Isn't this a negative for Rust for when you actually do care about such micro-optimizations? It feels as if you not only need to know the language itself but also how the particular version of the compiler you are using has decided to interpret the language and apply optimizations - essentially having to know how the magic trick is performed.
AFAIK this is why Free Pascal added constref in addition to const (which existed since the 90s in Delphi) - the latter doesn't guarantee pass-by-reference (even if in most cases it will do that) so if you care about that you need to know how the compiler you are using will treat it (thus needing to know more than just the language) but constref does exactly that. Now granted this was mainly done for interfacing with external code written in other langauges than micro-optimizations, but it still applies that if you cared about what the compiler will produce you had to rely on "magic knowledge" before constref was introduced.
If you need concise pointer control, use the unsafe trapdoor built into rust (like Rust's Vec). If you need very specialised code use assembly, not by abusing language side-effects like Duff's Device. If you need fast number crunching use the specialised library for it, not by writing a magic for loop with just the right amount of statements in it.
I admit that sometimes you need to micro-optimise, but I haven't come across this case much in my Rust code. When I do I usually hinder more then help it.
There is always that group of people who are trying to do something for which no specialized library exists.
That's also true with C/C++, isn't it? Optimizations should be different if you compile a C program with GCC or CLANG, or even with GCC x or y versions (but I'm not a compiled language programmer, I could be wrong)
I have the misfortune of working somewhere where I generally have to use older versions of compilers for production. I've found two compiler bugs just in the last two years since I started my current project. I'm usually the last person to blame the compiler, but in this case I can be pretty confident because the bugs I found were fixed in later versions of the compiler.
The actual generated code depends on the optimizer, while preserving semantics.
This is a very obscure topic in general, and almost requires reading the C++ standard to understand it.
1. a large sample size
2. a single thread
3. high-precision monotonic timestamps on an unloaded system
4. mean/std dev from more than several runs
6. for similar reasons, run them in a random order each time
Probably not... and too much to ask.
In the below example Rust switches to using a pointer when you might think it's doing pass by copy/move. This works because in Rust the moved value can never be referenced after calling the function, so the compiler can just pass a pointer and clean up the value after the function has returned.
https://www.reddit.com/r/rust/comments/3g30fw/how_efficient_...