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points by i2talics 2 days ago | 0 comments
Why does everyone love being able to control the allocator in Zig? I rarely want this low level control over the allocator, I would rather have an easy to use interface to malloc/free (such as RAII) or would prefer the language push me to avoiding allocations when unnecessary. C and Zig users are always talking about how arena allocators are easier to use than the alternative but I disagree because the alternative is extremely easy to use when the language makes it so.

Arenas have a lot of footguns like growing out of control if you don't have space in your logic to delete them (e.g. suppose every new HTTP connection required obtaining a new allocation from the primary arena -- now you have a memory leak). They also aren't necessarily faster than malloc: I remember hearing a case where mimalloc was faster than an arena for a one-shot program like a linker because reclaiming space improved cache locality. Plus it's difficult to implement things like growable vectors or hashmaps using an arena without wasting space.

I just don't see how "futz about with the allocator constantly" and "use an arena" is actually a good default.

[–] awesan 2 days ago
It is a good default for lib code because it makes that code truly re-usable. The same is true for great C libraries, they let you provide a block of memory instead of calling malloc inside. The library should not get to decide if/when allocations should be done.

In Zig app code you don't have to pass allocators all over if you don't want to, that's your code so do what you want. But for libraries it's the right thing to do because it puts the caller in control.

The reason you have to pass allocators instead of making this implicit like in e.g. Odin, is because Zig just takes a firm stance against implicit logic, firmer than any other language I've ever used. The end result is that people who like Zig tend to like passing allocators around even in their own code.

[–] latch 2 days ago
The library developer doesn't know what allocator will be passed, and the library user doesn't necessarily know how it will be used. They share an interface, so it will [probably] work, but it might not behave (mem/perf wise) as either expects. ArenaAllocators in particular don't play great with ArrayLists or nested ArenaAllocators.

I don't think it's a huge problem, but it's more subtle than an explicit allocator is a better because it provides more flexibility.

[–] bunderbunder 1 day ago
Does this juat speak to another of Zig’s values?

Zig seems to be laser focused on systems programming domains where there is value in keeping unusually tight control over everything the program does. Aside from tinkering with Arduino, never been me. If it were, though, then I would probably not want to use a library that wants to be able to arbitrarily grow ArrayLists. I would probably want to structure my program so that it acquires pages of memory (actual memory, not just overcommit) in as few places as possible - ideally one - and from a location very close to the entry point. And a library that doesn’t play nice with that wouldn’t be much more palatable than a library that wants to bring its own memory management runtime along for the ride.

I don’t think that’s totally unreasonable? It’s more restrictive than what most of us are used to, sure. But it’s also quite a bit less restrictive than completely banning dynamic heap allocation as is common in aerospace applications.

[–] elcritch 2 days ago
> Zig just takes a firm stance against implicit logic

I bought that as Zig's M.O., but then came the automatic "async/IO" colorless functions which is a huge chunk of implicit and hidden logic.

That's more implicit logic than what's in say JavaScript async AFAICT. Arbitrary int sizes with implicit casting rules, etc. More recently was the attempts of memory safety via an some sort of (optional) implicit GC mode. Personally I don't get it.

[–] Mond_ 2 days ago
Are you sure you're up to date?

The async design changed multiple times, and the current approach is that of requiring passing an I/O interface that encapsulates the logic, same approach as for passing around an allocator.

This effectively makes all I/O bound code "quasi-async", and it's all explicit and the caller is in control.

[–] simonask 1 day ago
As far as I understand it, the idea is that the IO interface is "magic" in the sense that it affects which version of a function gets called: either the synchronous, linear version, or the asynchronous, stackless, suspensible state machine version.

This has a lot of implications, especially for function pointers and other forms of dynamic dispatch.

My personal take is that async code is fundamentally different from sync code, because the weights of various tradeoffs change dramatically. In my view, "colorless" functions are not really a worthwhile goal in the first place. But I've been wrong before, so it may turn out to be great, we'll see.

