What interests me most by zig is the ease of the build system, cross compilation, and the goal of high iteration speed. I'm a gamedev, so I have performance requirements but I think most languages have sufficient performance for most of my requirements so it's not the #1 consideration for language choice for me.
I feel like I can write powerful code in any language, but the goal is to write code for a framework that is most future proof, so that you can maintain modular stuff for decades.
C/C++ has been the default answer for its omnipresent support. It feels like zig will be able to match that.
> I feel like I can write powerful code in any language, but the goal is to write code for a framework that is most future proof, so that you can maintain modular stuff for decades.
I like Zig a lot, but long-term maintainability and modularity is one of its weakest points IMHO.
> The idea of private fields and getter/setter methods was popularized by Java, but it is an anti-pattern. Fields are there; they exist. They are the data that underpins any abstraction. My recommendation is to name fields carefully and leave them as part of the public API, carefully documenting what they do.
You cannot reasonably form API contracts (which are the foundation of software modularity) unless you can hide the internal representation. You need to be able to change the internal representation without breaking users.
Zig's position is that there should be no such thing as internal representation; you should publicly expose, document, and guarantee the behavior of your representation to all users.
I hope Zig reverses this decision someday and supports private fields.
I disagree with plenty of Andrew's takes as well but I'm with him on private fields. I've never once in 10 years had an issue with a public field that should have been private, however I have had to hack/reimplement entire data structures because some library author thought that no user should touch some private field.
> You cannot reasonably form API contracts (which are the foundation of software modularity) unless you can hide the internal representation. You need to be able to change the internal representation without breaking users.
You never need to hide internal representations to form an "API contract". That doesn't even make sense. If you need to be able to change the internal representation without breaking user code, you're looking for opaque pointers, which have been the solution to this problem since at least C89, I assume earlier.
If you change your data structures or the procedures that operate on them, you're almost certain to break someone's code somewhere, regardless of whether or not you hide the implementation.
Some years ago I started to just not care about setting things to "private" (in any language). And I care _a lot_ about long term maintainability and breakage. I haven't regretted it since.
> You cannot reasonably form API contracts (...) unless you can hide the internal representation.
Yes you can, by communicating the intended use can be made with comments/docstrings, examples etc.
One thing I learned from the Clojure world, is to have a separate namespace/package or just section of code, that represents an API that is well documented, nice to use and more importantly stable. That's really all that is needed.
(Also, there are cases where you actually need to use a thing in a way that was not intended. That obviously comes with risk, but when you need it, you're _extremely_ glad that you can.)
> The idea of private fields and getter/setter methods was popularized by Java, but it is an anti-pattern.
I agree with this part with no reservations. The idea that getters/setters provide any sort of abstraction or encapsulation at all is sheer nonsense, and is at the root of many of the absurdities you see in Java.
The issue, of course, is that Zig throws out the baby with the bath water. If I want, say, my linked list to have an O(1) length operation, i need to maintain a length field, but the invariant that list.length actually lines up with the length of the list is something that all of the other operations need to maintain. Having that field be writable from the outside is just begging for mistakes. All it takes is list.length = 0 instead of list.length == 0 to screw things up badly.
> You cannot reasonably form API contracts (which are the foundation of software modularity) unless you can hide the internal representation
Python is a good counter example IMHO, the simple convention of having private fields prefixed with _/__ is enough of a deterrent, you don't need language support.
> You need to be able to change the internal representation without breaking users.
Unless the user only links an opaque pointer, then just changing the sizeof() is breaking, even if the fields in question are hidden. A simple doc comment indicating that "fields starting with _ are not guaranteed to be minor-version-stable" or somesuch is a perfectly "reasonable" API.
> Zig is hostile to encapsulation. You cannot make struct members private
In Zig (and plenty of other non-OOP languages) modules are the mechanism for encapsulation, not structs. E.g. don't make the public/private boundary inside a struct, that's a silly thing anyway if you think about it - why would one ever hand out data to a module user which is not public - just to tunnel it back into that same module later?
