1. u8 and i8 are 8 bits.
2. u16 and i16 are 16 bits.
3. u32 and i32 are 32 bits.
4. u64 and i64 are 64 bits.
5. Arithmetic is an explicit choice. '+' overflowing is illegal behavior (will crash in debug and releasesafe), '+%' is 2's compliment wrapping, and '+|' is saturating arithmetic. Edit: forgot to mention @addWithOverflow(), which provides a tuple of the original type and a u1; there's also std.math.add(), which returns an error on overflow.
6. f16, f32, f64, f80, and f128 are the respective but length IEEE floating point types.
The question of the length of a byte doesn't even matter. If someone wants to compile to machine whose bytes are 12 bits, just use u12 and i12.
fillBufferWithData(buffer, data, offset, size)
You want to know that offset + size don't wrap past 32bits (or 64) and end up with nonsense and a security vulnerability.There are also helper functions and types for unchecked/checked/wrapping/saturating arithmetic.
[ui][0-9]+ (and similar schemes) on the other hand anybody can understand at the first glance.
i1 is 1 bit
i2 is 2 bits
i3 is 3 bits
…
i8388608 is 2^23 bits
(https://llvm.org/docs/LangRef.html#integer-type)
On the other hand, it doesn’t make a distinction between signed and unsigned integers. Users must take care to use special signed versions of operations where needed.
How big is a bit?
https://en.m.wikipedia.org/wiki/Information_theory
https://en.m.wikipedia.org/wiki/Entropy_(information_theory)
Your comment must be sarcasm or satire, surely.
A quarter nybble.
The latter value is clearly less common than 0 and 1, but how much less? I don't know, but we have to conclude that the true size of a bit is probably something more like 1.00000000000000001 bits rather than 1 bit.
ARM is similar, ARM processors define a word as 32-bits, even on 64-bit ARM processors, but they are also byte addressable.
As best as I can tell, it seems like a word is whatever the size of the arithmetic or general purpose register is at the time that the processor was introduced, and even if later a new processor is introduced with larger registers, for backwards compatibility the size of a word remains the same.
Lots of CISC architectures allow memory accesses in various units even if they call general-purpose-register-sized quantities "word".
Iirc the C standard specifies that all memory can be accessed via char*.
Some hardware may raise an exception if you attempt to retrieve a value at an address that is not a (greater than 1) multiple of a byte, but that has no bearing on the definition of a byte.
byte = 8 bits
short = 16
int = 32
long = 64
float = 32 bit IEEE
double = 64 bit IEEE
On the C++ side, I sometimes use an alias that contains the word "short" for 32-bit integers. When I use them, I'm explicitly assuming that the numbers are small enough to fit in a smaller than usual integer type, and that it's critical enough to performance that the assumption is worth making.
It's unbelievably ugly. Every piece of code working with any kind of integer screams "I am hardware dependent in some way".
E.g. in a structure representing an automobile, the number of wheels has to be some i8 or i16, which looks ridiculous.
Why would you take a language in which you can write functional pipelines over collections of objects, and make it look like assembler.
If you do care, then isn't it better to specify it explicitly than trying to guess it and having different compilers disagreeing on the size?
We should all agree on int and uint; not some isize nonsense, and not bobint or suzyint.
You know, that describes pretty much everyone who has anything to do with Rust.
"My ls utility isn't written in Rust, yikes! Let's fix that!"
"The comments under this C++-related HN submission aren't talking about Rust enough, yikes! Let's fix that!"
I'm obviously pointing to a solution: have a standard module that any Rust program can depend on coming from the language, which has a few sanely named types. Rather than every program defining its own.
`isize`/`usize` should only be used for memory-related quantities — that's why they renamed from `int`/`uint`.
Usually, I just want the widest type that is efficient on the machine, and I don't want it to have an inappropriate name. I don't care about the wasted space, because it only matters in large arrays, and often not even then.
In Rust, that's not really the case. `i32` is the go-to integer type.
`isize` on the other hand would look really weird in code — it's an almost unused integer type. I also prefer having integers that don't depend on the machine I'm running them on.
It's going to get expensive on a machine that has only 64 bit integers, which must be accessed on 8 byte aligned boundaries.
Therefore, declaring that int32 is the go to integer type is myopic.
Forty years ago, a program like this could be run on a 16 bit machine (e.g. MS-DOS box):
#include <stdio.h>
int main(int argc, char **argv)
{
while (argc-- > 0)
puts(*argv++);
return 0;
}
int was 16 bits. That was fine; you would never pass anywhere near 32000 arguments to a program.Today, that same program does the same thing on a modern machine with a wider int.