[–] lukaslalinsky 1 day ago
There is no magic about the I/O interface. It's a regular dynamic dispatch, the same as if you use virtual functions in C++. Currently, and in the foreseeable future, there are only two options how it can run, blocking mode where each task occupies a dedicated thread, or using stackful coroutines. The interface implements blocking functions, there is no async waiting anywhere in there. But because it's dynamic dispatch, it allows the async implementation to do the "prepare operation, suspend until completed, wake up" dance, where the threaded implementation would just run the blocking syscall directly. There are plans to add stackless coroutines, but that will require many language restrictions to happen first, so it's not going to happen any time soon and when it does, the interface will likely change to accomodate it.
[–] elcritch 1 day ago
> it allows the async implementation to do the "prepare operation, suspend until completed, wake up" dance, where the threaded implementation would just run the blocking syscall directly. There are plans to add stackless coroutines

Yeah so that's a lot of hidden magic and implicit logic. ¯\_(ツ)_/¯

[–] Zambyte 1 day ago
It's all implemented as explicit userspace code that follows the same rules as the rest of the language. There is quite literally no implicit logic.
[–] lukaslalinsky 1 day ago
While you could say that, all the operations are documented behavior. You need to assume they will block. If the blocking happens in userspace runtime or in the kernel doesn't matter. And you, as the application author, are the one choosing which runtime to use. This just allows the libraries to be generic.
[–] boomlinde 1 day ago
Hidden from those who don't read it.
[–] imtringued 22 hours ago
This is AI generated so it could be wrong:

    const std = @import("std");
    
    fn performTasks(io: std.Io) !void {
        var group: std.Io.Group = .init;
        errdefer group.cancel(io);

        // Launch concurrent background jobs
        try group.async(io, simulateWorker, .{ io, 1 });
        try group.async(io, simulateWorker, .{ io, 2 });

        // Wait for all group tasks to complete
        try group.await(io);
    }
    
    fn simulateWorker(io: std.Io, id: usize) void {
        std.log.info("Worker {d} started...", .{id});
        
        // Any blocking operation (like sleeping) routes through 'io'
        // Under the hood, this will either block an OS thread or yield an event loop stack.
        io.sleep(.fromSeconds(1), .awake) catch {};
        
        std.log.info("Worker {d} finished!", .{id});
    }
    
    pub fn main() !void {
        var gpa_alloc = std.heap.GeneralPurposeAllocator(.{}){};
        defer _ = gpa_alloc.deinit();
        const allocator = gpa_alloc.allocator();
    
        // Initialize the Threaded I/O backend
        var threaded = std.Io.Threaded.init(allocator, .{
            .async_limit = std.Io.Limit.limited(4), // Max concurrent tasks in the pool
        });
        defer threaded.deinit();
        
        // Extract the generic I/O interface pointer
        const io = threaded.io();

        std.log.info("Running on Threaded backend:", .{});
        try performTasks(io);
    }


    pub fn main() !void {
        var gpa_alloc = std.heap.GeneralPurposeAllocator(.{}){};
        defer _ = gpa_alloc.deinit();
        const allocator = gpa_alloc.allocator();

        // Initialize the Evented (non-blocking) backend
        var evented: std.Io.Evented = undefined;
        try evented.init(allocator, .{
            .thread_limit = 4, // Worker threads running the event loop
        });
        defer evented.deinit();
    
        // Extract the exact same generic interface
        const io = evented.io();

        std.log.info("Running on Evented backend:", .{});
        try performTasks(io);
    }


std.Io.Threaded and std.Io.Evented are two types of IO backends. std.Io.Threaded uses blocking IO primitives and Evented uses asynchronous IO primitives. Switching between backends is done via dynamic dispatch, the used backend is passed in via an explicit function parameter.

The only real question you should have is, how does the "non-blocking" case work when the interface is still a synchronous call? Well, the answer is quite boring... You just call into the scheduler and it runs the other task inside the blocked operation.

I was promised hidden magic and implicit logic! Now I want a refund!

[–] maleldil 1 day ago
Doesn't that assume there are no intrinsic differences between single-threaded, multi-threaded and async execution? Plenty of code works fine single-threaded but breaks once it's run multi-threaded or async, and some works fine multi-threaded but breaks under async. With explicit async you have precise control over where you yield back to the event loop. With Zig's Io you don't get that unless you deliberately design for it, and at that point you've just got an implicitly coloured function.
[–] lukaslalinsky 1 day ago
There is a difference between single-threaded and multi-threaded, but if you use `io.concurrent` or `io.async`, you are expected to have your code assume multi-threaded enviroment. And there is no visible behavior change between blocking and non-blocking backend, assuming you are not calling external libraries that do their own I/O. So code written and tested on blocking threaded I/O, will work just fine on async implementation. All I/O operations are the yield point.
[–] the-tomster 2 days ago
If you don't like arenas then that will push you towards avoiding allocations :)

I don't love malloc / free, managing frees one-to-one with allocations is a nightmare. An HTTP server is actually a great example of a good fit for arenas... you can have an arena created per connection, and then free the arena when the connection closes. Now all of your allocations during that connection are guaranteed to be freed instead of having to keep track of them individually. Need something to live across connections? Use the general purpose allocator for those particular things.

