cargo check reported over 16,000 compiler errors when I wrote that message. It could not print a version number or run JavaScript. I didn’t expect it to work this quickly and I also didn’t expect the performance to be as competitive. There’ll be a blog post with more details.
If this experiment ends up resulting in a real migration path, I think that would be completely awesome. Maybe it means we have a chance to revive older projects such as ngspice [0], but with modern affordances and better safety properties.
From your post, though, it sounds like Bun may have been a pretty direct rewrite, without too many hard choices along the way. Is that fair?
I hear your suggestion without feeling the need to remark the far too common Linux/Deveoper response of “but if you just do all this other stuff and run it this special way and install 15 dependencies and compile XYZ lib from source then clearly it works fine and you’re mistaken”.
That’s exactly the type of thing that is needed is to optimize projects for modern compatibility, portability and safety when other modernization efforts or forks don’t exist.
That said, I suspect this rewrite went so quickly and so optimally because it had the benefit of (effectively) 100% test coverage already in place in a really well defined system. Most open source project spawn from efforts of a single developer who frequently never waste time writing tests for a little side project. Later as it grows, they rarely stop and go back to implement testing. So if you’re truly working with an old dead project, there is a really good chance there are zero tests to be found. That is far more difficult to reach the same completeness unless the goal is simply to port all of those same problems to a new language and hope type safety fixes them.
I've found Rust to be pretty enjoyable to work with in terms of Agent assisted development. Easier still if you have something you're trying to port or recreate in Rust for various reasons. There are definitely some rougher edges around a few things as you get more general purpose in terms of app targets. Some of the DB engines can use some work or may be missing interfaces you use in other supported languages/platforms... There's a somewhat limited set of UI options, and no clear winner.
Lifetimes can get pretty hard in very complex code bases... even if other aspects of burrow checking may be more common, this is where I've had and seen the biggest gaps in understanding in practice. That said, you can usually do inefficient things to work around these issues with the opportunity to come back later. Often inefficient Rust with lots of clone operations is still faster, smaller, lighter than the same services in Java or C# as an example.
As an amateur in the space: I download on Mac, run `ngspice`, "Error: Can't open display: :0". I look in the code - hardcoded X11-era assumptions. Not exactly modern affordances...
Then I try to understand and extract the actual formulas, and there isn't a clean formula layer anywhere. All is procedural, e.g. in `b4v6temp.c` formulas are tangled with branching, caching, model-state mutation. Extracting the computation, embedding cleanly and exposing through a sane API feels hair-pulling.
So yeah, maintained, but not as in 'modern, embeddable, understandable software component' I'd be looking forward in a rewrite. Maybe not even touch the simulation core, just rewriting Embedding/API layer and the UX would already be a big deal.
This explains a lot. But you merely need to look into the family of spice forks to realise, given the way that they're strangely limited to certain operating systems and embedded inside certain proprietary IDEs, that's there's something very wrong with the code architecture.
Why are you not using this through KiCad? That's what I would expect an amateur to do; especially since they handle the UX that you are complaining about.
And you are complaining about tangled code but that code is almost certainly hyper-optimized since performance actually mattered a LOT to people running spice simulations. ng-spice (and Spice3 and Spice2) were not written for programming ease; they were written to get a real job worth real money done.
In addition, any change you make to that code needs to be run back through numerical regression tests to make sure you didn't break things since this is software that people expect to get correct answers.
However, if the legacy seems to bother you so much, perhaps you should look at Xyce from Sandia?
> And you are complaining about tangled code but that code is almost certainly hyper-optimized since performance actually mattered a LOT to people running spice simulations.
I can 100% guarantee you, that these are never mutually exclusive at all.
> Why are you not using this through KiCad? That's what I would expect an amateur to do; especially since they handle the UX that you are complaining about.
They sound like an amateur at circuit design, not software engineering (which is how I'd describe myself too).
The original point stands. Ngspice shows its heritage from the days of Fortran far more than a modern code base would or should. It's sole great virtue (from my point of view) is that it integrates with KiCad and only falls over with no reason about 5% of the time.
I would suspect that some of the simulation systems coming out of the Julia community or Xyce would be a better base.