Good thing that some int16 had not been declared the go to integer type.
Rust's integer types are deliberately designed (by people who know better) in order to be appealing to people who know shit all about portability and whose brains cannot handle reasoning about types with a bit of uncertainty.
The are a few historical architectures that couldn't handle smaller integers, like the first generation Alpha, but:
a) those are long dead.
b) hardware engineers learnt from their mistake and no modern general purpose architecture has repeated it (specialized architectures like DSP and GPU are another story though).
c) worst case scenario, you can simulate it in software.Can you remember the name for a 128 bit integer in your preferred language off the top of your head? I can intuit it in Rust or Zig (and many others).
In D it's... oh... it's int128.
A type that provides a 128 bit integer exactly should have 128 in its name.
That is not the argument at all.
The problem is only having types like that, and stipulating nonsense like that the primary "go to" integer type is int32.
But it’s not alone in that mistake. All the languages invented in that era made the same mistake. (C#, JavaScript, etc).
JEP 254: Compact Strings
When D was first implemented, circa 2000, it wasn't clear whether UTF-8, UTF-16, or UTF-32 was going to be the winner. So D supported all three.
My comment in a pastebin. HN doesn't like unicode.
You need this crate to deal with it in Rust, it's not part of the base libraries:
https://crates.io/crates/unicode-segmentation
The languages that have this kind of feature built-in in the standard library, to my knowledge, are Swift, JavaScript, C# and Java. Swift is the only one, of those four, that treat operating on graphemes as the default. JavaScript requires Intl.Segmenter, C# requires StringInfo, Java requires BreakIterator.
By the way, Python, the language caused so much hurt with their 2.x->3.x transition promising better unicode support in return for this pain couldn't even do this right. There is no concept of graphemes in the standard library. So much for the batteries included bit.
>>> test = " "
>>> [char for char in test]
['', '\u200d', '', '\u200d', '', '\u200d', '']
>>> len(test)
7
In JavaScript REPL (nodejs):
> let test = " "
undefined
> [...new Intl.Segmenter().segment(test)][0].segment;
' '
> [...new Intl.Segmenter().segment(test)].length;
1
Works as it should.
In python you would need a third party library.
Swift is truly the nicest of programming languages as far as strings are concerned. It just works as it always should have been.
let test = " "
for char in test {
print(char)
}print(test.count)
output :
1
[Execution complete with exit code 0]
I, as a non-Apple user, feel quite the Apple envy whenever I think about swift. It's such a nice language, but there's little ecosystem outside of Apple UIs.
But man, no using third party libraries, or working with a wrapper segmenter class or iterator. Just use the base string literals as is. It. Just. Works.
I understand how iterating through a string by grapheme clusters is convenient for some applications. But it’s far from obvious to me that doing so should be the language’s default. Dealing with grapheme clusters requires a Unicode database, which needs to live somewhere and needs to be updated continuously as Unicode grows. (Should rust statically link that library into every app that uses it?)
Generally there are 3 ways to iterate a string: by UTF8 bytes (or ucs2 code points like Java/js/c#), by Unicode codepoint or by grapheme clusters. UTF8 encoding comes up all the time when encoding / decoding strings - like, to json or when sending content over http. Codepoints are, in my opinion, the correct approach when doing collaborative editing or patching strings. And grapheme clusters are useful in frontend user interfaces - like when building a terminal.
Of those 3 iteration methods, I’ve personally used UTF8 encoding the most and grapheme clusters the least. Tell me - why should grapheme clusters be the default way to iterate over a string? I can see the argument in Swift, which is a language built for frontend UI. But in a systems language like rust? That seems like a terrible default to me. UTF8 bytes are by far the most useful representation for strings in systems code, since from the pov of systems code, strings are usually just data.
You mention terminals, yes, it's one of the area where graphemes are an absolute must, but pretty much any time you are going to do something to text like deciding "I am going to put a linebreak here so that the text doesn't overflow beyond the box, beyond this A4 page I want to print, beyond the browser's window" grapheme handling is involved.
Any time a user is asked to input something too. I've seen most software take the "iterate over characters" approach to real time user input and they break down things like those emojis into individual components whenever you paste something in.
For that matter, backspace doesn't work properly on software you would expect to do better than that. Put the emoji from my pastebin in Microsoft Edge's search/url bar, then hit backspace, see what happens. While the browser displays the emoji correctly, the input field treats it the way Python segments it in my example: you need to press backspace 7 times to delete it. 7 times! Windows Terminal on the other hand has the quirk of showing a lot of extra spaces after the emoji (despite displaying the emoji correctly too) and will also require 11 backspace to delete it.