For one shot programs, why bother freeing anything at all? The gpa or malloc or whatever else is fine there.

Personally I mostly lean on fixed-size buffers, but if I'm writing Zig it's just little toy programs where blowing up when the buffer runs out of room is fine. But for big non-toy programs it might be good to use fixed-size buffers anyway and define your limits in terms of things actually relevant to your domain.

RAII and smart pointers are fine too, but C++ has you covered if you want those. Zig is specifically avoiding that kind of invisible code that destructors bring you.

[–] grg0 2 days ago
> Now all of your allocations during that connection are guaranteed to be freed instead of having to keep track of them individually

And how do you size the arena?

> keep track of them individually

I think this is an exaggeration of the problem. This is what RAII semantics in C++ are for.

> avoiding that kind of invisible code

The invisible code is traded for defer statements right after initialization that are obvious and therefore mostly just noise, and also a problem if you forget to call them. This isn't an issue with RAII. I get the point of not wanting invisible code, but defers don't seem much of an improvement either. A trade-off at best.

[–] the-tomster 2 days ago
> And how do you size the arena?

Two options: you either say "eh 20MB per request ought to be big enough" and resize it later if you need to. Or you take time to figure out reasonable limits in terms of whatever domain you're dealing with, and return descriptive errors when those limits are exceeded. Maybe you're saying your service supports up to N HTTP headers and M query parameters in the URL and so on. For almost anything there's a limit you can place that's reasonable. Having no limits at all just means the limit is when you run out of memory / disk / whatever.

If you like RAII and C++ just use that though, Zig is an alternative not an upgrade, imo.

[–] grg0 1 day ago
The problem is not finding limits, although that does take decent engineering for anything non-trivial. The problem is that a hard limit assumes your requests have a relatively uniform distribution of memory requirements. Otherwise, you are wasting memory. Or you have N limits instead, which just complicates the problem.

Resize: realloc invalidates pointers. If you're saying allocate more chunks and link them, that is technically no longer an arena?

Requesting virtual memory and committing lazily seems a good trade-off except on Windows, which does not allow to over-commit. Somehow I don't find that very satisfying because it relies on the OS and on the hardware to provide virtual memory support. But maybe it's just what it is.

[–] palata 1 day ago
> Two options: you either say "eh 20MB per request ought to be big enough"

"Memory is cheap" and all that? :-)

[–] MrBuddyCasino 1 day ago
Can arenas be made to use no actual memory unless it is being used, so the virtual memory subsystem only allocates pages when written to?
[–] the-tomster 1 day ago
Yup! In C you can mmap out a big anonymous region and then it will only take up actual resident space for pages you use. I'm not sure if Zig exposes this in the stdlib somewhere or if you'd just do it through libc.

If you're doing something like per-request or per-frame arenas you can clear the arena without having to reallocate the whole mapping. And depending how fancy you want to get you can mark the pages unused when you clear the arena so that the OS can reclaim them if needed.

[–] rallyroger 1 day ago
>And how do you size the arena?

Should you allow an http-server to allocate unbounded request sizes? Seems like it would lead to an easy denial of service.

[–] grg0 1 day ago
As opposed to allocating a bunch of memory you won't need?

Allocating virtual memory up front and committing lazily might be a good trade-off, until it isn't. So I'm not actually sure and hence why I asked the question.

[–] lenkite 2 days ago
> And how do you size the arena?

All HTTP servers have a configurable maximum request size. Ex: client_max_body_size in Nginx.

[–] grg0 1 day ago
Not to take away from your point, but client_max_body_size "Sets the maximum allowed size of the client request body." That is different from how much the server/service is allowed to allocate internally to service the request.
[–] lenkite 1 day ago
Yes, my bad, replied in a hurry. Technically, the arena size will be function involving both the request body size, the response body size, along with the sizes of any intermediate results of processing.
[–] flohofwoe 1 day ago
> This is what RAII semantics in C++ are for.