I could have linked Github repo which has been abandoned for 11 years and ranks higher on Google than the sourceforge page, but that would have maybe been disingenuous. (https://github.com/ngspice/ngspice)
I moved to codeberg and google still insists on linking SOLELY the old archived project on github. While of course snyk and such awful scanners mark them as abandoned because they don't know codeberg exists.
The spice core that ngspice is built off is terrible code. It has a long history going back to 1970s era fortran. Starting fresh is probably preferable
> The spice core that ngspice is built off is terrible code. It has a long history going back to 1970s era fortran. Starting fresh is probably preferable
That code is also hyper-optimized for performance. I sincerely doubt you are going to match the performance easily with any random rewrite.
Now, if you had a very clear idea of why the code was making assumptions from the 1990s that are no longer valid, then you might stand a chance of producing something that would outperform it. Or, perhaps, if you had particular knowledge of modern high-performance numerical libraries that you could apply to the problem, then you might be able to beat it.
However, circuit simulation is remarkably difficult to get right (stiff systems with multiple time constants are not uncommon) and generally resistant to parallelization (each device can have its own model which are a unique set of linear differential equations).
If, however, the legacy of ngspice bugs you that much, go look at Xyce and see if that is more to your taste.
> and generally resistant to parallelization (each device can have its own model which are a unique set of linear differential equations).
Solving sets of differential equations is something that's parallelizable though
See for example how there's physics engines running on GPU. That's mechanics and not electric circuits, however it's differential equations all the same.
Which differential equations are you talking about? Linear ones have standard solutions and are definitely parallelisable (though you can basically just write the solution down by hand). Non-linear ones vary from can basically be approximated by a linear solution with corrections to needing to use relaxation methods (which are obviously not parallelisable).
Mechanics is generally linear, and for game physics engines fast is more valuable than correct (fast inverse square root being the obvious poster child). Add viscosity and you're in for a bad time.
To be specific, a linear solver can be (as in I have done) written in a week.
A serious non-linear solver that handles legacy Spice models is another beast entirely. And if you want to integrate modern advances in algebraic-differential systems you take that to a higher level.
These are not partial differential equations such as you find in Navier-Stokes. These are sparse non-linear differential equations that do not parallelize nearly as simply.
Another example of related problems that parallelize poorly even though they are linear are the FDTD formulations for Maxwell's equations. These are relatively simple systems, but the bottleneck is almost always the memory bandwidth because it is so hard to parallelize.
The type of people who need spice is dead serious about accuracy. 1ppm error sometimes is not tolerable. So, an optimization in a game engine is definitely not suitable for engineering simulation.
Dude these are incredibly oversimplified models of real components. How are you getting 1ppm when basic shit like tempco and self heating are missing from pretty much every vendor provided spice model?
As others have mentioned, it's not actually that performant. The matrix solve is about as fast as a single threaded solution can do, but the problem is parallelizable. There are a number of GPU implementations and I have even heard of offloading the matrix solve to an FPGA, though without unified memory a lot of the gains are irrelevant.
Even if you avoid most of the numerical code initially, the interface in the original spice core is a mess of string handling and building a custom shell experience. There are tricks like setting the upper bit of every byte to 1 when inside quotes so that the custom shell history matching skips over things in quotes. Very elegant for the time, but now that means if you want nodes with non ascii names you're either keeping a mapping outside or using utf-7.
Another great example is the expression parsing. There was a long standing bug where the expression parser leaked ~160 bytes for every step of an output expression for every timestep. So for example, if you had "($2 * 4) + 1" as an expression and ran a simulation for 10,000 timesteps you'd leak 8M bytes.
and correctness too - I guess there aren't that many hardcore electrical engineers/physicists/mathematicians that can make sure the results it makes are correct and sound, and debug weird issues coming from numerical stability.
The sort of people who can do this are very rare, and it's not likely they will just randomly decide to donate their time to rewrite the codebase.
> Now, if you had a very clear idea of why the code was making assumptions from the 1990s that are no longer valid, then you might stand a chance of producing something that would outperform it. Or, perhaps, if you had particular knowledge of modern high-performance numerical libraries that you could apply to the problem, then you might be able to beat it.
But that's exactly the sort of exotic domain knowledge that AI models have that I don't.
