compiler" is the person writing the code, and while assembly gives you the maximum flexibility to potentially equal or outperform any compiler for any language, there are not too many people with the skill to do that, especially when writing large programs (which due to the effort required are rarely written in assembler). In general there is much more potential for improving the speed of programs by changing the design and using better algorithms, which is where high level languages offer a big benefit by making this easier.

ndiddy 7 hours ago | parent | prev [-]

It depends on what you're writing and what the scope is. Here's a good quote about this from Steve Yegge, from his time working at Geoworks (company that did an entire desktop OS written entirely in 8086 assembly as a competitor to Windows for low-end PCs). https://steve-yegge.blogspot.com/2008/05/dynamic-languages-s...

> I went to the University of Washington and [then] I got hired by this company called Geoworks, doing assembly-language programming, and I did it for five years. To us, the Geoworkers, we wrote a whole operating system, the libraries, drivers, apps, you know: a desktop operating system in assembly. 8086 assembly! It wasn't even good assembly! We had four registers! [Plus the] si [register] if you counted, you know, if you counted 386, right? It was horrible.

> I mean, actually we kind of liked it. It was Object-Oriented Assembly. It's amazing what you can talk yourself into liking, which is the real irony of all this. And to us, C++ was the ultimate in Roman decadence. I mean, it was equivalent to going and vomiting so you could eat more. They had IF! We had jump CX zero! Right? They had "Objects". Well we did too, but I mean they had syntax for it, right? I mean it was all just such weeniness. And we knew that we could outperform any compiler out there because at the time, we could!

> The problem is, picture an ant walking across your garage floor, trying to make a straight line of it. It ain't gonna make a straight line. And you know this because you have perspective. You can see the ant walking around, going hee hee hee, look at him locally optimize for that rock, and now he's going off this way, right?

> This is what we were, when we were writing this giant assembly-language system. Because what happened was, Microsoft eventually released a platform for mobile devices that was much faster than ours. OK? And I started going in with my debugger, going, what? What is up with this? This rendering is just really slow, it's like sluggish, you know. And I went in and found out that some title bar was getting rendered 140 times every time you refreshed the screen. It wasn't just the title bar. Everything was getting called multiple times.

> Because we couldn't see how the system worked anymore!

> Small systems are not only easier to optimize, they're possible to optimize. And I mean globally optimize.

voidUpdate 15 hours ago | parent | prev [-]

Depends what you're doing with it... You can make any language you want slower than another language by using it badly

philipallstar 14 hours ago | parent | next [-]

This is like saying that no car is faster than any other because it depends what gear you drive it in

voidUpdate 14 hours ago | parent [-]

That's true as well. Language speed depends on how you use it

philipallstar 12 hours ago | parent [-]

It's true but incomplete.

bell-cot 13 hours ago | parent | prev [-]

True, but also a tautology.

Instead, I'd say that Rust & C are close enough, speed-wise, that (1) which one is faster will depend on small details of the particular use case, or (2) the speed difference will matter less than other language considerations.