...which typically has more overhead than a good GC though and much more overhead than using arenas for lifetime management.

[–] i2talics 2 days ago
> If you don't like arenas then that will push you towards avoiding allocations

I mean push in the sense of a pit-of-success, not making me do things because the alternative is unpalatable.

> managing frees one-to-one with allocations is a nightmare

It really isn't a nightmare if your language has tools to help you. I'm never particularly concerned about frees in Rust outside of thinking about room to optimize.

> Need something to live across connections? Use the general purpose allocator for those particular things.

Well, this is a determination you have to make very carefully and if you screw it up (like in the situation I was trying to outline) you have a subtle bug.

> Personally I mostly lean on fixed-size buffers, but if I'm writing Zig it's just little toy programs where blowing up when the buffer runs out of room is fine.

What's also fine is using malloc, which will have perfectly reasonable performance for your toy programs.

This is reinforcing my belief that Zig programmers actually just have a sort of aesthetic attachment to the idea of managing their allocations themselves and this has very little to do with the actual practical concerns of writing software that works. I'm a lot more sympathetic to the other reply that talked about library code improving flexibility for those relying on the library, than this comment that only thinks about the case where everything goes perfectly and using a fixed size buffer for no reason.

[–] nvme0n1p1 2 days ago
> I'm never particularly concerned about frees in Rust outside of thinking about room to optimize.

Zig's position, love it or hate it, is that you should be thinking about it. Dropping a Vec<String> in Rust is O(n). Have you ever clicked the X on an app and it takes 10 seconds to disappear? Stuff like this is part of the problem. You shouldn't have to traverse your process's whole memory space just to call exit(0).

If you have to write that for loop, the O(n) will jump out at you and push you towards an arena or FixedBufferAllocator or std.process.cleanExit, or any other solution to avoid the loop.

[–] kibwen 2 days ago
Dropping vecs that contain strings does not make any Rust code in the real world slow. You would need to have a vec containing billions of strings, occupying several gigs of memory, before dropping such a structure took any perceptible amount of time. And for extreme cases like that, you can simply use arenas. The bumpalo crate is approximately as old as Zig is. The reason that people so rarely turn to arenas in Rust isn't because you can't do them, because you've always been able to, but rather because arenas are a very specific solution to a specific sort of memory access pattern, and going out of your way to strictly adhere to that pattern doesn't produce measurable differences for most software.
[–] lunar_mycroft 1 day ago
Disclaimer at the start: Rust is my favorite language, this very much isn't an attack on Rust.

> Dropping vecs that contain strings does not make any Rust code in the real world slow. You would need to have a vec containing billions of strings, occupying several gigs of memory

I actually had a hobby project where that became very noticeable/too slow for my requirements at around 800k Strings, so several orders of magnitude less than your estimate. Switching to a solution that freed all the memory at once predictably made it run effectively instantly.

> And for extreme cases like that, you can simply use arenas

I think this is a fundamentally flawed way of thinking about things. Yes, each individual string allocation and drop isn't going to cost much, but in combinations with all the other similar decisions you're likely making if you think this way, plus the decisions of library authors, etc, it can add up even if strings specifically aren't a major problem. Avoiding pessimization by default instead of only when you can't ignore them any more is a good habit to be in.

[–] kibwen 1 day ago
Arenas aren't a free lunch either. You need a specific sort of memory access pattern, where large, conceptually related chunks of memory are being rapidly and predictably reclaimed, and if you don't have such a pattern then arenas are ceremony for no benefit. And the performance tradeoff is that you end up using more total memory than RAII because you're no longer eagerly reclaiming memory the moment it stops being used, but purposefully delaying your frees so that you can batch-reclaim it all at once. There are many cases where this makes sense, which, to reiterate, is why crates like bumpalo exist, which work gloriously well with Rust's lifetime system.
[–] lunar_mycroft 1 day ago
I agree that arenas aren't always the best choice, but I think you're underestimating how often they are. Not only does a lot of software have elements that are well suited to arenas (request handling for web servers, frames for games and UI, etc), but a lot of allocations are for short lived intermediary values anyway (the stack is basically an arena with a bit less flexibility).

