Where is eh_personality called? - rust

I'm trying to implement an OS in Rust using libcore. In the documentation, it says that the eh_personality function needs to be implemented.
However, I see no usage of this function in libcore itself and I am able to compile, run, and execute panics without it.
Is there something I'm missing here? Where does eh_personality get called during the panic!() cycle?

See unstable-book: lang_items:
The first of these functions, rust_eh_personality, is used by the failure mechanisms of the compiler. This is often mapped to GCC's personality function (see the libstd implementation for more information), but crates which do not trigger a panic can be assured that this function is never called. The language item's name is eh_personality.
As far as I can tell it is required to create unwind information; if you abort or loop in the panic_fmt language item (function rust_begin_unwind) it probably doesn't get called.
Also see the internal comments in libpanic_abort/lib.rs.
If you search for rust_eh_personality you'll find a usage in librustc_trans/context.rs: CodegenCx::eh_personality. Searching for eh_personality should reveal the places this function is called. (It is used for code generation, not a direct call.)
Searching for #[lang = "eh_personality"] only shows the places where a personality is defined, not the usage.

Related

Why are ceilf32 and sqrtf32 unsafe?

I'm pretty new to Rust and have been working on some mathematical problems. For one of these problems I needed ceilf32 and sqrtf32. I was surprised to find that these functions are unsafe; both are fairly simple mathematical functions and my understanding is that unsafe Rust is used only as necessary to work around either the conservatism of the compiler or to allow inherently unsafe OS operations. I can't see any reason either function would run into either issue, thus I can't understand what would stop them being implemented with memory safety.
Could someone please enlighten me?
The functions you're looking at are in core::intrinsics, which are low-level compiler instructions. I don't see any official documentation on why they're marked unsafe, but my guess is that all of the compiler intrinsics were marked that way as a rule, since they're lower-level than most of Rust proper.
Regardless, for normal operation, you're looking for the inherent methods f32::ceil and f32::sqrt. These are the Rust standard library implementations that presumably[1] call the intrinsics as a course of action, and these methods are not marked unsafe.
Since they're inherent methods, you can either call them on f32 objects (my_number.sqrt()) or directly with the namespace (f32::sqrt(my_number)).
[1] In fact, a look at the source code for the current implementations indicates that both of these simply delegate to their intrinsic counterpart, wrapping it in an unsafe block to guarantee safety.

Rust features which allow the optimizer to change the program's result?

