# So Zero It's ... Negative? (Zero-Copy #3)

Posted by Manish Goregaokar on August 03, 2022 in programming, rust

This is part 3 of a three-part series on interesting abstractions for zero-copy deserialization I’ve been working on over the last year. This part is about eliminating the deserialization step entirely. Part 1 is about making it more pleasant to work with and can be found here; while Part 2 is about making it work for more types and can be found here. The posts can be read in any order, though only the first post contains an explanation of what zero-copy deserialization is.

And when Alexander saw the breadth of his work, he wept. For there were no more copies left to zero.

—Hans Gruber, after designing three increasingly unhinged zero-copy crates

Part 1 of this series attempted to answer the question “how can we make zero-copy deserialization pleasant”, while part 2 answered “how do we make zero-copy deserialization more useful?”.

This part goes one step further and asks “what if we could avoid deserialization altogether?”.

Wait, what?

Bear with me.

As mentioned in the previous posts, internationalization libraries like ICU4X need to be able to load and manage a lot of internationalization data. ICU4X in particular wants this part of the process to be as flexible and efficient as possible. The focus on efficiency is why we use zero-copy deserialization for basically everything, whereas the focus on flexibility has led to a robust and pluggable data loading infrastructure that allows you to mix and match data sources.

Deserialization is a great way to load data since it’s in and of itself quite flexible! You can put your data in a neat little package and load it off the filesystem! Or send it over the network! It’s even better when you have efficient techniques like zero-copy deserialization because the cost is low.

But the thing is, there is still a cost. Even with zero-copy deserialization, you have to validate the data you receive. It’s often a cost folks are happy to pay, but that’s not always the case.

For example, you might be, say, a web browser interested in using ICU4X, and you really care about startup times. Browsers typically need to set up a lot of stuff when being started up (and when opening a new tab!), and every millisecond counts when it comes to giving the user a smooth experience. Browsers also typically ship with most of the internationalization data they need already. Spending precious time deserializing data that you shipped with is suboptimal.

What would be ideal would be something that works like this:

static DATA: &Data = &serde_json::deserialize!(include_bytes!("./testdata.json"));


where you can have stuff get deserialized at compile time and loaded into a static. Unfortunately, Rust const support is not at the stage where the above code is possible whilst working within serde’s generic framework, though it might be in a year or so.

You could write a very unsafe version of serde::Deserialize that operates on fully trusted data and uses some data format that is easy to zero-copy deserialize whilst avoiding any kind of validation. However, this would still have some cost: you still have to scan the data to reconstruct the full deserialized output. More importantly, it would require a parallel universe of unsafe serde-like traits that everyone has to derive or implement, where even small bugs in manual implementations would likely cause memory corruption.

Sounds like you need some format that needs no validation or scanning to zero-copy deserialize, and can be produced safely. But that doesn’t exist, does it?

It does.

… but you’re not going to like where I’m going with this.

Oh no.

There is such a format: Rust code. Specifically, Rust code in statics. When compiled, Rust statics are basically “free” to load, beyond the typical costs involved in paging in memory. The Rust compiler trusts itself to be good at codegen, so it doesn’t need validation when loading a compiled static from memory. There is the possibility of codegen bugs, however we have to trust the compiler about that for the rest of our program anyway!

This is even more “zero” than “zero-copy deserialization”! Regular “zero copy deserialization” still involves a scanning and potentially a validation step, it’s really more about “zero allocations” than actually avoiding all of the copies. On the other hand, there’s truly no copies or anything going on when you load Rust statics; it’s already ready to go as a &'static reference!

We just have to figure out a way to “serialize to const Rust code” such that the resultant Rust code could just be compiled in to the binary, and people who need to load trusted data into ICU4X can load it for free!

What does “const code” mean in this context?

In Rust, const code essentially is code that can be proven to be side-effect-free, and it’s the only kind of code allowed in statics, consts, and const fns.

I see! Does this code actually have to be “constant”?

Not quite! Rust supports mutation and even things like for loops in const code! Ultimately, it has to be the kind of code that can be computed at compile time with no difference of behavior: so no reading from files or the network, or using random numbers.

For a long time only very simple code was allowed in const, but over the last year the scope of what that environment can do has expanded greatly, and it’s actually possible to do complicated things here, which is precisely what enables us to actually do “serialize to Rust code” in a reasonable way.

## databake

A lot of the design here can also be found in the design doc. While I did the bulk of the design for this crate, it was almost completely implemented by Robert, who also worked on integrating it into ICU4X, and cleaned up the design in the process.

Enter databake (née crabbake). databake is a crate that provides just this; the ability to serialize your types to const code that can then be used in statics allowing for truly zero-cost data loading, no deserialization necessary!

The core entry point to databake is the Bake trait:

pub trait Bake {
fn bake(&self, ctx: &CrateEnv) -> TokenStream;
}


A TokenStream is the type typically used in Rust procedural macros to represent a snippet of Rust code. The Bake trait allows you to take an instance of a type, and convert it to Rust code that represents the same value.

The CrateEnv object is used to track which crates are needed, so that it is possible for tools generating this code to let the user know which direct dependencies are needed.

This trait is augmented by a #[derive(Bake)] custom derive that can be used to apply it to most types automatically:

// inside crate bar, module module.rs

use databake::Bake;

#[derive(Bake)]
#[databake(path = bar::module)]
pub struct Person<'a> {
pub name: &'a str,
pub age: u32,
}


As with most custom derives, this only works on structs and enums that contain other types that already implement Bake. Most types not involving mandatory allocation should be able to.

## How to use it

databake itself doesn’t really prescribe any particular code generation strategy. It can be used in a proc macro or in a build.rs, or, even in a separate binary. ICU4X does the latter, since that’s just what ICU4X’s model for data generation is: clients can use the binary to customize the format and contents of the data they need.

So a typical way of using this crate might be to do something like this in build.rs:

use some_dep::Data;
use databake::Bake;
use quote::quote;

fn main() {
let json_data = include_str!("data.json");

// deserialize from json
let my_data: Data = serde_json::from_str(json_data);

// get a token tree out of it
let baked = my_data.bake();

// Construct rust code with this in a static
// The quote macro is used by procedural macros to do easy codegen,
// but it's useful in build scripts as well.
let my_data_rs = quote! {
use some_dep::Data;
static MY_DATA: Data = #baked;
}

// Write to file
let out_dir = env::var_os("OUT_DIR").unwrap();
let dest_path = Path::new(&out_dir).join("data.rs");
fs::write(
&dest_path,
&my_data_rs.to_string()
).unwrap();

// (Optional step omitted: run rustfmt on the file)

// tell Cargo that we depend on this file
println!("cargo:rerun-if-changed=src/data.json");
}


## What it looks like

ICU4X generates all of its test data into JSON, postcard, and “baked” formats. For example, for this JSON data representing how a particular locale does numbers, the “baked” data looks like this. That’s a rather simple data type, but we do use this for more complex data like date time symbol data, which is unfortunately too big for GitHub to render normally.

ICU4X’s code for generating this is in this file. It’s complicated primarily because ICU4X’s data generation pipeline is super configurable and complicated, The core thing that it does is, for each piece of data, it calls tokenize(), which is a thin wrapper around calling .bake() on the data and some other stuff. It then takes all of the data and organizes it into files like those linked above, populated with a static for each piece of data. In our case, we include all this generated rust code into our “testdata” crate as a module, but there are many possibilities here!

For our “test” data, which is currently 2.7 MB in the postcard format (which is optimized for being lightweight), the same data ends up being 11 MB of JSON, and 18 MB of generated Rust code! That’s … a lot of Rust code, and tools like rust-analyzer struggle to load it. It’s of course much smaller once compiled into the binary, though that’s much harder to measure, because Rust is quite aggressive at optimizing unused data out in the baked version (where it has ample opportunity to). From various unscientific tests, it seems like 2MB of deduplicated postcard data corresponds to roughly 500KB of deduplicated baked data. This makes sense, since one can expect baked data to be near the theoretical limit of how small the data is without applying some heavy compression. Furthermore, while we deduplicate baked data at a per-locale level, it can take advantage of LLVM’s ability to deduplicate statics further, so if, for example, two different locales have mostly the same data for a given data key1 with some differences, LLVM may be able to use the same statics for sub-data.

## Limitations

const support in Rust still has a ways to go. For example, it doesn’t yet support creating objects like Strings which are usually on the heap, though they are working on allowing this. This isn’t a huge problem for us; all of our data already supports zero-copy deserialization, which means that for every instance of our data types, there is some way to represent it as a borrow from another static.

A more pesky limitation is that you can’t interact with traits in const environments. To some extent, were that possible, the purpose of this crate could also have been fulfilled by making the serde pipeline const-friendly2, and then the code snippet from the beginning of this post would work:

static DATA: &Data = &serde_json::deserialize!(include_bytes!("./testdata.json"));


This means that for things like ZeroVec (see part 2), we can’t actually just make their safe constructors const and pass in data to be validated — the validation code is all behind traits — so we have to unsafely construct them. This is somewhat unfortunate, however ultimately if the zerovec byte representation had trouble roundtripping we would have larger problems, so it’s not an introduction of a new surface of unsafety. We’re still able to validate things when generating the baked data, we just can’t get the compiler to also re-validate before agreeing to compile the const code.

## Try it out!

databake is much less mature compared to yoke and zerovec, but it does seem to work rather well so far. Try it out! Let me know what you think!

Thanks to Finch, Jane, Shane, and Robert for reviewing drafts of this post

1. In ICU4X, a “data key” can be used to talk about a specific type of data, for example the decimal symbols data has a decimal/symbols@1 data key.

2. Mind you, this would not be an easy task, but it would likely integrate with the ecosystem really well.

# Zero-Copy All the Things! (Zero-Copy #2)

Posted by Manish Goregaokar on August 03, 2022 in programming, rust

This is part 2 of a three-part series on interesting abstractions for zero-copy deserialization I’ve been working on over the last year. This part is about making zero-copy deserialization work for more types. Part 1 is about making it more pleasant to work with and can be found here; while Part 3 is about eliminating the deserialization step entirely and can be found here. The posts can be read in any order, though only the first post contains an explanation of what zero-copy deserialization is.

## Background

This section is the same as in the last article and can be skipped if you’ve read it

For the past year and a half I’ve been working full time on ICU4X, a new internationalization library in Rust being built under the Unicode Consortium as a collaboration between various companies.

There’s a lot I can say about ICU4X, but to focus on one core value proposition: we want it to be modular both in data and code. We want ICU4X to be usable on embedded platforms, where memory is at a premium. We want applications constrained by download size to be able to support all languages rather than pick a couple popular ones because they cannot afford to bundle in all that data. As a part of this, we want loading data to be fast and pluggable. Users should be able to design their own data loading strategies for their individual use cases.

See, a key part of performing correct internationalization is the data. Different locales1 do things differently, and all of the information on this needs to go somewhere, preferably not code. You need data on how a particular locale formats dates2, or how plurals work in a particular language, or how to accurately segment languages like Thai which are typically not written with spaces so that you can insert linebreaks in appropriate positions.

Given the focus on data, a very attractive option for us is zero-copy deserialization. In the process of trying to do zero-copy deserialization well, we’ve built some cool new libraries, this article is about one of them.

## What can you zero-copy?

If you’re unfamiliar with zero-copy deserialization, check out the explanation in the previous article!

In the previous article we explored how zero-copy deserialization could be made more pleasant to work with by erasing the lifetimes. In essence, we were expanding our capabilities on what you can do with zero-copy data.

We previously saw this struct:

#[derive(Serialize, Deserialize)]
struct Person {
// this field is nearly free to construct
age: u8,
// constructing this will involve a small allocation and copy
name: String,
// this may take a while
rust_files_written: Vec<String>,
}


and made the name field zero-copy by replacing it with a Cow<'a, str>. However, we weren’t able to do the same with the rust_files_written field because serde does not handle zero-copy deserialization for things other than [u8] and str. Forget nested collections like Vec<String> (as &[&str]), even Vec<u32> (as &[u32]) can’t be made zero-copy easily!