Instead keep your private data and code inside a module by not declaring it public, or alternatively: don't try to carry over bad ideas from C++/Java, sometimes it's better to unlearn things ;)
I think I mostly agree, but I do have one war story of using a C++ library (Apache Avro) that parsed data and exposed a "get next std::string" method. When parsing a file, all the data was set to the last string in the file. I could see each string being returned correctly in a debugger, but once the next call to that method was made, all previous local variables were now set to the new string. Never looked too far into it but it seemed pretty clear that there was a bug in that library that was messing with the internals of std::string, (which if I understand is just a pointer to data). It was likely re-using the same data buffer to store the data for different std::string objects which shouldn't be possible (under the std::string "API contract"). It was a pain to debug because of how "private" std::string's internals are.
In other words, we can at best form API contracts in C++ that work 99% of the time.
I believe private fields are a feature that actually increases the expressivity of a language, as per the formal definition. This one can't be replaced by some trivial, local syntactic sugar.
Of course increasing expressivity is not the end goal in itself for a PL, but I do agree with you that this (and some other, like no unused variable - that one drives me up a wall) design choice makes me less excited about the language as I would otherwise be.
You're getting a lot of responses with very strong opinions from people who talk as if they've never had to care about customers relying on their APIs.
Andrew has so many wrong takes. Unused variables is another.
Such a smart guy though, so I'm hesitant to say he's wrong. And maybe in the embedded space he's not, and if that's all Zig is for then fine. But internal code is a necessity of abstraction. I'm not saying it has to be C++ levels of abstraction. But there is a line between interface and implementation that ought to be kept. C headers are nearly perfect for this, letting you hide and rename and recast stuff differently than your .c file has, allowing you to change how stuff works internally.
Imagine if the Lua team wasn't free to make it significantly faster in recent 5.4 releases because they were tied to every internal field. We all benefited from their freedom to change how stuff works inside. Sorry Andrew but you're wrong here. Or at least you were 4 years ago. Hopefully you've changed your mind since.
How is this any different than Python or Ruby? You can access internals easily and people don't have a problem writing maintainable modular software in those languages.
Not to mention just about every language offers runtime reflection that let's you do bad stuff.
IMO, the Python adage of "We are all consenting adults here" applies.
I recently, for fun, tried running zig on an ancient kindle device running stripped down Linux 4.1.15.
It was an interesting experience and I was pleasantly surprised by the maturity of Zig. Many things worked out of the box and I could even debug a strange bug using ancient GDB. Like you, I’m sold on Zig too.
I've dabbled in Rust, liked it, heard it was bad so kind of paused. Now trying it again and still like it. I don't really get why people hate it so much. Ugly generics - same thing in C# and Typescript. Borrow checker - makes sense if you have done low level stuff before.
If you don't happen to come across some task that implies a data model that Rust is actively hostile towards (e.g. trees with backlinks, or more generally any kind of graph with cycles in it), borrow checker is not much of a hassle. But the moment you hit something like that, it becomes a massive pain, and requires either "unsafe" (which is strictly more dangerous than even C, never mind Zig) or patterns like using indices instead of pointers which are counter to high performance and effectively only serve to work around the borrow checker to shut it up.
Zig is nothing like Go. Go uses GC and a runtime while Zig has none. While Zig’s functions aren’t coloured, it lacked the CSP style primitives like goroutines and channels.
I wonder how zig works on consoles. Usually consoles hate anything that's not C/C++. But since zig can be transpiled to C, perhaps it's not completely ruled out?
Consoles will run anything you compile for them. There are stable compilers for most languages for just about any console I know of, because modern consoles are pretty much either amd64 or aarch64 like phones and computers are.
Language limitations are more on the SDK side of things. SDKs are available under NDAs and even publicly available APIs are often proprietary. "Real" test hardware (as in developer kits) is expensive and subject to NDAs too.