In some languages, optimization is allowed to change the program execution result. For example,
C++11 has the concept of "copy-elision" which allows the optimizer to ignore the copy constructor (and its side-effects) in some circumstances.
Swift has the concept of "imprecise lifetimes" which allows the optimizer to release objects at any time after last usage before the end of lexical scope.
In both cases, optimizations are not guaranteed to happen, therefore the program execution result can be significantly different based on the optimizer implementations (e.g. debug vs. release build)
Copying can be skipped, object can die while a reference is alive. The only way to deal with these behaviors is by being defensive and making your program work correctly regardless if the optimizations happen or not. If you don't know about the existence of this behavior, it's impossible to write correct programs with the tools.
This is different from "random operations" which are written by the programmer to produce random results intentionally. These behaviors are (1) done by optimizer and (2) can randomize execution result regardless of programmer intention. This is done by the language designer's intention for better performance. A sort of trade-off between performance and predictability.
Does Rust have (or consider) any of this kind of behavior? Any optimization that is allowed to change program execution result for better performance. If it has any, what is the behavior and why is it allowed?
I know the term "execution result" could be vague, but I don't know a proper term for this. I'm sorry for that.
I'd like to collect every potential case here, so everyone can be aware of them and be prepared for them. Please post any case as an answer (or comment) if you think your case produces different results.
I think all arguable cases are worth to mention. Because someone can be helped a lot by reading the case details.
If you restrict yourself to safe Rust code, the optimizer shouldn't change the program result. Of course there are some optimizations that can be observable due to their very nature. For example removing unused variables can mean your code overflows the stack without optimizations, while everything will fit on the stack when compiled with optimizations. Or your code may just be too slow to ever finish when compiled without optimizations, which is also an observable difference. And with unsafe code triggering undefined behaviour anything can happen, including the optimizer changing the outcome of your code.
There are, however, a few cases where program execution can change depending on whether you are compiling in debug mode or in release mode:
Integer overflow will result in a panic in debug build, while integers wrap around according to the two's complement representation in release mode – see RFC 650 for details. This behaviour can be controlled with the -C overflow-checks codegen option, so you can disable overflow checks in debug mode or enable them in release mode if you want to.
The debug_assert!() macro defines assertions that are only executed in debug mode. There's again a manual override using the -C debug-assertions codegen option.
Your code can check whether debug assertions are enabled using the debug-assertions configuration option
These are all related to debug assertions in some way, but this list is not exhaustive. You can probably also inspect the environment to determine whether the code is compiled in debug or release mode, and change the behaviour based on this.
None of these examples really fall into the same category as your examples in the original question. Safe Rust code should generally behave the same regardless of whether you compile in debug mode or release mode.
There are far fewer foot-guns in Rust when compared to C++. In general, they revolve around unsafe, raw pointers and lifetimes derived from them or any form of undefined behavior, which is really undefined in Rust as well. However, if your code compiles (and, if in doubt, passes cargo miri test), you most likely won't see surprising behavior.
Two examples that come to mind which can be surprising:
The lifetime of a MutexGuard; the example comes from the book:
while let Ok(job) = receiver.lock().unwrap().recv() {
job();
}
One might think/hope that the Mutex on the receiver is released once a job has been acquired and job() executes while other threads can receive jobs. However, due to the way value-expressions in place-expressions contexts work in conjunction with temporary lifetimes (the MutexGuard needs an anonymous lifetime referencing receiver), the MutexGuard is held for the entirety of the while-block. This means only one thread will ever execute jobs.
If you do
loop {
let job = receiver.lock().unwrap().recv().unwrap();
job();
}
this will allow multiple threads to run in parallel. It's not obvious why this is.
Multiple times there have been questions regarding const. There is no guarantee by the compiler if a const actually exists only once (as an optimization) or is instantiated wherever it is used. The second case is the way one should think about const, there is no guarantee that this is what the compiler does, though. So this can happen:
const EXAMPLE: Option<i32> = Some(42);
fn main() {
assert_eq!(EXAMPLE.take(), Some(42));
assert_eq!(EXAMPLE, Some(42)); // Where did this come from?
}

Is it possible to set a function to only be inlined during a release build?

Possible example:
#[inline(release)]
fn foo() {
println!("moo");
}
If not, is it possible to only include an attribute based on build type or another attribute?
[...] is it possible to only include an attribute based on build type [...]?
Yes. That's what cfg_attr is for:
#[cfg_attr(not(debug_assertions), inline(always))]
#[cfg_attr(debug_assertions, inline(never))]
fn foo() {
println!("moo")
}
This is probably the closest you will get to your goal. Note that inline annotations (even with "always" and "never") can be ignored by the compiler. There are good reasons for that, as you can read below.
However: what do you want to achieve?
Humans are pretty bad at inlining decisions, while compilers are pretty smart. Even without #[inline], the compiler will inline the function in release mode whenever it's a good idea to do so. And it won't be inlined in debug mode.
If you don't have a very good and special reason to tinker with the inlining yourself, you should not touch it! The compiler will do the right thing in nearly all cases :)
Even the reference says:
The compiler automatically inlines functions based on internal heuristics. Incorrectly inlining functions can actually make the program slower, so it should be used with care.