This is not a fundamental restriction in zero-copy deserialization, indeed, the excellent rkyv library is able to support data like this. However, it’s not as slam-dunk easy as str and [u8] and it’s understandable that serde wishes to not pick sides on any tradeoffs here and leave it up to the users.

So what’s the actual problem here?

## Blefuscudian Bewilderment

The short answer is: endianness, alignment, and for Vec<String>, indirection.

See, the way zero-copy deserialization works is by directly taking a pointer to the memory and declaring it to be the desired value. For this to work, that data must be of a kind that looks the same on all machines, and must be legal to take a reference to.

This is pretty straightforward for [u8] and str, their data is identical on every system. str does need a validation step to ensure it’s valid UTF-8, but the general thrust of zero-copy serialization is to replace expensive deserialization with cheaper validation, so we’re fine with that.

On the other hand, the borrowed version of Vec<String>, &[&str] is unlikely to look the same even across different executions of the program on the same system, because it contains pointers (indirection) that’ll change each time depending on the data source!

Pointers are hard. What about Vec<u32>/[u32]? Surely there’s nothing wrong with a pile of integers?

This is where the endianness and alignment come in. Firstly, a u32 doesn’t look exactly the same on all systems, some systems are “big endian”, where the integer 0x00ABCDEF would be represented in memory as [0x00, 0xAB, 0xCD, 0xEF], whereas others are “little endian” and would represent it [0xEF, 0xCD, 0xAB, 0x00]. Most systems these days are little-endian, but not all, so you may need to care about this.

This would mean that a [u32] serialized on a little endian system would come out completely garbled on a big-endian system if we’re naïvely zero-copy deserializing.

Secondly, a lot of systems impose alignment restrictions on types like u32. A u32 cannot be found at any old memory address, on most modern systems it must be found at a memory address that’s a multiple of 4. Similarly, a u64 must be at a memory address that’s a multiple of 8, and so on. The subsection of data being serialized, however, may be found at any address. It’s possible to design a serialization framework where a particular field in the data is forced to have a particular alignment (rkyv has this), however it’s kinda tricky and requires you to have control over the alignment of the original loaded data, which isn’t a part of serde’s model.

So how can we address this?

## ZeroVec and VarZeroVec

A lot of the design here can be found explained in the design doc

After a bunch of discussions with Shane, we designed and wrote zerovec, a crate that attempts to solve this problem, in a way that works with serde.

The core abstractions of the crate are the two types, ZeroVec and VarZeroVec, which are essentially zero-copy enabled versions of Cow<'a, [T]>, for fixed-size and variable-size T types.

ZeroVec can be used with any type implementing ULE (more on what this means later), which is by default all of the integer types and can be extended to most Copy types. It’s rather similar to &[T], however instead of returning references to its elements, it copies them out. While ZeroVec is a Cow-like borrowed-or-owned type3, there is a fully borrowed variant ZeroSlice that it derefs to.

Similarly, VarZeroVec may be used with types implementing VarULE (e.g. str). It is able to hand out references VarZeroVec<str> behaves very similarly to how &[str] would work if such a type were allowed to exist in Rust. You can even nest them, making types like VarZeroVec<VarZeroSlice<ZeroSlice<u32>>>, the zero-copy equivalent of Vec<Vec<Vec<u32>>>.

There’s also a ZeroMap type that provides a binary-search based map that works with types compatible with either ZeroVec or VarZeroVec.

So, for example, to make the following struct zero-copy:

#[derive(serde::Serialize, serde::Deserialize)]
struct DataStruct {
nums: Vec<u32>,
chars: Vec<char>,
strs: Vec<String>,
}


you can do something like this:

#[derive(serde::Serialize, serde::Deserialize)]
pub struct DataStruct<'data> {
#[serde(borrow)]
nums: ZeroVec<'data, u32>,
#[serde(borrow)]
chars: ZeroVec<'data, char>,
#[serde(borrow)]
strs: VarZeroVec<'data, str>,
}


Once deserialized, the data can be accessed with data.nums.get(index) or data.strs[index], etc.

Custom types can also be supported within these types with some effort, if you’d like the following complex data to be zero-copy:

#[derive(Copy, Clone, PartialEq, Eq, Ord, PartialOrd, serde::Serialize, serde::Deserialize)]
struct Date {
y: u64,
m: u8,
d: u8
}

#[derive(Clone, PartialEq, Eq, Ord, PartialOrd, serde::Serialize, serde::Deserialize)]
struct Person {
birthday: Date,
favorite_character: char,
name: String,
}

#[derive(serde::Serialize, serde::Deserialize)]
struct Data {
important_dates: Vec<Date>,
important_people: Vec<Person>,
birthdays_to_people: HashMap<Date, Person>
}


you can do something like this:

// custom fixed-size ULE type for ZeroVec
#[zerovec::make_ule(DateULE)]
#[derive(Copy, Clone, PartialEq, Eq, Ord, PartialOrd, serde::Serialize, serde::Deserialize)]
struct Date {
y: u64,
m: u8,
d: u8
}

// custom variable sized VarULE type for VarZeroVec
#[zerovec::make_varule(PersonULE)]
#[zerovec::derive(Serialize, Deserialize)] // add Serde impls to PersonULE
#[derive(Clone, PartialEq, Eq, Ord, PartialOrd, serde::Serialize, serde::Deserialize)]
struct Person<'data> {
birthday: Date,
favorite_character: char,
#[serde(borrow)]
name: Cow<'data, str>,
}

#[derive(serde::Serialize, serde::Deserialize)]
struct Data<'data> {
#[serde(borrow)]
important_dates: ZeroVec<'data, Date>,
// note: VarZeroVec always must reference the unsized ULE type directly
#[serde(borrow)]
important_people: VarZeroVec<'data, PersonULE>,
#[serde(borrow)]
birthdays_to_people: ZeroMap<'data, Date, PersonULE>
}


Unfortunately the inner “ULE type” workings are not completely hidden from the user, especially for VarZeroVec-compatible types, but the crate does a fair number of things to attempt to make it pleasant to work with.

In general, ZeroVec should be used for types that are fixed-size and implement Copy, whereas VarZeroVec is to be used with types that logically contain a variable amount of data, like vectors, maps, strings, and aggregates of the same. VarZeroVec will always be used with a dynamically sized type, yielding references to that type.

I’ve noted before that these types are like Cow<'a, T>; they can be dealt with in a mutable-owned fashion, but it’s not the primary focus of the crate. In particular, VarZeroVec<T> will be significantly slower to mutate than something like Vec<String>, since all operations are done on the same buffer format. The general idea of this crate is that you probably will be generating your data in a situation without too many performance constraints, but you want the operation of reading the data to be fast. So, where necessary, the crate trades off mutation performance for deserialization/read performance. Still, it’s not terribly slow, just something to look out for and benchmark if necessary.

## How it works

Most of the crate is built on the ULE and VarULE traits. Both of these traits are unsafe traits (though as shown above most users need not manually implement them). “ULE” stands for “unaligned little-endian”, and marks types which have no alignment requirements and have the same representation across endiannesses, preferring to be identical to the little-endian representation where relevant4.

There’s also a safe AsULE trait that allows one to convert a type between itself and some corresponding ULE type.

pub unsafe trait ULE: Sized + Copy + 'static {
// Validate that a byte slice is appropriate to treat as a reference to this type
fn validate_byte_slice(bytes: &[u8]) -> Result<(), ZeroVecError>;

// less relevant utility methods omitted
}

pub trait AsULE: Copy {
type ULE: ULE;

// Convert to the ULE type
fn to_unaligned(self) -> Self::ULE;
// Convert back from the ULE type
fn from_unaligned(unaligned: Self::ULE) -> Self;
}

pub unsafe trait VarULE: 'static {
// Validate that a byte slice is appropriate to treat as a reference to this type
fn validate_byte_slice(_bytes: &[u8]) -> Result<(), ZeroVecError>;

// Construct a reference to Self from a known-valid byte slice
// This is necessary since VarULE types are dynamically sized and the working of the metadata
// of the fat pointer varies between such types
unsafe fn from_byte_slice_unchecked(bytes: &[u8]) -> &Self;

// less relevant utility methods omitted
}


ZeroVec<T> takes in types that are AsULE and stores them internally as slices of their ULE types (&[T::ULE]). Such slices can be freely zero-copy serialized. When you attempt to index a ZeroVec, it converts the value back to T on the fly, an operation that’s usually just an unaligned load.

VarZeroVec<T> is a bit more complicated. The beginning of its memory stores the indices of every element in the vector, followed by the data for all of the elements just splatted one after the other. As long as the dynamically sized data can be represented in a flat fashion (without further internal indirection), it can implement VarULE, and thus be used in VarZeroVec<T>. str implements this, but so do ZeroSlice<T> and VarZeroSlice<T>, allowing for infinite nesting of zerovec types!

ZeroMap<T> works similarly to the litemap crate, it’s a map built out of two vectors, using binary search to find keys. This isn’t always as efficient as a hash map but it can work well in a zero-copy way since it can just be backed by ZeroVec and VarZeroVec. There’s a bunch of trait infrastructure that allows it to automatically select ZeroVec or VarZeroVec for each of the key and value vectors based on the type of the key or value.

An important question when we started down this path was: what about rkyv? It had at the time just received a fair amount of attention in the Rust community, and seemed like a pretty cool library targeting the same space.

And in general if you’re looking for zero-copy deserialization, I wholeheartedly recommend looking at it! It’s an impressive library with a lot of thought put into it. When I was refining zerovec I learned a lot from rkyv having some insightful discussions with David and comparing notes on approaches.

The main sticking point, for us, was that rkyv works kinda separately from serde: it uses its own traits and own serialization mechanism. We really liked serde’s model and wanted to keep using it, especially since we wanted to support a variety of human-readable and non-human-readable data formats, including postcard, which is explicitly designed for low-resource environments. This becomes even more important for data interchange; we’d want programs written in other languages to be able to construct and send over data without necessarily being constrained to a particular wire format.

The goal of zerovec is essentially to bring rkyv-like improvements to a serde universe without disrupting that universe too much. zerovec types, on human-readable formats like JSON, serialize to a normal human-readable representation of the structure, and on binary formats like postcard, serialize to a compact, zero-copy-friendly representation that Just Works.

## How does it perform?

So off the bat I’ll mention that rkyv maintains a very good benchmark suite that I really need to get around to integrating with zerovec, but haven’t yet.

Why not go do that first? It would make your post better!

Well, I was delaying working on this post until I had those benchmarks integrated, but that’s not how executive function works, and at this point I’d rather publish with the benchmarks I have rather than delaying further. I might update this post with the Good Benchmarks later!

Hmph.

The complete benchmark run details can be found here (run via cargo bench at 1e072b32. I’m pulling out some specific data points for illustration:

ZeroVec:

BenchmarkSliceZeroVec
Deserialization (with bincode)
Deserialize a vector of 100 u32s141.55 ns12.166 ns
Deserialize a vector of 15 chars225.55 ns25.668 ns
Deserialize and then sum a vector of 20 u32s47.423 ns14.131 ns
Element fetching performance
Sum a vector of 75 u32 elements4.3091 ns5.7108 ns
Binary search a vector of 1000 u32 elements, 50 times428.48 ns565.23 ns
Binary search a vector of 1000 u32 elements, 50 times428.48 ns565.23 ns
Serialization
Serialize a vector of 20 u32s51.324 ns21.582 ns
Serialize a vector of 15 chars195.75 ns21.123 ns

In general we don’t care about serialization performance much, however serialization is fast here because ZeroVecs are always stored in memory as the same form they would be serialized at. This can make mutation slower. Fetching operations are a little bit slower on ZeroVec. The deserialization performance is where we see our real wins, sometimes being more than ten times as fast!

VarZeroVec:

The strings are randomly generated, picked with sizes between 2 and 20 code points, and the same set of strings is used for any given row.

BenchmarkVec<String>Vec<&str>VarZeroVec
Deserialize (len 100)11.274 us2.2486 us1.9446 us
Count code points (len 100)728.99 ns1265.0 ns
Binary search for 1 element (len 500)57.788 ns122.10 ns
Binary search for 10 elements (len 500)451.40 ns803.67 ns

Here, fetching operations are a bit slower since they need to read the indexing array, but there’s still a decent win for zero-copy deserialization. The deserialization wins stack up for more complex data; for Vec<String> you can get most of the wins by using Vec<&str>, but that’s not necessarily possible for something more complex. We don’t currently have mutation benchmarks for VarZeroVec, but mutation can be slow and as mentioned before it’s not intended to be used much in client code.

