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Joined 2 years ago
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Cake day: August 7th, 2023

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  • The implicit return is perhaps the most dubious of them. I don’t mind it for simple functions, but they are not so good in anything large and with multiple return sites. Even more so when developers choose to implicitly return 4 chained method calls inside a closure with else cases.

    But the rest aren’t really sins, they are mostly new or different concepts or ways to do something. And if there is a sin, it’s largely because the language itself has a complexity larger than others.

    Taking my own examples here, lambdas are just fine, but the move semantics are cumbersome to deal with. But we need to do it some way, to indicate that a value is actually being moved into the closure. Maybe there are better ways and they make into the language in the future.

    Conditional values and let statements and such is a good consequence of Rusts design choice with returning Results or Option types. Just because it’s different doesn’t make it a sin. Just takes time to learn the right way. I think most come from an exception based language, and that has a differnet code flow than what Rust has.

    Lifetimes are hard though, and I feel a lot of the introduction is made excessively hard with the simple naming. It’s as of every programming tutorial used single letter variable names. Lifetimes isn’t something I’m that good with either, mostly because I haven’t had to use that complexity yet.


  • I can actually see where this is coming from, as I found Rust hard to read when I started out. I do really like Rust for reference, but I do agree Rust is hard to read for someone that has not learned it.

    For example:

    return statements that are implicit just because the semicolon isn’t there. Even better if they occur inside a if block or something like that. Very hard to understanding when you don’t know the syntax rules.

    Lambda functions, especially when using move semantics too. They are quite simple, but if you don’t know the meaning, it’s more arcane characters. Especially when this is used inside lots of chained methods, and maybe a multi-line function in the lambda.

    A lot for the if let x =… type of stataments are tough the first time around. Same for match statements.

    Defining types for use with function::<Type>() and such.

    Lifetimes, especially when they are all named a, b, c etc. It quickly gets messy, especially when combined with generics or explicitly defined types.

    Macros, though not entry level rust to begin with, they are really cumbersome to decode.

    None of these are sins of Rust, but for new people they are a hill to climb, and often hard to just “get” based on previous programming experience and reading the code. Rust can be really hard to approach because of these things. This happens in other languages too, but I do feel Rust has a particularly large amount of new concepts or ways to do something. And this is on top of learning lifetimes and borrow semantics.


  • It’s the round trips that kill you.

    Oracle drivers for .NET are fun. Have a user client application which uses quite a lot of data, but a few thousand rows are fetched some queries. It’s way too slow for any larger query, turns out for the batch query kind of work we do, the default FetchSize for Oracle is just a performance killer. Just throw it to 128 MB and it doesn’t really hurt at all.

    Worst thing i’ve seen though, apart from the 150 line long dynamic sql stored in our database, was probably a page in our program that loaded about 150 rows from the database. Normally we do create a new connection for each query, but it’s fine since Oracle has a connection pool. Whatever millisecond is trumped by the round trip. But imagine a UI so badly written, it did 4 separate database queries for EACH row it loaded into the UI list. Useless things like fetching a new ID for this row in case it is changed, reading some data for the row i think, and more. Thing took a solid minute to load. There was so many bad patterns in that page that even during the PR for improving the speed it was just dealing with a mess because you couldn’t just rewrite the entire thing, so they had to make it work within the constraints. Horrible thing to work with.