UPDATE: This would make for an excellent case study if you don’t mind sharing the details. I am very curious about the number of agents, hours it took, and models used (did you use Mythos?).
This would not have been possible 5 years ago. LLMs are going to push us into the space age. Both Anthropic and OpenAI have committed to spending 10s of billions of dollars on training alone for the year. I am equally excited and terrified at the pace of progress!
Rust is really fun to work with and the compiler is great, just make sure the rewrite takes compile times into account since larger projects often have to be organized in a way that makes compilation reasonably fast.
how long does it take to compile?
@jarredsumner: It's basically the same as in zig using our faster zig compiler. If we were using the upstream zig compiler, rust port would compile faster.
This is at least partially disingenuous. Zig is working on, and has already shipped for some situations, a faster compiler. Bun runs on an outdated version of Zig that doesn't include it.
Single compiles for sure. Where Zig is optimizing compilation is in the incremental compiler, which I've seen compile the compiler itself in an instant after a single line change.
Of course, that kind of speed is probably not interesting to some people if the AI is writing tons of lines of code before they go to the compilation step.
I found making single line changes in Bun’s zig code led to very long compiles compared to doing the same in Rust code. It was a while ago though and maybe I was doing something wrong.
Just an aside, is there any way to know how many of those 16,000 compiler errors are independent. I mean, could it be that just by changing say 500 lines of code all those errors disappear?
Perhaps 16,000 could just measure cascade breakage, for example one lifetime mismatch can cause errors in every function that tries to use that reference.
Rust reference lifetime bookkeeping is a difficult task for LLMs. The LLM has to maintain, across multiple functions and structs, which references outlive which. Furthermore compiler messages are highly contextual and lifetime patterns are sparse in the training set.
Basically we are seeing now an "inverse Hofstadter's Law" where doing something with an LLM takes less time thanexpected even when you take into account this law.
I am a Rust developper myself but I really love Zig and Bun. I am just overly curious of all this.
> Basically we are seeing now an "inverse Hofstadter's Law" where doing something with an LLM takes less time thanexpected even when you take into account this law.
Even LLMs themselves can't accurately estimate this (though this may be out of distribution stuff)
> I am so tired of worrying about & spending lots of time fixing memory leaks and crashes and stability issues. it would be so nice if the language provided more powerful tools for preventing these things.
Zig is a middle ground. It solves some of the common foot-guns in C, Without the costs of affine substructural typing that offers Rust its super powers.
I am of the opinion that it is horses for courses and not a universal better proposition.
Because my needs don’t fit in with Rust’s decisions very well I will use zig for personal projects when needed. I just need linked lists, graphs etc…
While hopefully someone can provide a more comprehensive explanation here are the two huge wins for my use case.
1) In Zig, accessing an array or slice out of bounds is considered detectable illegal behavior.
2) defer[0] allows you to collocate the the freeing of resources with code.
That at least ‘feels’ safer to me than a bunch of ‘unsafe’ rust that is required for my very specific use case.
I was working on some eBPF code in C and did really miss zig.
For me it fits the Pareto principle but zig is also just a sometimes food for me, so take that for what it is worth.
Fwiw you don't need unsafe for graphs or linked lists in Rust. At least not directly - these things can be abstracted. The petgraph crate is the most popular for graphs. I'm not sure about linked lists because linked lists are the wrong choice 99.9% of the time.
I've written hundreds of thousands of lines of Rust and outside of FFI, I've written I think one line of unsafe Rust.
Not really though. That's like saying that no language is "safe" because the compiler could have a bug.
It's true that safe wrappers around unsafe code sometimes have bugs in them, but it's orders of magnitude easier to get the abstraction right once than to use unsafe correctly in many places sprawled across a large codebase.
I think he meant "show me a true linked list / node graph in rust that isn't unsafe". The reason being its not possible using c-style pointer following (or without just putting everything auto-pointers). What you've shown is exactly the tradeoff they were referring to. In rust, the answer is: make sure lifetime of all memory is explicitly managed, then use integers for the 'links' between nodes.