Some of this is still in flux; for example we are in the process of making VarZeroVec’s buffer format configurable so that users can pick their precise tradeoffs.

## Try it out!

Similar to yoke, I don’t consider the zerovec crate “done” yet, but it’s been in use in ICU4X for a year now and I consider it mature enough to recommend to others. Try it out! Let me know what you think!

Thanks to Finch, Jane, and Shane for reviewing drafts of this post

1. A locale is typically a language and location, though it may contain additional information like the writing system or even things like the calendar system in use.

2. Bear in mind, this isn’t just a matter of picking a format like MM-DD-YYYY! Dates in just US English can look like 4/10/22 or 4/10/2022 or April 10, 2022, or Sunday, April 10, 2022 C.E., or Sun, Apr 10, 2022, and that’s not without thinking about week numbers, quarters, or time! This quickly adds up to a decent amount of data for each locale.

3. As mentioned in the previous post, while zero-copy deserializing, it is typical to use borrowed-or-owned types like Cow over pure borrowed types because it’s not necessary that data in a human-readable format will be able to zero-copy deserialize.

4. Most modern systems are little endian, so this imposes one fewer potential cost on conversion.

# Not a Yoking Matter (Zero-Copy #1)

Posted by Manish Goregaokar on August 03, 2022 in programming, rust

This is part 1 of a three-part series on interesting abstractions for zero-copy deserialization I’ve been working on over the last year. This part is about making zero-copy deserialization more pleasant to work with. Part 2 is about making it work for more types and can be found here; while Part 3 is about eliminating the deserialization step entirely and can be found here. The posts can be read in any order, though this post contains an explanation of what zero-copy deserialization is.

## Background

For the past year and a half I’ve been working full time on ICU4X, a new internationalization library in Rust being built under the Unicode Consortium as a collaboration between various companies.

There’s a lot I can say about ICU4X, but to focus on one core value proposition: we want it to be modular both in data and code. We want ICU4X to be usable on embedded platforms, where memory is at a premium. We want applications constrained by download size to be able to support all languages rather than pick a couple popular ones because they cannot afford to bundle in all that data. As a part of this, we want loading data to be fast and pluggable. Users should be able to design their own data loading strategies for their individual use cases.

See, a key part of performing correct internationalization is the data. Different locales1 do things differently, and all of the information on this needs to go somewhere, preferably not code. You need data on how a particular locale formats dates2, or how plurals work in a particular language, or how to accurately segment languages like Thai which are typically not written with spaces so that you can insert linebreaks in appropriate positions.

Given the focus on data, a very attractive option for us is zero-copy deserialization. In the process of trying to do zero-copy deserialization well, we’ve built some cool new libraries, this article is about one of them.

## Zero-copy deserialization: the basics

This section can be skipped if you’re already familiar with zero-copy deserialization in Rust

Deserialization typically involves two tasks, done in concert: validating the data, and constructing an in-memory representation that can be programmatically accessed; i.e., the final deserialized value.

Depending on the format, the former is typically rather fast, but the latter can be super slow, typically around any variable-sized data which needs a new allocation and often a large copy.

#[derive(Serialize, Deserialize)]
struct Person {
// this field is nearly free to construct
age: u8,
// constructing this will involve a small allocation and copy
name: String,
// this may take a while
rust_files_written: Vec<String>,
}


A typical binary data format will probably store this as a byte for the age, followed by the length of name, followed by the bytes for name, followed by another length for the vector, followed by a length and string data for each String value. Deserializing the u8 age just involves reading it, but the other two fields require allocating sufficient memory and copying each byte over, in addition to any validation the types may need.

A common technique in this scenario is to skip the allocation and copy by simply validating the bytes and storing a reference to the original data. This can only be done for serialization formats where the data is represented identically in the serialized file and in the deserialized value.

When using serde in Rust, this is typically done by using a Cow<'a, T> with #[serde(borrow)]:

#[derive(Serialize, Deserialize)]
struct Person<'a> {
age: u8,
#[serde(borrow)]
name: Cow<'a, str>,
}



Now, when name is being deserialized, the deserializer only needs to validate that it is in fact a valid UTF-8 str, and the final value for name will be a reference to the original data being deserialized from itself.

An &'a str can also be used instead of the Cow, however this makes the Deserialize impl much less general, since formats that do not store strings identically to their in-memory representation (e.g. JSON with strings that include escapes) will not be able to fall back to an owned value. As a result of this, owned-or-borrowed Cow<'a, T> is often a cornerstone of good design when writing Rust code partaking in zero-copy deserialization.

You may notice that rust_files_written can’t be found in this new struct. This is because serde, out of the box, can’t handle zero-copy deserialization for anything other than str and [u8], for very good reasons. Other frameworks like rkyv can, however we’ve also managed to make this possible with serde. I’ll go in more depth about said reasons and our solution in part 2.
Aren’t there still copies occurring here with the age field?

Yes, “zero-copy” is somewhat of a misnomer, what it really means is “zero allocations”, or, alternatively, “zero large copies”. Look at it this way: data like age does get copied, but without, say, allocating a vector of Person<'a>, you’re only going to see that copy occur a couple times when individually deserializing Person<'a>s or when deserializing some struct that contains Person<'a> a couple times. To have a large copy occur without involving allocations, your type would have to be something that is that large on the stack in the first place, which people avoid in general because it means a large copy every time you move the value around even when you’re not deserializing.

## When life gives you lifetimes ….

Zero-copy deserialization in Rust has one very pesky downside: the lifetimes. Suddenly, all of your deserialized types have lifetimes on them. Of course they would; they’re no longer self-contained, instead containing references to the data they were originally deserialized from!

This isn’t a problem unique to Rust, either, zero-copy deserialization always introduces more complex dependencies between your types, and different frameworks handle this differently; from leaving management of the lifetimes to the user to using reference counting or a GC to ensure the data sticks around. Rust serialization libraries can do stuff like this if they wish, too. In this case, serde, in a very Rusty fashion, wants the library user to have control over the precise memory management here and surfaces this problem as a lifetime.

Unfortunately, lifetimes like these tend to make their way into everything. Every type holding onto your deserialized type needs a lifetime now and it’s likely going to become your users’ problem too.

Furthermore, Rust lifetimes are a purely compile-time construct. If your value is of a type with a lifetime, you need to know at compile time by when it will definitely no longer be in use, and you need to hold on to its source data until then. Rust’s design means that you don’t need to worry about getting this wrong, since the compiler will catch you, but you still need to do it.

All of this isn’t ideal for cases where you want to manage the lifetimes at runtime, e.g. if your data is being deserialized from a larger file and you wish to cache the loaded file as long as data deserialized from it is still around.

Typically in such cases you can use Rc<T>, which is effectively the “runtime instead of compile time” version of &'a Ts safe shared reference, but this only works for cases where you’re sharing homogenous types, whereas in this case we’re attempting to share different types deserialized from one blob of data, which itself is of a different type.

ICU4X would like users to be able to make use of caching and other data management strategies as needed, so this won’t do at all. For a while ICU4X had not one but two pervasive lifetimes threaded throughout most of its types: it was both confusing and not in line with our goals.

## … make life take the lifetimes back

A lot of the design here can be found explained in the design doc

After a bunch of discussion on this, primarily with Shane, I designed yoke, a crate that attempts to provide lifetime erasure in Rust via self-referential types.

Like type erasure! “Type erasure” (in Rust, done using dyn Trait) lets you take a compile time concept (the type of a value) and move it into something that can be decided at runtime. Analogously, the core value proposition of yoke is to take types burdened with the compile time concept of lifetimes and allow you to decide they be decided at runtime anyway.

Doesn’t Rc<T> already let you make lifetimes a runtime decision?

Kind of, Rc<T> on its own lets you avoid compile-time lifetimes, whereas Yoke works with situations where there is already a lifetime (e.g. due to zero copy deserialization) that you want to paper over.

Cool! What does that look like?

The general idea is that you can take a zero-copy deserializeable type like a Cow<'a, str> (or something more complicated) and “yoke” it to the value it was deserialized from, which we call a “cart”.

*groan* not another crate named with a pun, Manish.

I will never stop.

Anyway, here’s what that looks like.

// Some types explicitly mentioned for clarity

// create a new Rc reference to the file data by cloning it,
// then use it as a cart for a Yoke
let y: Yoke<Cow<'static, str>, Rc<[u8]>> = Yoke::attach_to_cart(file.clone(), |contents| {
// deserialize from the file
let cow: Cow<str> =  postcard::from_bytes(&contents);
cow
})

// the string is still accessible with .get()
println!("{}", y.get())

drop(y);
// only now will the reference count on the file be decreased

Some of the APIs here may not quite work due to current compiler bugs. In this blog post I’m using the ideal version of these APIs for illustrative purposes, but it’s worth checking with the Yoke docs to see if you may need to use an alternate workaround API. Most of the bugs have been fixed as of Rust 1.61.
The example above uses postcard: postcard is a really neat serde-compatible binary serialization format, designed for use on resource constrained environments. It’s quite fast and has a low codesize, check it out!

The type Yoke<Cow<'static, str>, Rc<[u8]>> is “a lifetime-erased Cow<str> ‘yoked’ to a backing data store ‘cart’ that is an Rc<[u8]>”. What this means is that the Cow contains references to data from the cart, however, the Yoke will hold on to the cart type until it is done, which ensures the references from the Cow no longer dangle.

Most operations on the data within a Yoke operate via .get(), which in this case will return a Cow<'a, str>, where 'a is the lifetime of borrow of .get(). This keeps things safe: a Cow<'static, str> is not really safe to distribute in this case since Cow is not actually borrowing from static data; however it’s fine as long as we transform the lifetime to something shorter during accesses.

Turns out, the 'static found in Yoke types is actually a lie! Rust doesn’t really let you work with types with borrowed content without mentioning some lifetime, and here we want to relieve the compiler from its duty of managing lifetimes and manage them ourselves, so we need to give it something so that we can name the type, and 'static is the only preexisting named lifetime in Rust.

The actual signature of .get() is a bit weird since it needs to be generic, but if our borrowed type is Foo<'a>, then the signature of .get() is something like this:

impl Yoke<Foo<'static>> {
fn get<'a>(&'a self) -> &'a Foo<'a> {
...
}
}


For a type to be allowed within a Yoke<Y, C>, it must implement Yokeable<'a>. This trait is unsafe to manually implement, in most cases you should autoderive it with #[derive(Yokeable)]:

#[derive(Yokeable, Serialize, Deserialize)]
struct Person<'a> {
age: u8,
#[serde(borrow)]
name: Cow<'a, str>,
}

let person: Yoke<Person<'static>, Rc<[u8]> = Yoke::attach_to_cart(file.clone(), |contents| {
postcard::from_bytes(&contents)
});


Unlike most #[derive]s, Yokeable can be derived even if the fields do not already implement Yokeable, except for cases when fields with lifetimes also have other generic parameters. In such cases it typically suffices to tag the type with #[yoke(prove_covariance_manually)] and ensure any fields with lifetimes also implement Yokeable.

There’s a bunch more you can do with Yoke, for example you can “project” a yoke to get a new yoke with a subset of the data found in the initial one:

let person: Yoke<Person<'static>, Rc<[u8]>> = ....;

let person_name: Yoke<Cow<'static, str>> = person.project(|p, _| p.name);



This allows one to mix data coming from disparate Yokes.

Yokes are, perhaps surprisingly, mutable as well! They are, after all, primarily intended to be used with copy-on-write data, so there are ways to mutate them provided that no additional borrowed data sneaks in:

let mut person: Yoke<Person<'static>, Rc<[u8]>> = ....;

// make the name sound fancier
person.with_mut(|person| {
// this will convert the Cow into owned one
person.name.to_mut().push(", Esq.")
})


Overall Yoke is a pretty powerful abstraction, useful for a host of situations involving zero-copy deserialization as well as other cases involving heavy borrowing. In ICU4X the abstractions we use to load data always use Yokes, allowing various data loading strategies — including caching — to be mixed

### How it works

Manish is about to say the word “covariant” so I’m going to get ahead of him and say: If you have trouble understanding this and the next section, don’t worry! The internal workings of his crate rely on multiple niche concepts that most Rustaceans never need to care about, even those working on otherwise advanced code.