Notepad handles it correctly: press backspace once, it's deleted, like any normal character.
> Of those 3 iteration methods, I’ve personally used UTF8 encoding the most and grapheme clusters the least.
This doesn't say anything about grapheme clusters being useless. I've cited examples of popular software doing the wrong thing precisely because, like you, they didn't iterate over grapheme clusters. That you never use grapheme iteration might say more about you than it says about grapheme iteration being unneeded.
The dismissiveness over more sane string handling as a standard is not unlike C++ developers pretending that developers are doing the right thing with memory management so we don't need a GC (or rust's ownership paradigm). Nonsense.
Your examples are implementing custom text input boxes (Excel, Edge), line breaks while printing, and implementing a terminal application. I agree that in all of those cases, grapheme cluster segmentation is appropriate. But that doesn't make grapheme cluster based iteration "the correct way to handle strings". There's no "correct"! There are at least 3 different ways to iterate through a string, and different applications have different needs.
Good languages should make all of these options easy for programmers to use when they need them. Writing a custom input box? Use grapheme clusters. Writing a text based CRDT? Treat a string as a list of unicode codepoints. Writing an HTTP library? Treat the headers and HTML body as ASCII / opaque bytes. Etc.
I take the criticism that rust makes grapheme iteration harder than the others. But eh, rust has truly excellent crates for that within arms reach. I don't see any advantage in moving grapheme based segmentation into std. Well, maybe it would make it easier to educate idiot developers about this stuff. But there's no real technical reason. Its situationally useful - but less useful than lots of other 3rd party crates like rand, tokio and serde.
> like you, they didn't iterate over grapheme clusters. That you never use grapheme iteration might say more about you than it says about grapheme iteration being unneeded.
It says that in 30+ years of programming, I've never programmed a text input field from scratch. Why would I? That's the job of the operating system. Making my own sounds like a huge waste of time.
"For me as a language designer, which I don't really count myself as these days, what "simple" really ended up meaning was could I expect J. Random Developer to hold the spec in his head. That definition says that, for instance, Java isn't -- and in fact a lot of these languages end up with a lot of corner cases, things that nobody really understands. Quiz any C developer about unsigned, and pretty soon you discover that almost no C developers actually understand what goes on with unsigned, what unsigned arithmetic is. Things like that made C complex. The language part of Java is, I think, pretty simple. The libraries you have to look up."
1. char 8 bit
2. short 16 bit
3. int 32 bit
4. long long 64 bit
5. arithmetic is 2s complement
6. IEEE floating point (float is 32, double is 64 bit)
Along with other stuff like little endian, etc.
Some people just mistakenly think they can't rely on such stuff, because it isn't in the standard. But they forget that having an ISO standard comes on top of what most other languages have, which rely solely on the documentation.
That's the problem
In C, the ISO standard is the authority on how you're supposed to write your code for it to be "correct C". The compiler implementors write their compilers against the ISO standard. That standard is not clear on these things.
Practically speaking, the language is the way it is, and has succeeded so well for so long, because it meets the requirements of its application.
> and a big chunk of wasted time trying to abstract these away and getting it wrong anyway was saved. Millions of people cried out in relief!
Nah. It is actually pretty bad. Type names with explicit sizes (u8, i32, etc) are way better in every way.
Until one realizes that the entire namespace of innn, unnn, fnnn, etc., is reserved.
Over the years I've known some engineers who, as a side project, wrote some great software. Nobody was interested in it. They'd come to me and ask why that is? I suggest writing articles about their project, and being active on the forums. Otherwise, who would ever know about it?
They said that was unseemly, and wouldn't do it.
They wound up sad and bitter.
The "build it and they will come" is a stupid Hollywood fraud.
BTW, the income I receive from D is $0. It's my gift. You'll also note that I've suggested many times improvements that could be made to C, copying proven ideas in D. Such as this one:
https://www.digitalmars.com/articles/C-biggest-mistake.html
C++ has already adopted many ideas from D.
To be fair, this one lies on the surface for anyone trying to come up with an improved C. It's one of the first things that gets corrected in nearly all C derivatives.
> C++ has already adopted many ideas from D.
Do you have a list?
Especially for the "adopted from D" bit rather than being a evolutionary and logical improvement to the language.
1. bytes are 8 bits
2. shorts are 16 bits
3. ints are 32 bits
4. longs are 64 bits
5. arithmetic is 2's complement
6. IEEE floating point
and a big chunk of wasted time trying to abstract these away and getting it wrong anyway was saved. Millions of people cried out in relief!
Oh, and Unicode was the character set. Not EBCDIC, RADIX-50, etc.