(Also, you do not need to sell me on bumpalo, I use it heavily already)

[–] tialaramex 1 day ago
> Stuff like this is part of the problem.

Measure, measure, measure.

So often when people insist that a thing they don't like is "part of the problem" they haven't even thought about how much that "part" would be, although I suppose it's worse when they have thought and decided to go ahead anyway because the weasel wording might convince the hard of thinking.

A guy who rounded up from $14.86 to $15 on some grant paperwork and got 14 cents he wasn't entitled to out of a government programme, and Ken Paxton inexplicably becoming very wealthy from a government job are both "part of the problem" but hopefully it's apparent which of these is worth fixing.

[–] simonask 2 days ago
Just to let you know, `std::process::exit(...)` in Rust does not call any destructors. C++ also has `std::quick_exit(...)`. Applications exiting slowly is a problem caused by app developers.

(There are cases where it also takes time because the OS does have to flush all open files during process teardown, etc., but this shouldn't generally be user-visible.)

[–] the-tomster 2 days ago
> This is reinforcing my belief that Zig programmers actually just have a sort of aesthetic attachment to the idea of managing their allocations themselves and this has very little to do with the actual practical concerns of writing software that works.

Indeed if you don't want to manage everything yourself I don't think there's a need to use Zig. The whole pitch is making everything explicit and not hiding control flow. And I do think that limits its usefulness to smaller-scale codebases.

Writing quality software doesn't require much from the programming language until your codebase gets very large and you're collaborating with a ton of people. If I'm expecting a codebase to grow to a large scale I'm not reaching for Zig for that. I don't trust _myself_ to keep that much Zig code tidy and correct let alone a big mob of developers and agents :)

[–] alextingle 1 day ago
My opinion is quite the opposite.

With a small program, it's rarely difficult to work out what's going on. If your small program develops a performance problem, it's usually fairly tractable to work out what's going on, and modify it. In extremis, you can just rewrite the whole thing.

Large programs are another matter. Hidden control flows in C++ (for example) can make pinning down performance problems extremely difficult. And then widespread refactoring can be extremely challenging.

Zig forces everything to be an explicit interface, which should make maintenance work on large programs much more tractable.

[–] scrubs 10 hours ago
I don't get the controversy over explicit allocators. C++ containers accept optional allocators since way back ... programmers making std like compatible containers have to deal with this aspect anyway.

I've spent quite a bit of time with zig after which I abandoned to rust despite starting with severe rust dislike. The switch was mainly due to:

- far better documented std lib. For example zig http stuff has bugs; and I could never find a public unzip inflate call despite the appearance of an impressive zig/unzip api.

- better library support esp for protocol. The zig stuff i found was few and had memory leaks.

- the fact struct fields are private by default (in zig all fields are public if you can get access to the struct). In complicated stuff the implementation has got to stay private

- the borrow checker was not a motivator, and rust compile times are nowhere annoying as I feared

- the zig i/o api i found too darn complicated and annoying

Things I still miss from zig:

- c/c++ ffi is solid. Gluing curl, zlib into zig was painless and worked day one. Rust takes more work.

- zig build and the ability to import a configuration as code is awesome.

- allocator story is good. It's darn simple to add custom allocators where performance matters

- Zig still has a couple of linker problems, or cross compliation bugs I immediately encountered when using it. One was fixed. One is still open.

[–] pron 1 day ago
1. When I pick a low-level language, that's precisely the kind of control I'm after (otherwise, why go for a low-level language?).

2. Heap allocation is a very common cause of serious performance problems in low-level programs because malloc/free overhead is so high. Some languages have a moving GC to reduce the high overhead of heap allocation, but low-level languages typically can't use that optimisation, so you have to resort to arenas (which offer a similar optimisation to that of moving collectors). This isn't always faster than malloc/free, but it usually is, and if you want malloc/free you can pick that.

Anyway, I wouldn't say that the default in Zig is to use an arena, rather it's to give you the control that's the whole purpose of low-level languages.