Is it possible to embed Haskell in a C library opaquely?

i.e. is it possible to embed Haskell code in a C library so that the user of the library doesn't have to know Haskell is being used? In particular, so that the user could use multiple libraries that embed Haskell, without any conflicts?
As far as I understand things, you embed between calls to hs_init and hs_exit, but these involve global state shenanigans and should conflict with other calls, no?
Yes, it's possible to call Haskell code from C (and vice versa) through FFI, the Foreign Function Interface. Unfortunately, as the haskell.org docs says, you can't avoid the calls to initialize and finalize the haskell environment:
The call to hs_init() initializes GHC's runtime system. Do NOT try to
invoke any Haskell functions before calling hs_init(): bad things will
undoubtedly happen.
But, this is interesting also:
There can be multiple calls to hs_init(), but each one should be
matched by one (and only one) call to hs_exit()
And furthermore:
The FFI spec requires the implementation to support re-initialising
itself after being shut down with hs_exit(), but GHC does not
currently support that.
Basically my idea is that you may exploit this specifications in order to write youself a wrapper C++ class that manages the calls to hs_init and hs_exit for you, in example by using template methods surrounded by hs_init and hs_exit that you can override using any haskell call you want.
However, beware of interactions with other libraries calling haskell code: nested layers of calls to hs_init and hs_exit should be OK (so it's safe to use libraries which calls them in between your wrappers), but the total number of calls should always match, meaning that if those libraries only initialize the environment without trying to close it, then it's up to you to finish the job.
Another (probably better) idea, without exploiting inheritance and overriding, may be to have a simple class HaskellEnv that calls hs_init in the constructor and hs_exit in the destructor. If you declare them as automatic variables, you'll obtain that the calls to hs_init and hs_exit will always be matched, and the latest call to hs_exit will be made as soon as the latest HaskellEnv object is destructed when you leave its scope.
Have a look at this question in order to prevent the creation of objects on the heap (they may be dangerous in this case).

What is the fastcall keyword used for in visual c?

I have seen the fastcall notation appended before many functions. Why it is used?
That notation before the function is called the "calling convention." It specifies how (at a low level) the compiler will pass input parameters to the function and retrieve its results once it's been executed.
There are many different calling conventions, the most popular being stdcall and cdecl.
You might think there's only one way of doing it, but in reality, there are dozens of ways you could call a function and pass variables in and out. You could place the input parameters on a stack (push, push, push to call; pop, pop, pop to read input parameters). Or perhaps you would rather stick them in registers (this is fastcall - it tries to fit some of the input params in registers for speed).
But then what about the order? Do you push them from left to right or right to left? What about the result - there's always only one (assuming no reference parameters), so do you place the result on the stack, in a register, at a certain memory address?
Also, let's assume you're using the stack for communication - who's job is it to actually clear the stack after the function is called - the caller or the callee?
What about backing up and then restoring the contents of (certain) CPU registers - should the caller do it, or will the callee guarantee that it'll return everything the way it was?
The most popular calling convention (by far) is cdecl, which is the standard calling convention in both C and C++. The WIN32 API uses stdcall, which means any code that calls the WIN32 API needs to use stdcall for those function calls (making it another popular choice).
fastcall is a bit of an oddball - people realized for many functions with only one in/out parameter, pushing and popping from a memory-based stack is quite a bit of overhead and makes function calls a little bit heavy so the different compilers introduced (different) calling conventions that will place one or more parameters in registers before placing the rest in the stack for better performance. The problem is, not all compilers used the same rules for what goes where and who does what with fastcall, and as a result you have to be careful when using it because you'll never know who does what. Finally, see Is fastcall really faster? for info on fastcall performance benefits.
Complicated stuff.
Something important to keep in mind: don't add or change calling conventions if you don't know exactly what you're doing, because if both the caller and the callee do not agree on the calling convention, you'll likely end up with stack corruption and a segfault. This usually happens when you have the function being called in a DLL/shared library and a program is written that depends on the DLL/SO/dylib being a certain calling convention (say, cdecl), then the library is recompiled with a different calling convention (say, fastcall). Now the old program can no longer communicate with the new library.
Wikipedia states that
Conventions entitled fastcall have not been standardized, and have been implemented differently, depending on the compiler vendor. Typically fastcall calling conventions pass one or more arguments in registers which reduces the number of memory accesses required for the call.

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