why async_read_until() stores delimiter as std::string internally? - networking

my question is about the theoretical explanation, because asio usually puts the user in charge of buffer lifetimes.
so why in the case of async_read_until(string_view delim) asio copies the delimiter allocating memory for this using std::string?

I think it is for legacy support. The actual implementation defines the argument type as BOOST_ASIO_STRING_VIEW_PARAM which in places where there exists no string_view will take std::string const&.
That's step one. Here you could argue that it would be nicer if move-semantics were applied, but that would make it hard to get the required implicit conversions to std::string for types that are compatible but not actually std::string&&.
All in all, it's a compromise that is likely to go away in the future when older platforms/compilers are dropped.

Related

Is there a safe alternative to replace the unsafe slice::from_raw_parts for raw pointers?

I have a Rust dynamic library which is intended to be called from any language. The arguments to the exported function are two char * pointers to memory and two lengths for each piece of memory.
The problem is that from_raw_parts reduces to a memcpy and can segfault in a variety of dangerous ways if for example the lengths are wrong. I'm then using bincode::deserialize on the slices to use them as Rust objects. Is there any safer option to deal with incoming raw pointers to memory?
No.
What you are asking doesn't make sense. To some level, the entire reason that Rust the language exists is because raw pointers are inherently dangerous. Rust's references (and their related lifetimes) are a structured way of performing compile-time checks to ensure that a pointer is valid and safe to use.
Once you start using raw pointers, the compiler can no longer help you with those pointers and it's now up to you to ensure that safety is guaranteed.
from_raw_parts reduces to a memcpy
This doesn't seem correct. No memory should be copied to create a slice. A Rust slice is effectively just a pair of (pointer, length) — the same things that you are passing in separately. I'd expect those each to be register-sized, so calling memcpy would be overkill.
Using the resulting slice could possibly involve copying the data, but that's not due to from_raw_parts anymore.

How should I decide when it is more or less appropriate to use raw pointers?

I get the impression that Rust is intended to be used in highly safe systems. Then I noticed that raw pointers allow arbitrary pointer arithmetic, and they can cause memory safety and security issues.
Basically, a pointer is an object that refers to another object. In most programming languages (I guess) a pointer is actually just a number that refers to a memory address. Rust's raw pointers are really just that - memory addresses. There are other pointer types in Rust (& references, Box, Rc, Arc), for which the compiler can verify that the memory is valid and contains what the program thinks it contains. This is not the case for raw pointers; they can in principle point to any memory location, regardless of the content. Refer to The Book for more details.
Raw pointers can only be dereferenced inside unsafe blocks. These blocks are a way for the programmer to tell the compiler "I know better than you that this is safe and I promise not to do anything stupid".
It is generally best to avoid raw pointers if possible because the compiler cannot reason about their validity, which makes them unsafe in general. Things that make raw pointers unsafe are the potential to...
access a NULL pointer,
access a dangling (freed or invalid) pointer,
free a pointer multiple times,
All these points boil down to dereferencing the pointer. That is, to use the memory pointed to.
However, using raw pointers without dereferencing them is perfectly safe. This has a use case in finding out if two references point to the same object:
fn is_same(a: &i32, b: &i32) -> bool {
a as *const _ == b as *const _
}
Another use case is the foreign function interface (FFI). If you wrap a C function that takes raw pointers as arguments, there is no way around providing them to the function. This is actually unsafe (as is the whole FFI business), because the function is likely to dereference the pointer. This means you are responsible for making sure the pointer is valid, stays valid, and is not freed multiple times.
Finally, raw pointers are used for optimization. For example, the slice iterator uses raw pointers as internal state. This is faster than indices because they avoid range checks during iteration. However, it is also unsafe as far as the compiler is concerned. The library author needs to pay extra attention, so using raw pointers for optimization always comes at the risk of introducing memory bugs that you normally do not have in rust.
In summary, the three main uses of raw pointers are:
"just numbers" - you never access the memory they point to.
FFI - you pass them outside Rust.
memory-mapped I/O - to trigger I/O actions you need to access hardware registers at fixed addresses.
performance - they can be faster than other options, but the compiler won't enforce safety.
As to when raw pointers should be used, the first three points are straight-forward: You will know when they apply because you have to. The last point is more subtle. As with all optimizations, only use them when the benefit outweighs the effort and risk of using them.
A counter example when not to use raw pointers is whenever the other pointer types (& references, Box, Rc, Arc) do the job.