[–] pebal 1 day ago
A moving GC does not provide the fastest allocation. This is one of the myths in the Java world.
[–] pron 1 day ago
Of the general-purpose methods it does; that's is exactly what these collectors were invented for - not to carry all that overhead of malloc/free. I guess you could argue over the frequency of situations where it yields a significant boost. It's also true that malloc/free have also improved, especially in the very large runtimes (like TCMalloc and jemalloc), but they can't do all the optimisations moving collectors can.
[–] pebal 1 day ago
It’s great that they were created for this purpose, but I have a faster allocator in non-moving GC engine in C++. And I don't have to moving gigabytes of data.
[–] pron 1 day ago
Generational moving allocators don't move objects much, and so the total amount of work they need to do is substantially less than malloc/free allocators -- that's the whole idea of these algorithms and the reason why they're used (that's not under dispute; it's just the mathematics of the algorithms [1]). Still, there might be some situations where allocators in C++ could be faster, but if that were the case for my purposes, I would have stuck with C++. We needed very good performance for highly concurrent workloads, and C++ just doesn't come close in many of those (maybe at 10x the budget).

[1]: More precisely, the work they need to do doesn't scale linearly with the allocation rate as is the case with non-moving approaches. Of course, arenas are sort of degenerate moving collectors, so they also display the same effect, but they can't always be used.

The way this works is that you allocate in the young generation with a pointer bump, and to free memory you compact (move) the surviving objects, which make up a small minority, a few times and then promote (move) them to the old generation (where you either manage memory with the same technique or a different one). And so the total amount of moving is not high (objects either never move or rarely move), and what you end up with is essentially two heaps, one where the allocation rate may be high but you can completely negate all the extra work by increasing the size of that heap, and one where the allocation rate is low. This ability to, optionally, not double the amount of work when the allocation rate doubles is what gives moving collectors their efficiency (and that you can bump-allocate in virtually all cases).

Of course, it's possible to come up with programs where objects do move a lot (or there's some other common work), e.g. programs that don't exhibit the behaviour of the generational hypothesis, but the point is that in a very large class of programs, this technique is hard to compete with.

[–] MathMonkeyMan 2 days ago
Passing allocator pointers around has the advantage of allowing you to customize the allocator when you want, and to ignore it when you want (which is most of the time), i.e. just use the allocator you were given and pass it around like some piece of syntax or ctx in Go.

The trouble comes when you have data structures that manage memory, and you want to associate the allocation strategy with the particular instance of the data structure. Or, worse, you don't store the allocator pointer with the data and you require that all functions operating on the data structure happen to use compatible allocators.

At its simplest, though, passing allocators around is just removing an implicit global variable that is sometimes helpful to customize locally, but nearly impossible to customize locally if left as a global.

[–] hansvm 2 days ago
Allocators help solve the problem of "this code I want to use is almost good enough; how do I actually use it?"

I distinctly remember one of my first "real" jobs, somebody had written a C# library for GraphQL. It had some sort of bug or lack of functionality I had to fix. The author had fallen hook, line, and sinker for sealed classes and all that nonsense, so the shortest path to using the rest of their code was to fork the library and re-write the thousand offending lines and all references thereto. Luckily it wasn't a deep dependency.

Contrast that with similar issues in typical Python. The library likely accepts my favourite duck-typed solution, if it doesn't then I can likely work around it with an appropriate choice of dunder methods in the code I have interacting with the library, and if it still doesn't yield then I can just rewrite (monkey-patch) the offending code at runtime.

Not that either of those scenarios are objectively optimal, but they illustrate one of the principles people have in mind when they use an interface like allocators (not the only one, I'm sure other commentors will talk your ear off), that when push comes to shove you'd prefer to be able to use your existing code to solve your new problems. And that does empirically mostly work here; you can use nearly the entire Zig stdlib (especially when ignoring things like the posix namespace) and most of the rest of the ecosystem as well on embedded devices, in WASM, in bounded-memory applications, in generic application code, in fast-running CLI apps not even bothering to free, etc.

I agree with much of your discussion about arenas by the way. They're a moderately poor fit for the current interface in Zig, largely because the free functionality is questionable at best. IME, most uses of arenas actually know they need such a thing. Functions taking allocator arguments and expecting the allocator to be an arena should take an arena argument. When using arenas for lifetime management, something should probably own that arena rather than implicitly assuming whatever gets passed through the stack is correct. Passing arenas to arbitrary functions expecting general-purpose allocators is prone to leaks, and you'd be better off using the arena (or a buffer created therefrom) as a backing allocator for a data structure capable of actually freeing if you can't trust the implementation you're calling into (and if you can trust it, they should expose a better API allowing you to detect that trustability at the callsite).

