Are we talking about the same language here? The language where arrays implicitly decay to pointers, where integer types get implicitly promoted all over the place, where aliasing rules implicitly define which pointers can and cannot alias, where partial initialization of a struct or array implicitly sets the other members to 0? Where the language will let you call an undeclared function and make up a prototype on the fly for you?
I also don't understand your C++ example, without side-effect why would both invocations of f() within the same scope produce a different result? I thought you wanted to criticise function overloading but you call it with an int both times so I don't see what's you're getting at.
Or maybe you meant that the two calls are in a different scope and could resolve to a different function? But you can do that in C as well in two different translation units and making two static f() implementations.
-Wall -Wextra and those issues are made clear to you. But granted, that's part of a good compiler and not part of the language.
> I also don't understand your C++ example, without side-effect why would both invocations of f() within the same scope produce a different result? I thought you wanted to criticise function overloading but you call it with an int both times so I don't see what's you're getting at.
I'm not criticizing function overloading.
> Or maybe you meant that the two calls are in a different scope and could resolve to a different function? But you can do that in C as well in two different translation units and making two static f() implementations.
Yes the two functions are different, but not necessarily in scope, they don't necessarily need to have the same names. Yet at the calling site they look exactly the same: one will modify your data without you being aware of it and the other will not, and there is no syntactic hint to differentiate them.
int x = 5;
f(x);
// WHAT IS THE VALUE OF X HERE?
if you really want to make sure that x is not changed by f, declare it const. Sure, f can cast the constness away, but then again it could also walk up the stack in C and trash your stack frame anyway. It is UB in either case.The typesystem in C++ can help protect against Murphy, but (unfortunately) not Machiavelli.
int x[] = {5};
f(x);
// WHAT IS THE VALUE OF X HERE?
see, it works in C as well.(1) They are two different types and (2) it's clear to you at the calling site!
More than 200 documented use cases of undefined behavior...
Here is one C++ example, without looking for the signature of f(), there's no way to tell the answer. So essentially two pieces of identical code with identical input values and no external side effects can still give you different output. Ah C++, the garbage that you are.
So why is Rust any better in this regard? Because at the end of the day, Rust deals with actual concrete types and values, the only thing references are good for is being references: they sometimes save you some copying and let you refer to stuff and that's pretty much it. So the "ref1 == ref2" operation is a deep equality check and not a "does ref1 point to the same object as ref2" check. Because sometimes objects in different places in memory can be semantically equal. So it's okay for obj1 to mean obj1, &obj1 to mean obj1, &&obj1 to mean obj1, etc...If you need raw pointers like you need in C, because you know the objects you want to compare are singletons, then you can always cast using
or But that's an escape hatch.BTW, this auto-dereferencing you're experiencing is part of the Deref trait if you ever want to overload it. But that's, in my own opinion, an escape hatch as well.
All in all, unless you're doing very specific things, try to write your code in high-level semantics (meaning using these deep-equality rather than pointer-equality semantics), and then benchmark and find out which parts are hurting your performance. Rust allows you to do that and still get between very-reasonable-and-very-good speed.