Yoke works by relying on the concept of a covariant lifetime. The Yokeable trait looks like this:

pub unsafe trait Yokeable<'a>: 'static {
type Output: 'a;
// methods omitted
}


and a typical implementation would look something like this:

unsafe impl<'a> Yokeable<'a> for Cow<'static, str> {
type Output: 'a = Cow<'a, str>;
// ...
}


An implementation of this trait will be implemented on the 'static version of a type with a lifetime (which I will call Self<'static>3 in this post), and maps the type to a version of it with a lifetime (Self<'a>). It must only be implemented on types where the lifetime 'a is covariant, i.e., where it’s safe to treat Self<'a> as Self<'b> when 'b is a shorter lifetime. Most types with lifetimes fall in this category4, especially in the space of zero-copy deserialization.

For any Yokeable type Foo<'static>, you can obtain the version of that type with a lifetime 'a with <Foo as Yokeable<'a>>::Output. The Yokeable trait exposes some methods that allow one to safely carry out the various transforms that are allowed on a type with a covariant lifetime.

#[derive(Yokeable)], in most cases, relies on the compiler’s ability to determine if a lifetime is covariant, and doesn’t actually generate much code! In most cases, the bodies of the various functions on Yokeable are pure safe code, looking like this:

impl<'a> Yokeable for Foo<'static> {
type Output: 'a = Foo<'a>;
fn transform(&self) -> &Self::Output {
self
}
fn transform_owned(self) -> Self::Output {
self
}
fn transform_mut<F>(&'a mut self, f: F)
where
F: 'static + for<'b> FnOnce(&'b mut Self::Output) {
f(self)
}
// fn make() omitted since it's not as relevant
}


The compiler knows these are safe because it knows that the type is covariant, and the Yokeable trait allows us to talk about types where these operations are safe, generically.

In other words, there’s a certain useful property about lifetime “stretchiness” that the compiler knows about, and we can check that the property applies to a type by generating code that the compiler would refuse to compile if the property did not apply.

Using this trait, Yoke then works by storing Self<'static> and transforming it to a shorter, more local lifetime before handing it out to any consumers, using the methods on Yokeable in various ways. Knowing that the lifetime is covariant is what makes it safe to do such lifetime “squeezing”. The 'static is a lie, but it’s safe to do that kind of thing as long as the value isn’t actually accessed with the 'static lifetime, and we take great care to ensure it doesn’t leak.

## Better conversions: ZeroFrom

A crate that pairs well with this is zerofrom, primarily designed and written by Shane. It comes with the ZeroFrom trait:

pub trait ZeroFrom<'zf, C: ?Sized>: 'zf {
fn zero_from(other: &'zf C) -> Self;
}


The idea of this trait is to be able to work generically with types convertible to (often zero-copy) borrowed types.

For example, Cow<'zf, str> implements both ZeroFrom<'zf, str> and ZeroFrom<'zf, String>, as well as ZeroFrom<'zf, Cow<'a, str>>. It’s similar to the AsRef trait but it allows for more flexibility on the kinds of borrowing occuring, and implementors are supposed to minimize the amount of copying during such a conversion. For example, when ZeroFrom-constructing a Cow<'zf, str> from some other Cow<'a, str>, it will always construct a Cow::Borrowed, even if the original Cow<'a, str> were owned.

Yoke has a convenient constructor Yoke::attach_to_zero_copy_cart() that can create a Yoke<Y, C> out of a cart type C if Y<'zf> implements ZeroFrom<'zf, C> for all lifetimes 'zf. This is useful for cases where you want to do basic self-referential types but aren’t doing any fancy zero-copy deserialization.

## … make life rue the day it thought it could give you lifetimes

Life with this crate hasn’t been all peachy. We’ve, uh … unfortunately discovered a toweringly large pile of gnarly compiler bugs. A lot of this has its root in the fact that Yokeable<'a> in most cases is bound via for<'a> Yokeable<'a> (“Yokeable<'a> for all possible lifetimes 'a”). The for<'a> is a niche feature known as a higher-ranked lifetime or trait bound (often referred to as “HRTB”), and while it’s always been necessary in some capacity for Rust’s typesystem to be able to reason about function pointers, it’s also always been rather buggy and is often discouraged for usages like this.

We’re using it so that we can talk about the lifetime of a type in a generic sense. Fortunately, there is a language feature under active development that will be better suited for this: Generic Associated Types.

This feature isn’t stable yet, but, fortunately for us, most compiler bugs involving for<'a> also impact GATs, so we have been benefitting from the GAT work, and a lot of our bug reports have helped shore up the GAT code. Huge shout out to Jack Huey for fixing a lot of these bugs, and eddyb for helping out in the debugging process.

As of Rust 1.61, a lot of the major bugs have been fixed, however there are still some bugs around trait bounds for which the yoke crate maintains some workaround helpers. It has been our experience that most compiler bugs here are not restrictive when it comes to what you can do with the crate, but they may end up with code that looks less than ideal. Overall, we still find it worth it, we’re able to do some really neat zero-copy stuff in a way that’s externally convenient (even if some of the internal code is messy), and we don’t have lifetimes everywhere.

## Try it out!

While I don’t consider the yoke crate “done” yet, it’s been in use in ICU4X for a year now and I consider it mature enough to recommend to others. Try it out! Let me know what you think!

Thanks to Finch, Jane, and Shane for reviewing drafts of this post

1. A locale is typically a language and location, though it may contain additional information like the writing system or even things like the calendar system in use.

2. Bear in mind, this isn’t just a matter of picking a format like MM-DD-YYYY! Dates in just US English can look like 4/10/22 or 4/10/2022 or April 10, 2022, or Sunday, April 10, 2022 C.E., or Sun, Apr 10, 2022, and that’s not without thinking about week numbers, quarters, or time! This quickly adds up to a decent amount of data for each locale.

3. This isn’t real Rust syntax; since Self is always just Self, but we need to be able to refer to Self as a higher-kinded type in this scenario.

4. Types that aren’t are ones involving mutability (&mut or interior mutability) around the lifetime, and ones involving function pointers and trait objects.

# Colophon: Waiter, There Are Pions in My Blog Post!

Posted by Manish Goregaokar on August 03, 2022 in meta, physics, writing

I’ve added a couple new styling elements to my blog and I make use of them extensively in upcoming posts, I thought I’d talk a bit about them because I expect people will have questions.

The main thing is that I have nice aside styling.

Asides are things that look like this.

The actual color scheme comes from the asides used in bikeshed, the tool used to generate Web specifications and C++ spec proposals. I edit a couple WebXR specs and used to read specs very often when I worked on browsers; I like the styling they use.

I also think it’s kinda funny to get readers do a double-take when they see familiar styling out of context.

Besides the “example” and “note” ones shown above, there’s also an “issue” one.

Figure out a way to include an example of an “issue” aside in this post that works in context like the “note” and “example” ones.

These asides are useful for calling out supplemental information; and add to my existing repertoire of footnotes, em dashes, semicolons, and parentheses as a nonlinear writing tool.

Manish, you’re burying the lede.

Oh, right. Fine. The pions.

I’ve also introduced three similarly styled “character discussion” asides that show a discussion with a pion. There’s a “positive” one that’s generally helpful, a “negative” one that’s grumpy, and a “confused” (neutrally charged) one that asks questions.

Having little characters participate in the blog post works really well; it gives a sense of flow to the articles. I’m also hoping it makes them easier to read, breaking up otherwise dense technical content with lighter conversational content1. Asking questions through them give the reader an anchor point for themselves if they’re similarly confused, without me making any assumption that the reader did or didn’t understand a part.

They’re also yet another way for me to write nonlinearly, and I love writing nonlinearly.

Adding interlocutors to my blog was extremely inspired by other people: Amos has Cool Bear, and Xe has Mara, both of which serve similar purposes. While Alex doesn’t quite have interlocutors, their use of ISO 7010 icons for asides gave me the idea to use something relevant to my interests while picking characters.

Okay but why pions? Scratch that, what is a pion?

You’re a pion!

You know what I meant!

Okay, okay.

So a pion is a type of subatomic particle, and is part of the mechanism holding the nucleus of an atom together. There are three of them, π0 , π+ , and π, with the positive and negative ones being antiparticles of each other.

As for why I’ve chosen that particle in particular, explaining that requires some history first.

Back when we only knew about protons, neutrons, and electrons, physicists were attempting to figure out how atomic nuclei stay together. They’re made of protons and neutrons, which means they’re just a lot of positively and neutrally changed thingies crammed into a tight space. There’s not much reason for that to want to stay together, but there’s plenty of reason for it to come apart. This is rather concerning to beings made out of atoms, like physicists.

To resolve this, physicists theorized the existence of the pion2, a type of particle that is exchanged between protons and neutrons in the nucleus and forms a mechanism for carrying force.

Why “exchanging particles” works to carry force is a complicated topic (and “exchanging particles” is a very simplistic characterization) that would be very hard to explain here, but you can read up on “force carriers” in quantum field theory if you’re interested.

A useful example is that photons are force carriers for the electromagnetic force, which is why you can make radio waves (made up of photons) by messing with electromagnetic fields.

And when physicists think there’s a new particle, of course they go looking for it. And they did!

… but they found something else entirely.

Bear in mind, this was not the heyday of particle discovery when there was a new particle being discovered every Tuesday. Physicists knew about protons, neutrons, electrons, and probably pions, and were justifiably surprised when a completely different particle came knocking. Instead of having the properties they expected for the pion, it was basically like a heavier electron.

The physicist I. I. Rabi famously remarked “Who ordered that?” when they figured out what had happened. There was no reason for such a particle to exist, they had this nice consistent model of the atom that needed four kinds of particle and they found this fifth one just floating around, not really doing anything.

This particle was the muon, and this story is why I use a Greek μ as my avatar everywhere3. Given this history, the pion feels like a very natural choice as a foil in blog posts I write.

Furthermore, there are three of them, which lets me use them for different purposes! One for “positive” commentary, one for “negative” commentary, and a third “confused” one for questions.

The neutral pion being “confused” actually works really well because while π+ (and π) have straightforward quark representations of an up and antidown quark (and a down and an antiup quark for π), π0 is a superposition between either an up and antiup quark or a down and antidown quark.

I can’t wait for people to get to see more of these in my upcoming posts; I really enjoyed writing with them!

One last question, are these supposed to be three characters or one character with different moods?
1. I’m reminded of how a lot of people don’t enjoy reading Tolkien because he spends pages describing, like, one tree, as opposed to most fiction which has plenty of conversational content. Nonfiction books (and blog posts) have the wall-of-description property by default so spending time on improving this makes a lot of sense to me.

2. At the time, they called them “mesons”, which is currently the name of a general class of particles which pions belong to.

3. My name starting with an M and my interest in writing systems is a part of it, but the main reason is that I really like this story and this kind of thing is what got me into physics in the first place.

# A Tour of Safe Tracing GC Designs in Rust

Posted by Manish Goregaokar on April 05, 2021 in programming, rust

I’ve been thinking about garbage collection in Rust for a long time, ever since I started working on Servo’s JS layer. I’ve designed a GC library, worked on GC integration ideas for Rust itself, worked on Servo’s JS GC integration, and helped out with a couple other GC projects in Rust.

As a result, I tend to get pulled into GC discussions fairly often. I enjoy talking about GCs – don’t get me wrong – but I often end up going over the same stuff. Being lazy I’d much prefer to be able to refer people to a single place where they can get up to speed on the general space of GC design, after which it’s possible to have more in depth discussions about the specific tradeoffs necessary.

I’ll note that some of the GCs in this post are experiments or unmaintained. The goal of this post is to showcase these as examples of design, not necessarily general-purpose crates you may wish to use, though some of them are usable crates as well.