[–] sethops1 1 day ago
It sounds like you're reinventing destructors with extra steps.
[–] hansvm 1 day ago
They're orthogonal concepts. Zig hasn't done this, but you could absolutely combine injected allocators and automatic destructors in the same language if you wanted.

The bigger design point is who's responsible for knowing where the object lives. Zig has a balance of power more in favour of the caller than the callee, a point I tend to agree with since it's quite easy for a caller to know exactly what they want done and quite hard for a callee to know what all possible callers might want done. That principle is applied pretty liberally through the rest of the language.

[–] xedrac 1 day ago
With some notable exceptions, I would argue that most of the time, the caller simply doesn't care. Maybe the "right" approach is to provide two functions, one that takes an allocator, and one that does not. That way the caller doesn't have to care unless it wants to.
[–] hansvm 1 day ago
I see, we can solve the problem of excess verbosity by duplicating our API surface ;)

Jokes aside, that's not the worst idea (you often see the stdlib do something in a similar vein with managed vs unmanaged data structures), but I bet it doesn't survive contact with real-world programmers well enough to actually provide the portability that normal Zig code has. For transitive "style" impositions, it only takes a low rate of non-compliance for the perceived benefit to disappear.

If that's a goal you have (and IME most code is lightning fast to write, with all the heavy lifting going to impedence mismatches like the one being described, so I tend to be happy to write a bit of extra boilerplate (I like Zig, but it's an absurdly verbose language) if it means the hairier integration points will go more smoothly, and I therefore do have that goal) then the allocator API empirically works, the other solutions I've seen work much less, and I'd want to have a pretty good idea of why a contender would sate my needs instead.

If that's not a goal you have, you do you man. I can shovel out sealed Scala classes or unmaintainable numpy with the best of them as the situation demands. Nobody's created "the best" language yet. We're just casually discussing tradeoffs.

[–] ozgrakkurt 1 day ago
Suppose you are implementing an application server (backend).

You can limit the concurrent requests that can be handled at a time to 2000 and limit memory per request handler to 2MB.

So you allocate 2000 x 2MB at program start.

Then you crate an arena allocator with (2MB limit) when starting to handle a request.

It will just fail if a request uses more memory than 2MB. This means you will basically never have OOM issues or a request using unexpected amount of memory to crash the server.

You also have performance benefits like:

- Allocation operation is basically an integer increment.

- Memory for a request is laid out linearly in memory and likely is pre-populated so you won't have page fault into the kernel.

- It is very unlikely to have double free or other memory management mistakes.

You can also fuzz the system in several ways to make sure requests can really never exceed that amount of memory usage so you don't have surprises in runtime.

If a request by a user really exceeds that much memory usage, you can just fail that request and log it so it will be debugged and fixed later.

You also don't need data structures like SmallVec (rust version of the thing) that are hybrid stack/heap allocated.

There are many intricacies to this approach but it works much better on scale when you have a large program that handles a large amount of memory.

It is super difficult to debug and fix memory usage issues on global allocator only programs in my experience.

I tried to fix one such issue on a database-like program in rust and it was impossible.

Also this means you don't absolutely need ownership/lifetime safety.

I am using this pattern in a C-like C++ codebase I have and it works really well.

[–] slopinthebag 2 days ago
arena's are popular in part because they are a way of grouping allocations by a single lifetime, reducing the amount of use-after-free's or double-free's that occur (reducing, not eliminating them).

they make a lot less sense in languages where the compiler or runtime takes care of this for you.

[–] flohofwoe 1 day ago
That just means you haven't run into the problems yet that a global allocator brings with it. Other people have and welcome the better control over allocation provided by the Zig std library. The challenge is of course to balance convenience and flexibility. Also if you write code that prefers to not allocate in the first place (which should be the default), you're not affected anyway.
[–] rk06 1 day ago
if you don't want to, you can just pick the general purpose allocator and use it everywhere.

however, in languages that don't allow it, you can't pick and choose different allocators for different workflows. it may not be important to you, but it is important to many. and shoe horning support for multiple allocators is not easy for language

[–] lukaslalinsky 1 day ago
You are looking at this from the wrong perspective. If you are fine with automatic allocations and RAII like you have in C++ or Rust, or with a garbage collected language, there is pretty much no reason to even look at Zig.