If you don't pick the language the native SDK comes with (which is often C(++)), you'll have to write the language wrappers yourself, because practically no free, open, upstream project can maintain those bindings for you. Alternatively, you can pay a company that specializes in the process, like the developers behind Godot will tell you to do: https://docs.godotengine.org/en/stable/tutorials/platform/co...
I think Zig's easy C interop will make integration for Zig into gamedev quite attractive, but as the compiler still has bugs and the language itself is ever changing, I don't think any big companies will start developing games in Zig until the language stabilizes. Maybe some indie devs will use it, but it's still a risk to take.
You're not really going to make something better than C. If you try, it will most likely become C++ anyway. But do try anyway. Rust and Zig are evidence that we still dream that we can do better than C and C++.
C++ has been piling more new problems on top of C than it inherited from C in the first place (and C++ is now caught in a cycle of trying to fix problems it introduced a couple of versions ago).
Creating a better C successor than C++ is really not a high bar.
> In fact, even state-of-art compilers will break language specifications (Clang assumes that all loops without side effects will terminate).
I don't doubt that compilers occasionally break language specs, but in that case Clang is correct, at least for C11 and later. From C11:
> An iteration statement whose controlling expression is not a constant expression, that performs no input/output operations, does not access volatile objects, and performs no synchronization or atomic operations in its body, controlling expression, or (in the case of a for statement) its expression-3, may be assumed by the implementation to terminate.
C++ says (until the future C++ 26 is published) all loops, but as you noted C itself does not do this, only those "whose controlling expression is not a constant expression".
Thus in C the trivial infinite loop for (;;); is supposed to actually compile to an infinite loop, as it should with Rust's less opaque loop {} -- however LLVM is built by people who don't always remember they're not writing a C++ compiler, so Rust ran into places where they're like "infinite loop please" and LLVM says "Aha, C++ says those never happen, optimising accordingly" but er... that's the wrong language.
> Rust ran into places where they're like "infinite loop please" and LLVM says "Aha, C++ says those never happen, optimising accordingly" but er... that's the wrong language
Worth mentioning that LLVM 12 added first-class support for infinite loops without guaranteed forward progress, allowing this to be fixed: https://github.com/rust-lang/rust/issues/28728
Sure, that sort of language-specific idiosyncrasy must be dealt with in the compiler's front-end. In TFA's C example, consider that their loop
while (i <= x) {
// ...
}
just needs a slight transformation to
while (1) {
if (i > x)
break;
// ...
}
and C11's special permission does not apply any more since the controlling expression has become constant.
Analyzes and optimizations in compiler backends often normalize those two loops to a common representation (e.g. control-flow graph) at some point, so whatever treatment that sees them differently must happen early on.
You don't really need comptime to be able to inline and unroll a string comparison. This also works in C: https://godbolt.org/z/6edWbqnfT (edit: fixed typo)
> As an example, consider the following JavaScript code…The generated bytecode for this JavaScript (under V8) is pretty bloated.
I don't think this is a good comparison. You're telling the compiler for Zig and Rust to pick something very modern to target, while I don't think V8 does the same. Optimizing JITs do actually know how to vectorize if the circumstances permit it.
Also, fwiw, most modern languages will do the same optimization you do with strings. Here's C++ for example: https://godbolt.org/z/TM5qdbTqh
In general it's a bit of an apples to fruit salad comparison, albeit one that is appropriate to highlight the different use-cases of JS and Zig. The Zig example uses an array with a known type of fixed size, the JS code is "generic" at run time (x and y can be any object). Which, fair enough, is something you'd have to pay the cost for in JS. Ironically though in this particular example one actually would be able to do much better when it comes to communicating type information to the JIT: ensure that you always call this function with Float64Arrays of equal size, and the JIT will know this and produce a faster loop (not vectorized, but still a lot better).