### A note on terminology

A thing that often muddles discussions about GCs is that according to some definition of “GC”, simple reference counting is a GC. Typically the definition of GC used in academia broadly refers to any kind of automatic memory management. However, most programmers familiar with the term “GC” will usually liken it to “what Java, Go, Haskell, and C# do”, which can be unambiguously referred to as tracing garbage collection.

Tracing garbage collection is the kind which keeps track of which heap objects are directly reachable (“roots”), figures out the whole set of reachable heap objects (“tracing”, also, “marking”), and then cleans them up (“sweeping”).

Throughout this blog post I will use the term “GC” to refer to tracing garbage collection/collectors unless otherwise stated1.

## Why write GCs for Rust?

(If you already want to write a GC in Rust and are reading this post to get ideas for how, you can skip this section. You already know why someone would want to write a GC for Rust)

Every time this topic is brought up someone will inevitably go “I thought the point of Rust was to avoid GCs” or “GCs will ruin Rust” or something. As a general rule it’s good to not give too much weight to the comments section, but I think it’s useful to explain why someone may wish for GC-like semantics in Rust.

There are really two distinct kinds of use cases. Firstly, sometimes you need to manage memory with cycles and Rc<T> is inadequate for the job since Rc-cycles get leaked. petgraph or an arena are often acceptable solutions for this kind of pattern, but not always, especially if your data is super heterogeneous. This kind of thing crops up often when dealing with concurrent datastructures; for example crossbeam has an epoch-based memory management system which, while not a full tracing GC, has a lot of characteristics in common with GCs.

For this use case it’s rarely necessary to design a custom GC, you can look for a reusable crate like gc 2.

The second case is far more interesting in my experience, and since it cannot be solved by off-the-shelf solutions tends to crop up more often: integration with (or implementation of) programming languages that do use a garbage collector. Servo needs to do this for integrating with the Spidermonkey JS engine and luster needed to do this for implementing the GC of its Lua VM. boa, a pure Rust JS runtime, uses the gc crate to back its garbage collector.

Sometimes when integrating with a GCd language you can get away with not needing to implement a full garbage collector: JNI does this; while C++ does not have native garbage collection, JNI gets around this by simply “rooting” (we’ll cover what that means in a bit) anything that crosses over to the C++ side3. This is often fine!

The downside of this is that every interaction with objects managed by the GC has to go through an API call; you can’t “embed” efficient Rust/C++ objects in the GC with ease. For example, in browsers most DOM types (e.g. Element) are implemented in native code; and need to be able to contain references to other native GC’d types (it should be possible to inspect the children of a Node without needing to call back into the JavaScript engine).

So sometimes you need to be able to integrate with a GC from a runtime; or even implement your own GC if you are writing a runtime that needs one. In both of these cases you typically want to be able to safely manipulate GC’d objects from Rust code, and even directly put Rust types on the GC heap.

## Why are GCs in Rust hard?

In one word: Rooting. In a garbage collector, the objects “directly” in use on the stack are the “roots”, and you need to be able to identify them. Here, when I say “directly”, I mean “accessible without having to go through other GC’d objects”, so putting an object inside a Vec<T> does not make it stop being a root, but putting it inside some other GC’d object does.

Unfortunately, Rust doesn’t really have a concept of “directly on the stack”:

struct Foo {
bar: Option<Gc<Bar>>
}
// this is a root
let bar = Gc::new(Bar::new());
// this is also a root
let foo = Gc::new(Foo::new());
// bar should no longer be a root (but we can't detect that!)
foo.bar = Some(bar);
// but foo should still be a root here since it's not inside
// another GC'd object
let v = vec![foo];


Rust’s ownership system actually makes it easier to have fewer roots since it’s relatively easy to state that taking &T of a GC’d object doesn’t need to create a new root, and let Rust’s ownership system sort it out, but being able to distinguish between “directly owned” and “indirectly owned” is super tricky.

Another aspect of this is that garbage collection is really a moment of global mutation – the garbage collector reads through the heap and then deletes some of the objects there. This is a moment of the rug being pulled out under your feet. Rust’s entire design is predicated on such rug-pulling being very very bad and not to be allowed, so this can be a bit problematic. This isn’t as bad as it may initially sound because after all the rug-pulling is mostly just cleaning up unreachable objects, but it does crop up a couple times when fitting things together, especially around destructors and finalizers4. Rooting would be far easier if, for example, you were able to declare areas of code where “no GC can happen”5 so you can tightly scope the rug-pulling and have to worry less about roots.

### Destructors and finalizers

It’s worth calling out destructors in particular. A huge problem with custom destructors on GCd types is that the custom destructor totally can stash itself away into a long-lived reference during garbage collection, leading to a dangling reference:

struct LongLived {
dangle: RefCell<Option<Gc<CantKillMe>>>
}

struct CantKillMe {
// set up to point to itself during construction
self_ref: RefCell<Option<Gc<CantKillMe>>>
long_lived: Gc<LongLived>
}

impl Drop for CantKillMe {
fn drop(&mut self) {
// attach self to long_lived
*self.long_lived.dangle.borrow_mut() = Some(self.self_ref.borrow().clone().unwrap());
}
}

let long = Gc::new(LongLived::new());
{
let cant = Gc::new(CantKillMe::new());
*cant.self_ref.borrow_mut() = Some(cant.clone());
// cant goes out of scope, CantKillMe::drop is run
// cant is attached to long_lived.dangle but still cleaned up
}

// Dangling reference!
let dangling = long.dangle.borrow().unwrap();


The most common solution here is to disallow destructors on types that use #[derive(Trace)], which can be done by having the custom derive generate a Drop implementation, or have it generate something which causes a conflicting type error.

You can additionally provide a Finalize trait that has different semantics: the GC calls it while cleaning up GC objects, but it may be called multiple times or not at all. This kind of thing is typical in GCs outside of Rust as well.

## How would you even garbage collect without a runtime?

In most garbage collected languages, there’s a runtime that controls all execution, knows about every variable in the program, and is able to pause execution to run the GC whenever it likes.

Rust has a minimal runtime and can’t do anything like this, especially not in a pluggable way your library can hook in to. For thread local GCs you basically have to write it such that GC operations (things like mutating a GC field; basically some subset of the APIs exposed by your GC library) are the only things that may trigger the garbage collector.

Concurrent GCs can trigger the GC on a separate thread but will typically need to pause other threads whenever these threads attempt to perform a GC operation that could potentially be invalidated by the running garbage collector.

While this may restrict the flexibility of the garbage collector itself, this is actually pretty good for us from the side of API design: the garbage collection phase can only happen in certain well-known moments of the code, which means we only need to make things safe across those boundaries. Many of the designs we shall look at build off of this observation.

## Commonalities

Before getting into the actual examples of GC design, I want to point out some commonalities of design between all of them, especially around how they do tracing:

### Tracing

“Tracing” is the operation of traversing the graph of GC objects, starting from your roots and perusing their children, and their children’s children, and so on.

In Rust, the easiest way to implement this is via a custom derive:

// unsafe to implement by hand since you can get it wrong
unsafe trait Trace {
fn trace(&mut self, gc_context: &mut GcContext);
}

#[derive(Trace)]
struct Foo {
vec: Vec<Gc<Bar>>,
extra_thing: Gc<Baz>,
just_a_string: String
}


The custom derive of Trace basically just calls trace() on all the fields. Vec’s Trace implementation will be written to call trace() on all of its fields, and String’s Trace implementation will do nothing. Gc<T> will likely have a trace() that marks its reachability in the GcContext, or something similar.

This is a pretty standard pattern, and while the specifics of the Trace trait will typically vary, the general idea is roughly the same.

I’m not going to get into the actual details of how mark-and-sweep algorithms work in this post; there are a lot of potential designs for them and they’re not that interesting from the point of view of designing a safe GC API in Rust. However, the general idea is to keep a queue of found objects initially populated by the root, trace them to find new objects and queue them up if they’ve not already been traced. Clean up any objects that were not found.

### Immutable-by-default

Another commonality between these designs is that a Gc<T> is always potentially shared, and thus will need tight control over mutability to satisfy Rust’s ownership invariants. This is typically achieved by using interior mutability, much like how Rc<T> is almost always paired with RefCell<T> for mutation, however some approaches (like that in josephine) do allow for mutability without runtime checking.

Some GCs are single-threaded, and some are multi-threaded. The single threaded ones typically have a Gc<T> type that is not Send, so while you can set up multiple graphs of GC types on different threads, they’re essentially independent. Garbage collection only affects the thread it is being performed for, all other threads can continue unhindered.

Multithreaded GCs will have a Send Gc<T> type. Garbage collection will typically, but not always, block any thread which attempts to access data managed by the GC during that time. In some languages there are “stop the world” garbage collectors which block all threads at “safepoints” inserted by the compiler; Rust does not have the capability to insert such safepoints and blocking threads on GCs is done at the library level.

Most of the examples below are single-threaded, but their API design is not hard to extend towards a hypothetical multithreaded GC.

## rust-gc

The gc crate is one I wrote with Nika Layzell mostly as a fun exercise, to figure out if a safe GC API is possible. I’ve written about the design in depth before, but the essence of the design is that it does something similar to reference counting to keep track of roots, and forces all GC mutations go through special GcCell types so that they can update the root count. Basically, a “root count” is updated whenever something becomes a root or stops being a root:

struct Foo {
bar: GcCell<Option<Gc<Bar>>>
}
// this is a root (root count = 1)
let bar = Gc::new(Bar::new());
// this is also a root (root count = 1)
let foo = Gc::new(Foo::new());
// .borrow_mut()'s RAII guard unroots bar (sets its root count to 0)
*foo.bar.borrow_mut() = Some(bar);
// foo is still a root here, no call to .set()
let v = vec![foo];

// at destrucion time, foo's root count is set to 0


The actual garbage collection phase will occur when certain GC operations are performed at a time when the heap is considered to have gotten reasonably large according to some heuristics.

While this is essentially “free” on reads, this is a fair amount of reference count traffic on any kind of write, which might not be desired; often the goal of using GCs is to avoid the performance characteristics of reference-counting-like patterns. Ultimately this is a hybrid approach that’s a mix of tracing and reference counting6.

gc is useful as a general-purpose GC if you just want a couple of things to participate in cycles without having to think about it too much. The general design can apply to a specialized GC integrating with another language runtime since it provides a clear way to keep track of roots; but it may not necessarily have the desired performance characteristics.

## Servo’s DOM integration

Servo is a browser engine in Rust that I used to work on full time. As mentioned earlier, browser engines typically implement a lot of their DOM types in native (i.e. Rust or C++, not JS) code, so for example Node is a pure Rust object, and it contains direct references to its children so Rust code can do things like traverse the tree without having to go back and forth between JS and Rust.

Servo’s model is a little weird: roots are a different type, and lints enforce that unrooted heap references are never placed on the stack:

#[dom_struct] // this is #[derive(JSTraceable)] plus some markers for lints
pub struct Node {
// the parent type, for inheritance
eventtarget: EventTarget,
// in the actual code this is a different helper type that combines
// the RefCell, Option, and Dom, but i've simplified it to use
// stdlib types for this example
prev_sibling: RefCell<Option<Dom<Node>>>,
next_sibling: RefCell<Option<Dom<Node>>>,
// ...
}

impl Node {
fn frob_next_sibling(&self) {
// fields can be accessed as borrows without any rooting
if let Some(next) = self.next_sibling.borrow().as_ref() {
next.frob();
}
}

fn get_next_sibling(&self) -> Option<DomRoot<Node>> {
// but you need to root things for them to escape the borrow
// .root() turns Dom<T> into DomRoot<T>
self.next_sibling.borrow().as_ref().map(|x| x.root())
}

fn illegal(&self) {
// this line of code would get linted by a custom lint called unrooted_must_root
// (which works somewhat similarly to the must_use stuff that Rust does)
let ohno: Dom<Node> = self.next_sibling.borrow_mut().take();
}
}


Dom<T> is basically a smart pointer that behaves like &T but without a lifetime, whereas DomRoot<T> has the additional behavior of rooting on creation (and unrooting on Drop). The custom lint plugin essentially enforces that Dom<T>, and any DOM structs (tagged with #[dom_struct]) are never accessible on the stack aside from through DomRoot<T> or &T.