Why should I use a pointer ( performance)?

I'm wondering if there is any perf benchmark on raw objects vs pointers to objects.
I'm aware that it doesn't make sense to use pointers on reference types (e.g. maps) so please don't mention it.
I'm aware that you "must" use pointers if the data needs to be updated so please don't mention it.
Most of the answers/ docs that I've found basically rephrase the guidelines from the official documentation:
... If the receiver is large, a big struct for instance, it will be much cheaper to use a pointer receiver.
My question is simply what means "large" / "big"? Is a pointer on a string overkill ? what about a struct with two strings, what about a struct 3 string fields??
I think we deal with this use case quite often so it's a fair question to ask. Some advise to don't mind the performance issue but maybe some people want to use the right notation whenever they have to chance even if the performance gain is not signifiant. After all a pointer is not that expensive (i.e. one additional keystroke).
An example where it doesn't make sense to use a pointer is for reference types (slices, maps, and channels)
As mentioned in this thread:
The concept of a reference just means something that serves the purpose of referring you to something. It's not magical.
A pointer is a simple reference that tells you where to look.
A slice tells you where to start looking and how far.
Maps and channels also just tell you where to look, but the data they reference and the operations they support on it are more complex.
The point is that all the actually data is stored indirectly and all you're holding is information on how to access it.
As a result, in many cases you don't need to add another layer of indirection, unless you want a double indirection for some reason.
As twotwotwo details in "Pointers vs. values in parameters and return values", strings, interface values, and function values are also implemented with pointers.
As a consequence, you would rarely need a to use a pointer on those objects.
To quote the official golang documentation
...the consideration of efficiency. If the receiver is large, a big struct for instance, it will be much cheaper to use a pointer receiver.
It's very hard to give you exact conditions since there can be different performance goals. As a rule of thumb, by default, all objects larger than 128 bits should be passed by pointer. Possible exceptions of the rule:
you are writing latency sensitive server, so you want to minimise garbage collection pressure. In order to achieve that your Request struct has byte[8] field instead of pointer to Data struct which holds byte[8]. One allocation instead of two.
algorithm you are writing is more readable when you pass the struct and make a copy
etc.

Strong pointers to varinfo that does not exist in AST?

My Frama-C plug-in creates some varinfos with makeGlobalVar ~logic:true name type. These varinfos do not exist in the AST (they are placeholders for the results of calls to allocating functions in the target program, created “dynamically” during the analysis). If my plug-in takes care not to keep any strong pointer onto these varinfos, will they have a chance to be garbage-collected? Or are they registered in a data structure with strong pointers? If so, would it be possible to make that data structure weak? OCaml does not have the variety of weak data structure found in the literature for other languages, but there is nothing a periodical explicit pass to clean up empty stubs cannot fix.
Now that I think about it, I may not even have to create a varinfo. But it is a bit late to change my plug-in now. What I use of the varinfo is a name and a representation of a C type. Function makeGlobalVar offers a guarantee of unicity for the name, which is nice, I guess, as long as it does not create a strong pointer to it or to part of it in the process.
Context:
Say that you are writing a C interpreter to execute C programs that call malloc() and free(). If the target program does not have a memory leak (it frees everything it allocates and never holds too much memory), you would like the interpreter to behave the same.
If you don't explicitely register the varinfos into one of the Globals table, Frama-C won't do it for you (and in fact, if you do, you're supposed to add their declaration in the AST and vice-versa), so I guess that you are safe here. The only visible side-effect as far as the kernel is concerned should be the incrementation of the Vid counter. Note however that makeGlobalVar itself does not guarantee the unicity of the vname, but only of the vid field.