Now, one rarely uses typed arrays in practice because they're pretty heavy to initialize so only worth it if one allocates a large typed array one once and reuses them a lot aster that, so again, fair enough! One other detail does annoy me a little bit: the article says the example JS code is pretty bloated, but I bet that a big part of that is that the JS JIT can't guarantee that 65536 equals the length of the two arrays so will likely insert a guard. But nobody would write a for loop that way anyway, they'd write it as i < x.length, for which the JIT does optimize at least one array check away. I admit that this is nitpicking though.
You can change the `target` in those two linked godbolt examples for Rust and Zig to an older CPU. I'm sorry I didn't think about the limitations of the JS target for that example. As for your link, It's a good example of what clang can do for C++ - although I think that the generated assembly may be sub-par, even if you factor in zig compiling for a specific CPU here. I would be very interested to see a C++ port of https://github.com/RetroDev256/comptime_suffix_automaton though. It is a use of comptime that can't be cleanly guessed by a C++ compiler.
I just skimmed your code but I think C++ can probably constexpr its way through. I understand that's a little unfair though because C++ is one of the only other languages with a serious focus on compile-time evaluation.
> High level languages lack something that low level languages have in great adundance - intent.
Is this line really true? I feel like expressing intent isn't really a factor in the high level / low level spectrum. If anything, more ways of expressing intent in more detail should contribute towards them being higher level.
I agree with you and would go further: the fundamental difference between high-level and low-level languages is that in high-level languages you express intent whereas in low-level languages you are stuck resorting to expressing underlying mechanisms.
I think this isn't referring to intent as in "calculate the tax rate for this purchase" but rather "shift this byte three positions to the left". Less about what you're trying to accomplish, and more about what you're trying to make the machine do.
Something like purchase.calculate_tax().await.map_err(|e| TaxCalculationError { source: e })?; is full of intent, but you have no idea what kind of machine code you're going to end up with.
Maybe, but from the author's description, it seems like the interpretation of intent that they want is to generally give the most information possible to the compiler, so it can do its thing. I don't see why the right high level language couldn't give the compiler plenty of leeway to optimize.
So I have two lists, side by side, and the position of items in one list matches positions of items in the other? That just makes my eyes hurt.
I think modern languages took a wrong turn by adding all this "magic" in the parser and all these little sigils dotted all around the code. This is not something I would want to look at for hours at a time.
Such arrays are an extremely common pattern in low-level code regardless of language, and so is iterating them in parallel, so it's natural for Zig to provide a convenient syntax to do exactly that in a way that makes it clear what's going on (which IMO it does very well). Why does it make your eyes hurt?
My eyes have to bounce back and forth between the two lists. When the identifiers are longer than this example it increases eye strain. Maybe it's better when you wrote it and understand it, but trying to grok someone else's code, it feels like an obstacle to me.
Custom allocators and arenas are possible in go and even do exist, but they ara just very unergonomic and hard to use properly. The language itself lacks any way to express and enforce ownership rules, you just end up writing C with a slightly different syntax and hoping for the best. Even C++ is much safer than go without GC
I feel like I can write powerful code in any language, but the goal is to write code for a framework that is most future proof, so that you can maintain modular stuff for decades.
C/C++ has been the default answer for its omnipresent support. It feels like zig will be able to match that.
I like Zig a lot, but long-term maintainability and modularity is one of its weakest points IMHO.
Zig is hostile to encapsulation. You cannot make struct members private: https://github.com/ziglang/zig/issues/9909#issuecomment-9426...
Key quote:
> The idea of private fields and getter/setter methods was popularized by Java, but it is an anti-pattern. Fields are there; they exist. They are the data that underpins any abstraction. My recommendation is to name fields carefully and leave them as part of the public API, carefully documenting what they do.
You cannot reasonably form API contracts (which are the foundation of software modularity) unless you can hide the internal representation. You need to be able to change the internal representation without breaking users.
Zig's position is that there should be no such thing as internal representation; you should publicly expose, document, and guarantee the behavior of your representation to all users.
I hope Zig reverses this decision someday and supports private fields.