Zig is a language to use when you do need the control, mostly because of performance reasons. And once you are in, you start thinking how to manage your allocations and arenas are the logical outcome, once you notice that your application has scopes that can be destroyed at once.

If you need an argument why arenas are better than RAII, then you likely don't have the performance needs to even consider using Zig, because outside of performance, arenas are not better.

[–] elendilm 2 days ago
mimalloc aggressively reclaims space and it benefits the use case in our Dip database built on rust.

This is for a long running process where consuming compute and memory should only occur on processing a request and must revert to a baseline memory consumption once the request is completed.

malloc with default allocator always gradually increases the memory consumption. This continues with enough request bursts on our testing until the process runs out of memory. mimalloc doesn't.

On mobile, we are stuck with the default allocator. On mobiles, the phenomenon of the default allocator consuming memory is reproducible even with normal Qt apps. It is what it is.

[–] grg0 2 days ago
> This continues with enough request bursts on our testing until the process runs out of memory

Curious, how much memory and how many requests does that take to exhaust?

[–] elendilm 1 day ago
I first encountered this behaviour on Linux desktop with Qt QML apps as far back as 2015. For a long time, I thought it was Qt QML ListView's inefficiency and didn't think much of it.

But in recent years, the phenomenon was visible with Dip which was built on rust.

Dip does massive parallel fanout using green threads ('may' coroutines) with work being NUMA pinned (software hash) using a thread per core model.

A default request may span up to _chunk_count_ jobs (default 5k) configurable per request.

Every request (x 5k jobs) from the client on a stress test sees a jump of ~10-20 MB of memory. Sometimes the jumps use large swaths of memory - say 100s of MB and stabilizes for a while only to gradually climb up again later. Rinse and repeat - OOM kicks in and the process crashes.

Many times we thought we were leaking memory somewhere. But armed with the Qt experience a decade ago, we intuited maybe its the allocator - and switched to mimalloc on desktop executable.

Dip's memory, using mimalloc, stabilizes at ~60 MB post request completion no matter how many requests you throw at it.

Pity that on mobiles, more specifically Android, we have to live with the default allocator on even trivial Qt apps let alone embedded Dip. But people have lived with it for at least a decade, so it is what it is.

Thus on mobiles, we just have to be content like everybody else, unable to squeeze every last ounce of performance and efficiency out of the hardware on stress tests ensuring Dip remains "just better :(" :)

[–] grg0 1 day ago
Interesting, thanks for elaborating.
[–] giancarlostoro 2 days ago
The biggest interesting thing to me about Zig is that is is a true spiritual successor to C.
[–] amw-zero 2 days ago
If you had to pick a default, an arena allocator would definitely be it. Although even better would be a fixed-size arena that can never grow, like Tigerbeetle does.

I don't think the footguns you're talking about are real by the way.

[–] pjmlp 1 day ago
I also don't get it, programming since 1986, in quite a good number of programming languages, including various kinds of systems programming alternatives.

To me this kind of stuff always feels a bit cargo cult programming.

[–] GuB-42 1 day ago
It is like saying "why do C++/Rust people don't want a garbage collector?", or "why do Haskell people insist on function purity?". A GC in C++ and Rust would make things much easier, and a few impure functions would likely make Haskell more practical, and then, if Rust let go of all that "memory safety" cruft, it would be much easier to write one-off scripts and prototypes with it.

Languages have opinions, that's why there are several of them and they are popular in some applications and not others. And Zig opinion is to be explicit so RAII is out, and the language does push you into avoiding allocation when unnecessary, as a side effect of not giving you the "easy to use interface" you want.

This makes it particularly suitable for fields like embedded software where you may not have malloc/free at all, but may be less so in a highly dynamic environment, where you may be better served with a GC anyways.

[–] silon42 1 day ago
You could easily have explicit RAAI... the compiler just needs to complain until you write all drop(x) explicitly. Maybe an idea for future of Zig.
[–] GuB-42 1 day ago
To me, that's not RAII, it is static analysis, useful, but different.

To me, the name "Resource Acquisition Is Initialization" implies that doing one means the other one is done implicitly. Now, in the end of the day, the result is machine language, with proper discipline you can follow the RAII principles in any languages, including assembly, but I have always understood RAII as being it done implicitly.

Also we can argue that Zig supports a weak form of RAII through the use of "defer", there are some nuances here.