Execution speed of references vs pointers

I recently read a discussion regarding whether managed languages are slower (or faster) than native languages (specifically C# vs C++). One person that contributed to the discussion said that the JIT compilers of managed languages would be able to make optimizations regarding references that simply isn't possible in languages that use pointers.
What I'd like to know is what kind of optimizations that are possible on references and not on pointers?
Note that the discussion was about execution speed, not memory usage.
In C++ there are two advantages of references related to optimization aspects:
A reference is constant (refers to the same variable for its whole lifetime)
Because of this it is easier for the compiler to infer which names refer to the same underlying variables - thus creating optimization opportunities. There is no guarantee that the compiler will do better with references, but it might...
A reference is assumed to refer to something (there is no null reference)
A reference that "refers to nothing" (equivalent to the NULL pointer) can be created, but this is not as easy as creating a NULL pointer. Because of this the check of the reference for NULL can be omitted.
However, none of these advantages carry over directly to managed languages, so I don't see the relevance of that in the context of your discussion topic.
There are some benefits of JIT compilation mentioned in Wikipedia:
JIT code generally offers far better performance than interpreters. In addition, it can in some or many cases offer better performance than static compilation, as many optimizations are only feasible at run-time:
The compilation can be optimized to the targeted CPU and the operating system model where the application runs. For example JIT can choose SSE2 CPU instructions when it detects that the CPU supports them. With a static compiler one must write two versions of the code, possibly using inline assembly.
The system is able to collect statistics about how the program is actually running in the environment it is in, and it can rearrange and recompile for optimum performance. However, some static compilers can also take profile information as input.
The system can do global code optimizations (e.g. inlining of library functions) without losing the advantages of dynamic linking and without the overheads inherent to static compilers and linkers. Specifically, when doing global inline substitutions, a static compiler must insert run-time checks and ensure that a virtual call would occur if the actual class of the object overrides the inlined method.
Although this is possible with statically compiled garbage collected languages, a bytecode system can more easily rearrange memory for better cache utilization.
I can't think of something related directly to the use of references instead of pointers.
In general speak, references make it possible to refer to the same object from different places.
A 'Pointer' is the name of a mechanism to implement references. C++, Pascal, C... have pointers, C++ offers another mechanism (with slightly other use cases) called 'Reference', but essentially these are all implementations of the general referencing concept.
So there is no reason why references are by definition faster/slower than pointers.
The real difference is in using a JIT or a classic 'up front' compiler: the JIT can data take into account that aren't available for the up front compiler. It has nothing to do with the implementation of the concept 'reference'.
Other answers are right.
I would only add that any optimization won't make a hoot of difference unless it is in code where the program counter actually spends much time, like in tight loops that don't contain function calls (such as comparing strings).
An object reference in a managed framework is very different from a passed reference in C++. To understand what makes them special, imagine how the following scenario would be handled, at the machine level, without garbage-collected object references: Method "Foo" returns a string, which is stored into various collections and passed to different pieces of code. Once nothing needs the string any more, it should be possible to reclaim all memory used in storing it, but it's unclear what piece of code will be the last one to use the string.
In a non-GC system, every collection either needs to have its own copy of the string, or else needs to hold something containing a pointer to a shared object which holds the characters in the string. In the latter situation, the shared object needs to somehow know when the last pointer to it gets eliminated. There are a variety of ways this can be handled, but an essential common aspect of all of them is that shared objects need to be notified when pointers to them are copied or destroyed. Such notification requires work.
In a GC system by contrast, programs are decorated with metadata to say which registers or parts of a stack frame will be used at any given time to hold rooted object references. When a garbage collection cycle occurs, the garbage collector will have to parse this data, identify and preserve all live objects, and nuke everything else. At all other times, however, the processor can copy, replace, shuffle, or destroy references in any pattern or sequence it likes, without having to notify any of the objects involved. Note that when using pointer-use notifications in a multi-processor system, if different threads might copy or destroy references to the same object, synchronization code will be required to make the necessary notification thread-safe. By contrast, in a GC system, each processor may change reference variables at any time without having to synchronize its actions with any other processor.

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