I wouldn’t recommend this approach; it works okay but we’ve wanted to move off of it for a while because it relies on custom plugin lints for soundness. But it’s worth mentioning for completeness.

## Josephine (Servo’s experimental GC plans)

Given that Servo’s existing GC solution depends on plugging in to the compiler to do additional static analysis, we wanted something better. So Alan designed Josephine (“JS affine”), which uses Rust’s affine types and borrowing in a cleaner way to provide a safe GC system.

Josephine is explicitly designed for Servo’s use case and as such does a lot of neat things around “compartments” and such that are probably irrelevant unless you specifically wish for your GC to integrate with a JS engine.

I mentioned earlier that the fact that the garbage collection phase can only happen in certain well-known moments of the code actually can make things easier for GC design, and Josephine is an example of this.

Josephine has a “JS context”, which is to be passed around everywhere and essentially represents the GC itself. When doing operations which may trigger a GC, you have to borrow the context mutably, whereas when accessing heap objects you need to borrow the context immutably. You can root heap objects to remove this requirement:

// cx is a JSContext, node is a JSManaged<'a, C, Node>
// assuming next_sibling and prev_sibling are not Options for simplicity

// borrows cx for 'b
let next_sibling: &'b Node = node.next_sibling.borrow(cx);
println!("Name: {:?}", next_sibling.name);
// illegal, because cx is immutably borrowed by next_sibling
// node.prev_sibling.borrow_mut(cx).frob();

// read from next_sibling to ensure it lives this long
println!("{:?}", next_sibling.name);

let ref mut root = cx.new_root();
// no longer needs to borrow cx, borrows root for 'root instead
let next_sibling: JSManaged<'root, C, Node> = node.next_sibling.in_root(root);
// now it's fine, no outstanding borrows of cx
node.prev_sibling.borrow_mut(cx).frob();

// read from next_sibling to ensure it lives this long
println!("{:?}", next_sibling.name);


new_root() creates a new root, and in_root ties the lifetime of a JS managed type to the root instead of to the JSContext borrow, releasing the borrow of the JSContext and allowing it to be borrowed mutably in future .borrow_mut() calls.

Note that .borrow() and .borrow_mut() here do not have runtime borrow-checking cost despite their similarities to RefCell::borrow(), they instead are doing some lifetime juggling to make things safe. Creating roots typically does have runtime cost. Sometimes you may need to use RefCell<T> for the same reason it’s used in Rc, but mostly only for non-GCd fields.

Custom types are typically defined in two parts as so:

#[derive(Copy, Clone, Debug, Eq, PartialEq, JSTraceable, JSLifetime, JSCompartmental)]
pub struct Element<'a, C> (pub JSManaged<'a, C, NativeElement<'a, C>>);

pub struct NativeElement<'a, C> {
name: JSString<'a, C>,
parent: Option<Element<'a, C>>,
children: Vec<Element<'a, C>>,
}


where Element<'a> is a convenient copyable reference that is to be used inside other GC types, and NativeElement<'a> is its backing storage. The C parameter has to do with compartments and can be ignored for now.

A neat thing worth pointing out is that there’s no runtime borrow checking necessary for manipulating other GC references, even though roots let you hold multiple references to the same object!

let parent_root = cx.new_root();
let parent = element.borrow(cx).parent.in_root(parent_root);
let ref mut child_root = cx.new_root();

// could potentially be a second reference to element if it was
// the first child
let first_child = parent.children[0].in_root(child_root);

// this is okay, even though we hold a reference to parent
// via element.parent, because we have rooted that reference so it's
// now independent of whether element.parent changes!
first_child.borrow_mut(cx).parent = None;


Essentially, when mutating a field, you have to obtain mutable access to the context, so there will not be any references to the field itself still around (e.g. element.borrow(cx).parent), only to the GC’d data within it, so you can change what a field references without invalidating other references to the contents of what the field references. This is a pretty cool trick that enables GC without runtime-checked interior mutability, which is relatively rare in such designs.

## Unfinished design for a builtin Rust GC

For a while a couple of us worked on a way to make Rust itself extensible with a pluggable GC, using LLVM stack map support for finding roots. After all, if we know which types are GC-ish, we can include metadata on how to find roots for each function, similar to how Rust functions currently contain unwinding hooks to enable cleanly running destructors during a panic.

We never got around to figuring out a complete design, but you can find more information on what we figured out in my and Felix’s posts on this subject. Essentially, it involved a Trace trait with more generic trace methods, an auto-implemented Root trait that works similar to Send, and compiler machinery to keep track of which Root types are on the stack.

This is probably not too useful for people attempting to implement a GC, but I’m mentioning it for completeness’ sake.

Note that pre-1.0 Rust did have a builtin GC (@T, known as “managed pointers”), but IIRC in practice the cycle-management parts were not ever implemented so it behaved exactly like Rc<T>. I believe it was intended to have a cycle collector (I’ll talk more about that in the next section).

## bacon-rajan-cc (and cycle collectors in general)

Nick Fitzgerald wrote bacon-rajan-cc to implement _“Concurrent Cycle Collection in Reference Counted Systems”__ by David F. Bacon and V.T. Rajan.

This is what is colloquially called a cycle collector; a kind of garbage collector which is essentially “what if we took Rc<T> but made it detect cycles”. Some people do not consider these to be tracing garbage collectors, but they have a lot of similar characteristics (and they do still “trace” through types). They’re often categorized as “hybrid” approaches, much like gc.

The idea is that you don’t actually need to know what the roots are if you’re maintaining reference counts: if a heap object has a reference count that is more than the number of heap objects referencing it, it must be a root. In practice it’s pretty inefficient to traverse the entire heap, so optimizations are applied, often by applying different “colors” to nodes, and by only looking at the set of objects that have recently have their reference counts decremented.

A crucial observation here is that if you only focus on potential garbage, you can shift your definition of “root” a bit, when looking for cycles you don’t need to look for references from the stack, you can be satisfied with references from any part of the heap you know for a fact is reachable from things which are not potential garbage.

A neat property of cycle collectors is while mark and sweep tracing GCs have their performance scale by the size of the heap as a whole, cycle collectors scale by the size of the actual garbage you have 7. There are of course other tradeoffs: deallocation is often cheaper or “free” in tracing GCs (amortizing those costs by doing it during the sweep phase) whereas cycle collectors have the constant allocator traffic involved in cleaning up objects when refcounts reach zero.

The way bacon-rajan-cc works is that every time a reference count is decremented, the object is added to a list of “potential cycle roots”, unless the reference count is decremented to 0 (in which case the object is immediately cleaned up, just like Rc). It then traces through this list; decrementing refcounts for every reference it follows, and cleaning up any elements that reach refcount 0. It then traverses this list again and reincrements refcounts for each reference it follows, to restore the original refcount. This basically treats any element not reachable from this “potential cycle root” list as “not garbage”, and doesn’t bother to visit it.

Cycle collectors require tighter control over the garbage collection algorithm, and have differing performance characteristics, so they may not necessarily be suitable for all use cases for GC integration in Rust, but it’s definitely worth considering!

## cell-gc

Jason Orendorff’s cell-gc crate is interesting, it has a concept of “heap sessions”. Here’s a modified example from the readme:

use cell_gc::Heap;

// implements IntoHeap, and also generates an IntListRef type and accessors
#[derive(cell_gc_derive::IntoHeap)]
struct IntList<'h> {
tail: Option<IntListRef<'h>>
}

fn main() {
// Create a heap (you'll only do this once in your whole program)
let mut heap = Heap::new();

heap.enter(|hs| {
// Allocate an object (returns an IntListRef)
let obj1 = hs.alloc(IntList { head: 17, tail: None });
assert_eq!(obj1.tail(), None);

// Allocate another object
let obj2 = hs.alloc(IntList { head: 33, tail: Some(obj1) });

// mutate tail
obj2.set_tail(None);
});
}


All mutation goes through autogenerated accessors, so the crate has a little more control over traffic through the GC. These accessors help track roots via a scheme similar to what gc does; where there’s an IntoHeap trait used for modifying root refcounts when a reference is put into and taken out of the heap via accessors.

Heap sessions allow for the heap to moved around, even sent to other threads, and their lifetime prevents heap objects from being mixed between sessions. This uses a concept called generativity; you can read more about generativity in “You Can’t Spell Trust Without Rust” ch 6.3, by Aria Beingessner, or by looking at the indexing crate.

## Interlude: The similarities between async and GCs

The next two examples use machinery from Rust’s async functionality despite having nothing to do with async I/O, and I think it’s important to talk about why that should make sense. I’ve tweeted about this before: I and Catherine West figured this out when we were talking about her GC idea based on async.

You can see some of this correspondence in Go: Go is a language that has both garbage collection and async I/O, and both of these use the same “safepoints” for yielding to the garbage collector or the scheduler. In Go, the compiler needs to automatically insert code that checks the “pulse” of the heap every now and then, and potentially runs garbage collection. It also needs to automatically insert code that can tell the scheduler “hey now is a safe time to interrupt me if a different goroutine wishes to run”. These are very similar in principle – they’re both essentially places where the compiler is inserting “it is okay to interrupt me now” checks, sometimes called “interruption points” or “yield points”.

Now, Rust’s compiler does not automatically insert interruption points. However, the design of async in Rust is essentially a way of adding explicit interruption points to Rust. foo().await in Rust is a way of running foo() and expecting that the scheduler may interrupt the code in between. The design of Future and Pin<P> come out of making this safe and pleasant to work with.

As we shall see, this same machinery can be used for creating safe interruption points for GCs in Rust.

## Shifgrethor

shifgrethor is an experiment by Saoirse to try and build a GC that uses Pin<P> for managing roots. They’ve written extensively on the design of shifgrethor on their blog. In particular, the post on rooting goes through how rooting works.

The basic design is that there’s a Root<'root> type that contains a Pin<P>, which can be immovably tied to a stack frame using the same idea behind pin-utilspin_mut!() macro:

letroot!(root);
let gc: Gc<'root, Foo> = root.gc(Foo::new());


The fact that root is immovable allows for it to be treated as a true marker for the stack frame over anything else. The list of rooted types can be neatly stored in an ordered stack-like vector in the GC implementation, popping when individual roots go out of scope.

If you wish to return a rooted object from a function, the function needs to accept a Root<'root>:

fn new<'root>(root: Root<'root>) -> Gc<'root, Self> {
root.gc(Self {
// ...
}
}


All GC’d types have a 'root lifetime of the root they trace back to, and are declared with a custom derive:

#[derive(GC)]
struct Foo<'root> {
#[gc] bar: GcStore<'root, Bar>,
}


GcStore is a way to have fields use the rooting of their parent. Normally, if you wanted to put Gc<'root2, Bar<'root2>> inside Foo<'root1> you would not be able to because the lifetimes derive from different roots. GcStore, along with autogenerated accessors from #[derive(GC)], will set Bar’s lifetime to be the same as Foo when you attempt to stick it inside Foo.

This design is somewhat similar to that of Servo where there’s a pair of types, one that lets us refer to GC types on the stack, and one that lets GC types refer to each other on the heap, but it uses Pin<P> instead of a lint to enforce this safely, which is way nicer. Root<'root> and GcStore do a bunch of lifetime tweaking that’s reminiscent of Josephine’s rooting system, however there’s no need for an &mut JsContext type that needs to be passed around everywhere.

## gc-arena

gc-arena is Catherine West’s experimental GC design for her Lua VM, luster.

The gc-arena crate forces all GC-manipulating code to go within arena.mutate() calls, between which garbage collection may occur.

#[derive(Collect)]
#[collect(no_drop)]
struct TestRoot<'gc> {
number: Gc<'gc, i32>,
many_numbers: GcCell<Vec<Gc<'gc, i32>>>,
}

make_arena!(TestArena, TestRoot);

let mut arena = TestArena::new(ArenaParameters::default(), |mc| TestRoot {
number: Gc::allocate(mc, 42),
many_numbers: GcCell::allocate(mc, Vec::new()),
});

arena.mutate(|_mc, root| {
assert_eq!(*((*root).number), 42);
root.numbers.write(mc).push(Gc::allocate(mc, 0));
});


Mutation is done with GcCell, basically a fancier version of Gc<RefCell<T>>. All GC operations require a MutationContext (mc), which is only available within arena.mutate().