> You cannot reasonably form API contracts (which are the foundation of software modularity) unless you can hide the internal representation. You need to be able to change the internal representation without breaking users.
You never need to hide internal representations to form an "API contract". That doesn't even make sense. If you need to be able to change the internal representation without breaking user code, you're looking for opaque pointers, which have been the solution to this problem since at least C89, I assume earlier.
If you change your data structures or the procedures that operate on them, you're almost certain to break someone's code somewhere, regardless of whether or not you hide the implementation.
> You cannot reasonably form API contracts (...) unless you can hide the internal representation.
Yes you can, by communicating the intended use can be made with comments/docstrings, examples etc.
One thing I learned from the Clojure world, is to have a separate namespace/package or just section of code, that represents an API that is well documented, nice to use and more importantly stable. That's really all that is needed.
(Also, there are cases where you actually need to use a thing in a way that was not intended. That obviously comes with risk, but when you need it, you're _extremely_ glad that you can.)
I agree with this part with no reservations. The idea that getters/setters provide any sort of abstraction or encapsulation at all is sheer nonsense, and is at the root of many of the absurdities you see in Java.
The issue, of course, is that Zig throws out the baby with the bath water. If I want, say, my linked list to have an O(1) length operation, i need to maintain a length field, but the invariant that list.length actually lines up with the length of the list is something that all of the other operations need to maintain. Having that field be writable from the outside is just begging for mistakes. All it takes is list.length = 0 instead of list.length == 0 to screw things up badly.
If you really need to you can always use opaque pointers for the REALLY critical public APIs.
Python is a good counter example IMHO, the simple convention of having private fields prefixed with _/__ is enough of a deterrent, you don't need language support.
Unless the user only links an opaque pointer, then just changing the sizeof() is breaking, even if the fields in question are hidden. A simple doc comment indicating that "fields starting with _ are not guaranteed to be minor-version-stable" or somesuch is a perfectly "reasonable" API.
In Zig (and plenty of other non-OOP languages) modules are the mechanism for encapsulation, not structs. E.g. don't make the public/private boundary inside a struct, that's a silly thing anyway if you think about it - why would one ever hand out data to a module user which is not public - just to tunnel it back into that same module later?
Instead keep your private data and code inside a module by not declaring it public, or alternatively: don't try to carry over bad ideas from C++/Java, sometimes it's better to unlearn things ;)
In other words, we can at best form API contracts in C++ that work 99% of the time.
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Of course increasing expressivity is not the end goal in itself for a PL, but I do agree with you that this (and some other, like no unused variable - that one drives me up a wall) design choice makes me less excited about the language as I would otherwise be.
Such a smart guy though, so I'm hesitant to say he's wrong. And maybe in the embedded space he's not, and if that's all Zig is for then fine. But internal code is a necessity of abstraction. I'm not saying it has to be C++ levels of abstraction. But there is a line between interface and implementation that ought to be kept. C headers are nearly perfect for this, letting you hide and rename and recast stuff differently than your .c file has, allowing you to change how stuff works internally.
Imagine if the Lua team wasn't free to make it significantly faster in recent 5.4 releases because they were tied to every internal field. We all benefited from their freedom to change how stuff works inside. Sorry Andrew but you're wrong here. Or at least you were 4 years ago. Hopefully you've changed your mind since.
Not to mention just about every language offers runtime reflection that let's you do bad stuff.
IMO, the Python adage of "We are all consenting adults here" applies.
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It was an interesting experience and I was pleasantly surprised by the maturity of Zig. Many things worked out of the box and I could even debug a strange bug using ancient GDB. Like you, I’m sold on Zig too.
I wrote about it here: https://news.ycombinator.com/item?id=44211041
Rust makes doing the wrong thing hard, Zig makes doing the right thing easy.
Off topic - One tool built on top of Zig that I really really admire is bun.
I cannot tell how much simpler my life is after using bun.
Similar things can be said for uv which is built in Rust.