His point was that for his programming, he wants to be able to make real pointers and real linked lists with memory unsafe, which Rust makes difficult or opaque. For example with linked list, you could simulate (to avoid unsafe), by either boxing everything (so all refs are actually smart pointers), or you can use a container with scoped memory lifetime, and have integers in an array that are the "next" pointer. In addition to extra complexity, the "integers as edges" doesn't actually solve the complexity, it just means you can't get a bad memory error (you can still have 'pointers' that point to the wrong index if you're rolling your own).
Same with your graph code. Using a COO representation for a graph does in theory make it "memory safe" (albeit more clumsy to use if you are doing pointer-following logic), and it also introduces other subtle bugs if your logic is wrong (e.g. you have edge 100 but actually those nodes were removed, so now you're pointing at the wrong node).
I think the point (which I agree with for things like linked list, graph, compiler) is that depending on your usecase, the "safety" guarantees of rust are just making it harder to write the simplest most understandable code. Now instead of: `Node* next` I have lifetimes, integer references, two collections (nodes and edges) to keep in sync, smart pointers, etc. Previously my complexity was to make sure `next != null`, now its a ton of boilerplate and abstractions, performance hits, or more subtle bugs (like 'next' indices getting out of sync with the array of 'nodes').
If there was a way to explicitly track the lifetime of an arbitrary graph/tree of pointers at compile time, we wouldn't need garbage collection -- its not solvable at compile time, and the complexity has to live somewhere.
> it also introduces other subtle bugs if your logic is wrong (e.g. you have edge 100 but actually those nodes were removed, so now you're pointing at the wrong node
This is not actually a different kind of bug; it's just use-after-free, which you can of course get when using pointers instead of indices.
Actually it's slightly safer than pointer use-after-free because it is type safe and there's no UB.
Also some of the Rust arenas give you keys (equivalent to pointers) which can check for this. There's a good list here (see "ABA mitigation"):
Forgive me if I've mis-understood this thread, but there are unsafe declerations in that crate. Is there really any difference between using unsafe in your own code, versus wrapping it inside some crate?
I guess you are making the point that the user does not have to concern themselves with the unsafe declarations?
> Is there really any difference between using unsafe in your own code, versus wrapping it inside some crate?
Yes, in the same way that there's a difference between using `std::Vec` (which uses `unsafe`), and writing an unsafe Vec class yourself.
Or even the difference between using Python (which wraps an unsafe CPython implementation), and doing everything in unsafe Python code.
The difference is that widely used code like CPython and `std::Vec` are much much better tested and audited than anything I would write myself, because so many people use them. This is a continuum so something like petgraph is going to be not as well tested as std::Vec but still way better tested than anything I've written.
I would say yes, there’s a difference, in general. I would much rather leave the unsafe code to crates used and tested by many other applications, than have them in the application code itself.
I don't think it's unreasonable, even though I am getting marked down for daring to ask, for people who are making assertions, even if they are well understood *within their own community* (that is, not necessarily universally known) to show examples of what they are talking about.
You're correcting someone, so it's clear that your understanding isn't universal, and example code is the absolute minimum.
zig is unmanaged memory. But rust also allows memory leaks, and they're not uncommon in large, complex programs. So this rewrite will not necessarily control for that.
There are two kinds of memory leaks: forgotten manual freeing (all references are gone, but allocation is not) and forgetting to get rid of references that keeps an allocation alive. Both are a kind of logical error, but the first is mostly possible in languages with manual memory management. The second one is a universal logical error (only programmer knows which live references are really needed).
In the Haskell community I’ve seen the second kind called “space leaks.” I don’t see it used much outside that community but I like the term and use it when talking about other languages as well.
I suppose all languages allow them, depending on how you define a memory leak. Garbage collected languages generally prevent them, since you never have to explicitly free memory, but if there are reference cycles, that memory can never be freed automatically. Rust has the same problem, but since rust uses lifetimes to understand when to drop things, many people expect that this will mean there can be no memory leaks, but leaks are not considered a correctness or safety issue (oom is a panic and panic is safe!). Not only explicitly possible (through Box::leak) but also possible by mistake (again, usually through reference cycles).
which is a good thing. C++'s RAII is magic-sauce that does a lot for you when you can simply use `defer` in zig. A constructor is just a function call. A destructor is just a function call.