Only the arena root may survive between mutate() calls, and garbage collection does not happen during .mutate(), so rooting is easy – just follow the arena root. This crate allows for multiple GCs to coexist with separate heaps, and, similarly to cell-gc, it uses generativity to enforce that the heaps do not get mixed.

So far this is mostly like other arena-based systems, but with a GC.

The really cool part of the design is the gc-sequence crate, which essentially builds a Future-like API (using a Sequence trait) on top of gc-arena that can potentially make this very pleasant to use. Here’s a modified example from a test:

#[derive(Collect)]
#[collect(no_drop)]
struct TestRoot<'gc> {
test: Gc<'gc, i32>,
}

make_sequencable_arena!(test_sequencer, TestRoot);
use test_sequencer::Arena as TestArena;

let arena = TestArena::new(ArenaParameters::default(), |mc| TestRoot {
test: Gc::allocate(mc, 42),
});

let mut sequence = arena.sequence(|root| {
sequence::from_fn_with(root.test, |_, test| {
if *test == 42 {
Ok(*test + 10)
} else {
Err("will not be generated")
}
})
.and_then(|_, r| Ok(r + 12))
.and_chain(|_, r| Ok(sequence::ok(r - 10)))
.then(|_, res| res.expect("should not be error"))
.chain(|_, r| sequence::done(r + 10))
.map(|r| sequence::done(r - 60))
.flatten()
.boxed()
});

loop {
match sequence.step() {
Ok((_, output)) => {
assert_eq!(output, 4);
return;
}
Err(s) => sequence = s,
}
}


This is very similar to chained callback futures code; and if it could use the Future trait would be able to make use of async to convert this callback heavy code into sequential code with interrupt points using await. There were design constraints making Future not workable for this use case, though if Rust ever gets generators this would work well, and it’s quite possible that another GC with a similar design could be written, using async/await and Future.

Essentially, this paints a picture of an entire space of Rust GC design where GC mutations are performed using await (or yield if we ever get generators), and garbage collection can occur during those yield points, in a way that’s highly reminiscent of Go’s design.

## Moving forward

As is hopefully obvious, the space of safe GC design in Rust is quite rich and has a lot of interesting ideas. I’m really excited to see what folks come up with here!

If you’re interested in reading more about GCs in general, “A Unified Theory of Garbage Collection” by Bacon et al and the GC Handbook are great reads.

Thanks to Andi McClure, Jason Orendorff, Nick Fitzgerald, and Nika Layzell for providing feedback on drafts of this blog post

1. I’m also going to completely ignore the field of conservative stack-scanning tracing GCs where you figure out your roots by looking at all the stack memory and considering anything with a remotely heap-object-like bit pattern to be a root. These are interesting, but can’t really be made 100% safe in the way Rust wants them to be unless you scan the heap as well.

2. Which currently does not have support for concurrent garbage collection, but it could be added.

3. Some JNI-using APIs are also forced to have explicit rooting APIs to give access to things like raw buffers.

4. In general, finalizers in GCs are hard to implement soundly in any language, not just Rust, but Rust can sometimes be a bit more annoying about it.

5. Spolier: This is actually possible in Rust, and we’ll get into it further in this post!

6. Such hybrid approaches are common in high performance GCs; “A Unified Theory of Garbage Collection” by Bacon et al. covers a lot of the breadth of these approaches.

7. Firefox’s DOM actually uses a mark & sweep tracing GC mixed with a cycle collector for this reason. The DOM types themselves are cycle collected, but JavaScript objects are managed by the Spidermonkey GC. Since some DOM types may contain references to arbitrary JS types (e.g. ones that store callbacks) there’s a fair amount of work required to break cycles manually in some cases, but it has performance benefits since the vast majority of DOM objects either never become garbage or become garbage by having a couple non-cycle-participating references get released.

# Arenas in Rust

Posted by Manish Goregaokar on March 15, 2021 in programming, rust, tidbits

There’s been some discussion about arenas in Rust recently, and I thought I’d write about them.

Arenas aren’t something you would typically reach for in Rust so fewer people know about them; you only really see them in applications for various niche use cases. Usually you can use an arena by pulling in a crate and not using additional unsafe, so there’s no need to be particularly skittish around them in Rust, and it seems like it would be useful knowledge, especially for people coming to Rust from fields where arenas are more common.

Furthermore, there’s a set of really cool lifetime effects involved when implementing self-referential arenas, that I don’t think have been written about before.

I’m mostly writing this to talk about the cool lifetime effects, but I figured it’s worth writing a general introduction that has something for all Rustaceans. If you know what arenas are and just want the cool lifetimes you can skip directly to the section on implementing self-referential arenas. Otherwise, read on.

## What’s an arena?

An arena is essentially a way to group up allocations that are expected to have the same lifetime. Sometimes you need to allocate a bunch of objects for the lifetime of an event, after which they can all be thrown away wholesale. It’s inefficient to call into the system allocator each time, and far more preferable to preallocate a bunch of memory for your objects, cleaning it all up at once once you’re done with them.

Broadly speaking, there are two reasons you might wish to use an arena:

Firstly, your primary goal may be to reduce allocation pressure, as mentioned above. For example, in a game or application, there may be large mishmash of per-frame-tick objects that need to get allocated each frame, and then thrown away. This is extremely common in game development in particular, and allocator pressure is something gamedevs tend to care about. With arenas, it’s easy enough to allocate an arena, fill it up during each frame and clear it out once the frame is over. This has additional benefits of cache locality: you can ensure that most of the per-frame objects (which are likely used more often than other objects) are usually in cache during the frame, since they’ve been allocated adjacently.

Another goal might be that you want to write self referential data, like a complex graph with cycles, that can get cleaned up all at once. For example, when writing compilers, type information will likely need to reference other types and other such data, leading to a complex, potentially cyclic graph of types. Once you’ve computed a type you probably don’t need to throw it away individually, so you can use an arena to store all your computed type information, cleaning the whole thing up at once when you’re at a stage where the types don’t matter anymore. Using this pattern allows your code to not have to worry about whether the self-referential bits get deallocated “early”, it lets you make the assumption that if you have a Ty it lives as long as all the other Tys and can reference them directly.

These two goals are not necessarily disjoint: You may wish to use an arena to achieve both goals simultaneously. But you can also just have an arena that disallows self referential types (but has other nice properties). Later in this post I’m going to implement an arena that allows self-referential types but is not great on allocation pressure, mostly for ease of implementation. Typically if you’re writing an arena for self-referential types you can make it simultaneously reduce allocator pressure, but there can be tradeoffs.

## How can I use an arena in Rust?

Typically to use an arena you can just pull in a crate that implements the right kind of arena. There are two that I know of that I’ll talk about below, though a cursory search of “arena” on crates.io turns up many other promising candidates.

I’ll note that if you just need cyclic graph structures, you don’t have to use an arena, the excellent petgraph crate is often sufficient. slotmap is also useful; it’s a map-like datastructure useful for self-referential data, based on generational indexing.

### Bumpalo

Bumpalo is a fast “bump allocator”, which allows heterogenous contents, and only allows cycles if you do not care about destructors getting run.

use bumpalo::Bump;

// (example slightly modified from bumpalo docs)

// Create a new arena to bump allocate into.
let bump = Bump::new();

// Allocate values into the arena.
let scooter = bump.alloc(Doggo {
cuteness: u64::max_value(),
age: 8,
scritches_required: true,
});

// Happy birthday, Scooter!
scooter.age += 1;


Every call to Bump::alloc() returns a mutable reference to the allocated object. You can allocate different objects, and they can even reference each other1. By default it does not call destructors on its contents; however you can use bumpalo::boxed (or custom allocators on Nightly) to get this behavior. You can similarly use bumpalo::collections to get bumpalo-backed vectors and strings. bumpalo::boxed will not be allowed to participate in cycles.

### typed-arena

typed-arena is an arena allocator that can only store objects of a single type, but it does allow for setting up cyclic references:

// Example from typed-arena docs

use std::cell::Cell;
use typed_arena::Arena;

struct CycleParticipant<'a> {
other: Cell<Option<&'a CycleParticipant<'a>>>,
}

let arena = Arena::new();

let a = arena.alloc(CycleParticipant { other: Cell::new(None) });
let b = arena.alloc(CycleParticipant { other: Cell::new(None) });

// mutate them after the fact to set up a cycle
a.other.set(Some(b));
b.other.set(Some(a));


Unlike bumpalo, typed-arena will always run destructors on its contents when the arena itself goes out of scope2.

## Implementing a self-referential arena

Self referential arenas are interesting because, typically, Rust is very very wary of self-referential data. But arenas let you clearly separate the step of “I don’t care about this object” and “this object can be deleted” in a way that is sufficient to allow self-referential and cyclic types.

It’s pretty rare to need to implement your own arena – bumpalo and typed-arena cover most of the use cases, and if they don’t cover yours you probably can find something that does on crates.io. But if you really need to, or if you’re interested in the nitty-gritty lifetime details, this section is for you.

For people less familiar with lifetimes: the lifetimes in the syntaxes &'a Foo and Foo<'b> mean different things. 'a in &'a Foo is the lifetime of Foo, or, at least the lifetime of this reference to Foo. 'b in Foo<'b> is a lifetime parameter of Foo, and typically means something like “the lifetime of data Foo is allowed to reference”.

The key to implementing an arena Arena with entries typed as Entry is in the following rules:

• Arena and Entry should both have a lifetime parameter: Arena<'arena> and Entry<'arena>
• Arena methods should all receive Arena<'arena> as &'arena self, i.e. their self type is &'arena Arena<'arena>
• Entry should almost always be passed around as &'arena Entry<'arena> (it’s useful to make an alias for this)
• Use interior mutability; &mut self on Arena will make everything stop compiling. If using unsafe for mutability, make sure you have a PhantomData for RefCell<Entry<'arena>> somewhere.

That’s basically it from the lifetime side, the rest is all in figuring what API you want and implementing the backing storage. Armed with the above rules you should be able to make your custom arena work with the guarantees you need without having to understand what’s going on with the underlying lifetimes.

Let’s go through an implementation example, and then dissect why it works.

### Implementation

My crate elsa implements an arena in 100% safe code in one of its examples. This arena does not save on allocations since elsa::FrozenVec requires its contents be behind some indirection, and it’s not generic, but it’s a reasonable way to illustrate how the lifetimes work without getting into the weeds of implementing a really good arena with unsafe.

The example implements an arena of Person<'arena> types, Arena<'arena>. The goal is to implement some kind of directed social graph, which may have cycles.

use elsa::FrozenVec;

struct Arena<'arena> {
people: FrozenVec<Box<Person<'arena>>>,
}


elsa::FrozenVec is an append-only Vec-like abstraction that allows you to call .push() without needing a mutable reference, and is how we’ll be able to implement this arena in safe code.

Each Person<'arena> has a list of people they follow but also keeps track of people who follow them:

struct Person<'arena> {
pub follows: FrozenVec<PersonRef<'arena>>,
pub reverse_follows: FrozenVec<PersonRef<'arena>>,
pub name: &'static str,
}

// following the rule above about references to entry types
type PersonRef<'arena> = &'arena Person<'arena>;


The lifetime 'arena is essentially “the lifetime of the arena itself”. This is where it starts getting weird: typically if your type has a lifetime parameter, the caller gets to pick what goes in there. You don’t get to just say “this is the lifetime of the object itself”, the caller would typically be able to instantiate an Arena<'static> if they wish, or an Arena<'a> for some 'a. But here we’re declaring that 'arena is the lifetime of the arena itself; clearly something fishy is happening here.

Here’s where we actually implement the arena:

impl<'arena> Arena<'arena> {
fn new() -> Arena<'arena> {
Arena {
people: FrozenVec::new(),
}
}

fn add_person(&'arena self, name: &'static str,
follows: Vec<PersonRef<'arena>>) -> PersonRef<'arena> {
let idx = self.people.len();
self.people.push(Box::new(Person {
name,
follows: follows.into(),
reverse_follows: Default::default(),
}));
let me = &self.people[idx];
for friend in &me.follows {
// We're mutating existing arena entries to add references,
// potentially creating cycles!
friend.reverse_follows.push(me)
}
me
}

fn dump(&'arena self) {
// code to print out every Person, their followers, and the people who follow them
}
}


Note the &'arena self in add_person.