Rust is like a highly opinionated modern C++
Go is like a highly opinionated pre-modern C with GC
Language limitations are more on the SDK side of things. SDKs are available under NDAs and even publicly available APIs are often proprietary. "Real" test hardware (as in developer kits) is expensive and subject to NDAs too.
If you don't pick the language the native SDK comes with (which is often C(++)), you'll have to write the language wrappers yourself, because practically no free, open, upstream project can maintain those bindings for you. Alternatively, you can pay a company that specializes in the process, like the developers behind Godot will tell you to do: https://docs.godotengine.org/en/stable/tutorials/platform/co...
I think Zig's easy C interop will make integration for Zig into gamedev quite attractive, but as the compiler still has bugs and the language itself is ever changing, I don't think any big companies will start developing games in Zig until the language stabilizes. Maybe some indie devs will use it, but it's still a risk to take.
You're not really going to make something better than C. If you try, it will most likely become C++ anyway. But do try anyway. Rust and Zig are evidence that we still dream that we can do better than C and C++.
Anyway I'm gonna go learn C++.
Creating a better C successor than C++ is really not a high bar.
I don't doubt that compilers occasionally break language specs, but in that case Clang is correct, at least for C11 and later. From C11:
> An iteration statement whose controlling expression is not a constant expression, that performs no input/output operations, does not access volatile objects, and performs no synchronization or atomic operations in its body, controlling expression, or (in the case of a for statement) its expression-3, may be assumed by the implementation to terminate.
Thus in C the trivial infinite loop for (;;); is supposed to actually compile to an infinite loop, as it should with Rust's less opaque loop {} -- however LLVM is built by people who don't always remember they're not writing a C++ compiler, so Rust ran into places where they're like "infinite loop please" and LLVM says "Aha, C++ says those never happen, optimising accordingly" but er... that's the wrong language.
Worth mentioning that LLVM 12 added first-class support for infinite loops without guaranteed forward progress, allowing this to be fixed: https://github.com/rust-lang/rust/issues/28728
Analyzes and optimizations in compiler backends often normalize those two loops to a common representation (e.g. control-flow graph) at some point, so whatever treatment that sees them differently must happen early on.
Do note that your linked godbolt code actually demonstrates one of the two sub-par examples though.
For complicated things, I haven't really understood the advantage compared to simply running a program at build time.
I don't think this is a good comparison. You're telling the compiler for Zig and Rust to pick something very modern to target, while I don't think V8 does the same. Optimizing JITs do actually know how to vectorize if the circumstances permit it.
Also, fwiw, most modern languages will do the same optimization you do with strings. Here's C++ for example: https://godbolt.org/z/TM5qdbTqh
Now, one rarely uses typed arrays in practice because they're pretty heavy to initialize so only worth it if one allocates a large typed array one once and reuses them a lot aster that, so again, fair enough! One other detail does annoy me a little bit: the article says the example JS code is pretty bloated, but I bet that a big part of that is that the JS JIT can't guarantee that 65536 equals the length of the two arrays so will likely insert a guard. But nobody would write a for loop that way anyway, they'd write it as i < x.length, for which the JIT does optimize at least one array check away. I admit that this is nitpicking though.
Is this line really true? I feel like expressing intent isn't really a factor in the high level / low level spectrum. If anything, more ways of expressing intent in more detail should contribute towards them being higher level.
Something like purchase.calculate_tax().await.map_err(|e| TaxCalculationError { source: e })?; is full of intent, but you have no idea what kind of machine code you're going to end up with.
In yet other words, tautology.
So I have two lists, side by side, and the position of items in one list matches positions of items in the other? That just makes my eyes hurt.
I think modern languages took a wrong turn by adding all this "magic" in the parser and all these little sigils dotted all around the code. This is not something I would want to look at for hours at a time.
I've avoided such manual specification of aliasing because:
1. few people understand it
2. using it erroneously can result in baffling bugs in your code