Does defer in zig track the objects lifetime directly, or is it like the various other 'context' features in other languages where it only really works for lifetimes of function-local variables and leaves you on your own when things get more complicated? (which, IMO, is precisely when RAII becomes most useful. It does seem like most of these languages only consider the 'forgetting to cleanup on an early return from a function' case)
It's not a good thing. The reasoning is extremely simple and I don't understand how can anyone oppose it: there are some operations that you don't want to forget BY DEFAULT.
If I open a file, eventually I want to close it. If I allocate some memory, eventually I want to deallocate it.
Any programming language design that intentionally puts the onus BY DEFAULT on the user to *not forget to manually do something* is honestly asinine.
Defer has a place (I do use defer in C++, in fact you can implement it with RAII, proving that RAII is strictly more powerful/more flexible), but the default should be the safest and most straightforward option.
Also "magic-sauce that does a lot for you" is just false. It's literally a function call injected at the end of a scope.
Whether you consider it magic is up to you, but, unlike a destructor in RAII, there is nothing automatic going on. If you don't explicitly invoke a destructor, you won't get a destructor.
The fact that you can explicitly invoke the destructor to happen later is simply syntactic sugar, just like if/else/while, or any other control construct more powerful than a conditional jump instruction.
And more importantly, you can choose what destructor to call. This is perhaps what's most underrated about defer, because defer can select among many different destructors possible, at multiple different levels (group free with arenas, individual free, etc).
Or even whether you need a destructor, or something simpler, like nulling out a pointer or two to break a reference loop.
defer is a perfectly general structured flow concept; it only cares about when you do something, and is completely orthogonal to what you need to accomplish.
> When you explicitly invoke a "destructor", you do it on many code paths (and miss one or two)
Unless, of course, you do it inside a defer block.
> You don't specify where the `defer`-red "destructor" will be invoked.
Yes, actually, you do. It is patently obvious, by code inspection, where the destructor, or anything else specified in a deferred block, will be invoked. defer is a perfectly cromulent part of structured control flow, allowing for easy reasoning about when things occur without having to calculate an insane number of permutations of conditional branch instructions.
It'd take more than that to match rust's borrow checker. Rust's borrow checker tracks lifetimes, and sometimes needs annotations in code to help it understand what you're actually trying to do. I suppose you could work around that by adding lifetime annotations in zig comments. Then you've have a language that's a lot like rust, but without an ecosystem of borrowck-safe libraries. And with worse ergonomics (rust knows when it can Drop). And rust can put noalias everywhere in emitted code. And you'd probably have worse error messages than the rust compiler emits.
Its an interesting idea. But if you want static memory safety in a low level systems language, its probably much easier to just use rust.
> I suppose you could work around that by adding lifetime annotations in zig comments.
you can make a no-op function that gets compiled out but survives AIR
> rust knows when it can Drop.
and its possible to cause problems if you aren't aware where rust picks to dropp.
> And rust can put noalias everywhere in emitted code.
zig has noalias and it should be posssible to do alias tracking as a refinement.
> But if you want static memory safety in a low level systems language, its probably much easier to just use rust.
don't use that attitude to suck oxygen out of the air. rust comes with its own baggage, so "just using rust because its the only choice" keeps you in a local minimum.
> and its possible to cause problems if you aren't aware where rust picks to drop.
Can you give some examples? I've never ran into problems due to this.
> don't use that attitude to suck oxygen out of the air. rust comes with its own baggage
Yeah, that's a totally fair argument. One nice aspect of the approach you're proposing is it'd give you the opportunity to explore more of the borrow checker design space. I'm convinced there's a giant forest of different ways we could do compile time memory safety. Rust has gone down one particular road in that forest. But there's probably loads of other options that nobody has tried yet. Some of them will probably be better than rust - but nobody has thought them through yet.
I wish you luck in your project! If you land somewhere interesting, I hope you write it up.
> If it's doing a drop in the hot loop that may be an unexpected performance regression that could be carefully lifted.
Yeah, I've heard of people being surprised that when they make massive collections of Box'ed entries, then get surprised that it takes a long time to Drop the whole thing. But this would be the same in C or Zig too. Malloc and free are really complex functions. Reducing heap allocations is an essential tool for optimisation.
The solution to this "unexpected performance regression" in rust is the same as it is in C, C++ and Zig: Stop heap allocating so much. Use primitive types, SSO types (SmartString and friends in rust) or memory arenas. Drop isn't the problem.
yeah, IMO generally explicit is better. It's hard to take something implicit and increase the visibility (I'm aware there are tools to show you lifetimes in rust). But another option is to statically analyze the code (or the IR) and have something else check that you aren't leaking.
It is quite obvious that Zig is pre 1.0 with thousands of stranded unsolved issues (per their GitHub repo). A review of Zig hype gives the strong impression it was created by being relentlessly and suspiciously pushed on HN, beyond logic or its language rankings (per TIOBE or GitHub stats), so that many were under the illusion that the language was something more or other than what it really is.
Zig is still under development and beta. Stability, crashes, and leaks should not be surprising, and even expected. To stick with a beta language, usually companies and developers are philosophically and/or financially aligned with the language. An example is JangaFX and Odin, where they not only have committed to using the language (despite being beta) in their products, but have directly hired GingerBill.
Team Bun appears to have "alignment and relationship issues" with Zig, to the point they have decided to extensively explore their options. Now Bun is rewritten in Rust. They are seeing if Rust solves their requirements. As with any relationship, if one ignores or takes a partner for granted, don't be surprised if they want a divorce or jump to someone else.
Zig very much could of moved all of their GitHub issues over to Codeberg, to be resolved, but chose not to do so. Thus left thousands of issues unsolved and stranded.
This maneuver was arguably obfuscated by the anti-LLM stance and finger pointing at Microsoft, but nevertheless, many still have noticed. Zig, for a long time, had been falling behind and doing poorly on their open to close ratio for resolving issues. It should be embarrassing to leave so many issues open.
Even if not accepting new GitHub issues, they have demonstrated an inability to resolve existing issues, except at an extremely slow pace. Considering there are just about no new issues on their GitHub repo, it is understandable if there are those that find the pace to close and amount of issues unacceptable or questionable, in addition to the clearly bad open to close ratio.
Did you read their migration post? They are thinking about it as COW, so they're using both issue trackers right now, but as soon as the update an issue it jumps straight to the Codeberg issue tracker. It's an unconventional way of doing it, but it's no conspiracy.
I think given the current mood of things, it would be prudent to not make such strong assertions on anything. Trust is in increasingly short supply these days.
"I didn’t expect it to work this quickly and I also didn’t expect the performance to be as competitive."
These are two assertions. There could have been a prior secret rewrite that took much longer than six days and this is a marketing stunt for Anthropic. In case people still don't get it, Jarred works for Anthropic and Bun belongs to Anthropic.
Those are not assertions of anything meaningful. We have no idea what his expectations were. Maybe he expected it to be absolute crap, and it was only kind of crap. None of it means that it's actually viable. My fat uncle trying to beat Bolt's time could exceed my expectations by improving from 30s to 20s, doesn't mean it's ever going to be a reality.
> In case people still don't get it, Jarred works for Anthropic and Bun belongs to Anthropic.
In case people still don't get it, Jarred works for Anthropic and Bun belongs to Antrhopic. This means that people that have an ax to grind against anthropic (admittedly a reasonable position), will take the most antagonistic position they possibly can because of personal bias.
I disagree. This is the same sort of marketing strategy as Mythos.Wow it out performed so much we have to tell you in the future. If he wasn't aligned financially with the outcome I'd agree but he's not
So do you picture them locking up the Rust port behind closed doors as well, or what's the game gonna be? Cause it reads like it's kinda all public already.
Absolutely not, I think they prioritize it because it's internal. I to expect to see a stronger marketing push on its ability to do language translations because there is honestly value in that. Question is when they have compute but it's less crisis marketing then their security stuff so I'd see it at a lower priority. I just don't think it's as honest as the parent post posits
The Mythos-truther community is absolutely batshit, sorry. You wrote fanfic and now you're writing more fanfic. The company is faking for marketing so therefore they're faking for marketing. The only things in common between the two situations are you and the word Anthropic, the rest of us are just confused and worried. I'm worried, that's why I'm speaking to you plainly.