A good implementation here would typically separate out code handling the higher level invariant of “if A follows B then B reverse_follows A”, but this is just an example.

And finally, we can use the arena like this:

fn main() {
let arena = Arena::new();
let best_friend = arena.add_person("best friend", vec![lonely]);
let threes_a_crowd = arena.add_person("threes a crowd", vec![lonely, best_friend]);
let _everyone = arena.add_person("follows everyone", vec![rando, threes_a_crowd, lonely, best_friend]);
arena.dump();
}


In this case all of the “mutability” happens in the implementation of the arena itself, but it would be possible for this code to add entries directly to the follows/reverse_follows lists, or Person could have RefCells for other kinds of links, or whatever.

So how does this work? As I said earlier, with such abstractions in Rust, the caller typically has freedom to set the lifetime based on what they do with it. For example, if you have a HashMap<K, &'a str>, the 'a will get set based on the lifetime of what you try to insert.

When you construct the Arena its lifetime parameter is indeed still unconstrained, and we can test this by checking that the following code, which forcibly constrains the lifetime, still compiles.

let arena: Arena<'static> = Arena::new();


But the moment you try to do anything with the arena, this stops working:

let arena: Arena<'static> = Arena::new();

error[E0597]: arena does not live long enough
--> examples/mutable_arena.rs:5:18
|
4  |     let arena: Arena<'static> = Arena::new();
|                -------------- type annotation requires that arena is borrowed for 'static
5  |     let lonely = arena.add_person("lonely", vec![]);
|                  ^^^^^ borrowed value does not live long enough
...
11 | }
| - arena dropped here while still borrowed


The add_person method is somehow suddenly forcing the 'arena parameter of Arena to be set to its own lifetime, constraining it (and making it impossible to force-constrain it to be anything else with type annotations).

What’s going on here is a neat interaction with the &'arena self signature of add_person (i.e. self is &'arena Arena<'self>), and the fact that 'arena in Arena<'arena> is an invariant lifetime.

Usually in your Rust programs, lifetimes are a little bit stretchy-squeezy. The following code compiles just fine:

// ask for two strings *with the same lifetime*
fn take_strings<'a>(x: &'a str, y: &'a str) {}

// string literal with lifetime 'static
let lives_forever = "foo";
// owned string with shorter, local lifetime
let short_lived = String::from("bar");

// still works!
take_strings(lives_forever, &*short_lived);


In this code, Rust is happy to notice that while lives_forever and &*short_lived have different lifetimes, it’s totally acceptable to pretend lives_forever has a shorter lifetime for the duration of the take_strings function. It’s just a reference, a reference valid for a long lifetime is also valid for a shorter lifetime.

The thing is, this stretchy-squeeziness is not the same for all lifetimes! The nomicon chapter on subtyping and variance goes into detail on why this is the case, but a general rule of thumb is that most lifetimes are “squeezy”3 like the one in &'a str above, but if some form of mutability is involved, they are rigid, also known as “invariant”. You can also have “stretchy”4 lifetimes if you’re using function types, but they’re rare.

Our Arena<'arena> is using interior mutability (via the FrozenVec) in a way that makes 'arena invariant.

Let’s look at our two lines of code again. When the compiler sees the first line of the code below, it constructs arena, whose lifetime we’ll call 'a. At this point the type of arena is Arena<'?>, where '? is made up notation for a yet-unconstrained lifetime.

let arena = Arena::new();


Let’s actually rewrite this to be clearer on what the lifetimes are.

let arena = Arena::new(); // type Arena<'?>, lives for 'a

// explicitly write the self that gets constructed when you call add_person
let ref_to_arena = &arena; // type &'a Arena<'?>
let lonely = Arena::add_person(ref_to_arena, "lonely", vec![]);



Remember the second rule I listed earlier?

Arena methods should all receive Arena<'arena> as &'arena self, i.e. their self type is &'arena Arena<'arena>

We followed this rule; the signature of add_person is fn add_person(&'arena self). This means that ref_to_arena is forced to have a lifetime that matches the pattern &'arena Arena<'arena>. Currently its lifetime is &'a Arena<'?>, which means that '? is forced to be the same as 'a, i.e. the lifetime of the arena variable itself. If the lifetime weren’t invariant, the compiler would be able to squeeze other lifetimes to fit, but it is invariant, and the unconstrained lifetime is forced to be exactly one lifetime.

And by this rather subtle sleight of hand we’re able to force the compiler to set the lifetime parameter of Arena<'arena> to the lifetime of its instance.

After this, the rest is pretty straightforward. Arena<'arena> holds entries of type Person<'arena>, which is basically a way of saying “a Person that is allowed to reference items of lifetime 'arena, i.e. items in Arena”. type PersonRef<'arena> = &'arena Person<'arena> is a convenient shorthand for “a reference to a Person that lives in Arena and is allowed to reference objects from it”.

So a thing I’ve not covered so far is how this can be safe in the presence of destructors. If your arena is allowed to have cyclic references, and you write a destructor reading from those cyclic references, whichever participant in the cycle that is deleted later on will have dangling references.

This gets to a really obscure part of Rust, even more obscure than variance. You almost never need to really understand this, beyond “explicit destructors subtly change borrow check behavior”. But it’s useful to know to get a better mental model of what’s going on here.

If we add the following code to our arena example:

impl<'arena> Drop for Person<'arena> {
fn drop(&mut self) {
println!("goodbye {:?}", self.name);
for friend in &self.reverse_follows {
// potentially dangling!
println!("\t\t{}", friend.name);
}
}
}


we actually get this error:

error[E0597]: arena does not live long enough
--> examples/mutable_arena.rs:5:18
|
5  |     let lonely = arena.add_person("lonely", vec![]);
|                  ^^^^^ borrowed value does not live long enough
...
11 | }
| -
| |
| arena dropped here while still borrowed
| borrow might be used here, when arena is dropped and runs the destructor for type Arena<'_>


The presence of destructors subtly changes the behavior of the borrow checker around self-referential lifetimes. The exact rules are tricky and explained in the nomicon, but essentially what happened was that the existence of a custom destructor on Person<'arena> made 'arena in Person (and thus Arena) a lifetime which is “observed during destruction”. This is then taken into account during borrow checking – suddenly the implicit drop() at the end of the scope is known to be able to read 'arena data, and Rust makes the appropriate conclusion that drop() will be able to read things after they’ve been cleaned up, since destruction is itself a mutable operation, and drop() is run interspersed in it.

Of course, a reasonable question to ask is how we can store things like Box and FrozenVec in this arena if destructors aren’t allowed to “wrap” types with 'arena. The reason is that Rust knows that Drop on Box cannot inspect person.follows because Box does not even know what Person is, and has promised to never try and find out. This wouldn’t necessarily be true if we had a random generic type since the destructor can call trait methods (or specialized blanket methods) which do know how to read the contents of Person, but in such a case the subtly changed borrow checker rules would kick in again. The stdlib types and other custom datastructures achieve this with an escape hatch, #[may_dangle] (also known as “the eyepatch”5), which allows you to pinky swear that you won’t be reading from a lifetime or generic parameter in a custom destructor.

This applies to crates like typed-arena as well; if you are creating cycles you will not be able to write custom destructors on the types you put in the arena. You can write custom destructors with typed-arena as long as you refrain from mutating things in ways that can create cycles; so you will not be able to use interior mutability to have one arena entry point to another.

Thanks to Mark Cohen and Nika Layzell for reviewing drafts of this post.

1. But not in a cyclic way; the borrow checker will enforce this!

2. You may wonder how it is safe for destructors to be safely run on cyclic references – after all, the destructor of whichever entry gets destroyed second will be able to read a dangling reference. We’ll cover this later in the post but it has to do with drop check, and specifically that if you attempt to set up cycles, the only explicit destructors allowed on the arena entries themselves will be ones on appropriately marked types.

3. The technical term for this is “covariant lifetime”

4. The technical term for this is “contravariant lifetime”

5. Because you’re claiming the destructor “can’t see” the type or lifetime, see?

# Integrating Rust and C++ in Firefox

Posted by Manish Goregaokar on February 22, 2021 in c++, programming, rust

This post was originally drafted in August 2018, but I never got around to finishing it. As such, parts of its framing (e.g. the focus on bindgen) are outdated, given the relative infancy of the interop space at the time. I was recently told that the post is still useful in this form so I decided to finish and publish it anyway, while attempting to mark outdated things as such when I notice them. Everything after the allocators section was written near the time of publication.

In 2017 I worked on the Stylo project, uplifting Servo’s CSS engine (“style system”) into Firefox’s browser engine (“Gecko”). This involved a lot of gnarly FFI between Servo’s Rust codebase and Firefox’s C++ codebase. There were a lot of challenges in doing this, and I feel like it’s worth sharing things from our experiences.

If you’re interested in Rust integrations, you may find this talk by Katharina on Rust - C++ FFI, and this blog post by Henri on integrating encoding-rs into Firefox useful as well.

## Who is this post for?

So, first off the bat, I’ll mention that when integrating Rust into a C++ codebase, you want to avoid having integrations as tight as Stylo. Don’t do what we did; make your Rust component mostly self-contained so that you just have to maintain something like ten FFI functions for interacting with it. If this is possible to do, you should do it and your life will be much easier. Pick a clean API boundary, define a straightforward API, use cbindgen or bindgen if necessary without any tricks, and you should be good to go.

That said, sometimes you have to have gnarly integrations, and this blog post is for those use cases. These techniques mostly use bindgen in their examples, however you can potentially use them with hand-rolled bindings or another tool as well. If you’re at this level of complexity, however, the potential for mistakes in the hand-rolled bindings is probably not worth it.

Note from 2021: cxx is probably a better tool for many of the use cases here, though many of the techniques still transfer.

## What was involved in Stylo’s FFI?

So, what made Stylo’s FFI so complicated?

It turns out that browsers are quite monolithic. You can split them into vaguely-defined components, but these components are still tightly integrated. If you intend to replace a component, you may need to make a jagged edge of an integration surface.

The style system is more self-contained than other parts, but it’s still quite tightly integrated.

The main job of a “style system” is to take the CSS rules and DOM tree, and run them through “the cascade”1 with an output of “computed styles” tagged on each node in the tree. So, for example, it will take a document like the following:

<style type="text/css">
body {
font-size: 12px;
}
div {
height: 2em;
}
</style>
<body>
<div id="foo"></div>

</body>


and turn it into something like:

• <body> has a font-size of 12px, everything else is the default
• the div #foo has a computed height of 24px 2, everything else is the default. It “inherits” the font-size from <body> as 12px

From a code point of view, this means that Stylo takes in Gecko’s C++ DOM tree. It parses all the CSS, and then runs the cascade on the tree. It stores computed styles on each element in a way that Gecko can read very cheaply.

Style computation can involve some complex steps that require calling back into C++ code. Servo’s style system is multithreaded, but Gecko is mostly designed to work off of a single main thread per process, so we need to deal with this impedence mismatch.

Since the output of Stylo is C++-readable structs, Stylo needs to be able to read and write nontrivial C++ abstractions. Typical FFI involves passing values over a boundary, never to be seen again, however here we’re dealing with persistent state that is accessed by both sides.

To sum up, we have:

• Lots and lots of back-and-forth FFI
• Rust code regularly dealing with nontrivial C++ abstractions
• A need for nontrivial abstractions to be passed over FFI

All of this conspires to make for some really complicated FFI code.

# The actual techniques

I’ll try to structure this so that the more broadly useful (and/or less gnarly) techniques come earlier in the post.

## The basics of bindgen

Bindgen is a tool that generates Rust bindings for structs and functions from the provided C or C++ header files. It’s often used for writing Rust bindings to existing C/C++ libraries, however it’s useful for integrations as well.

To use it for an integration, write a header file containing the functions your Rust code needs (referencing structs from other header files if necessary), and run bindgen on it. For some codebases, doing this once and checking in the generate file suffices, but if your C++ code is going to change a lot, run it as a build dependency instead. Beware that this can adversely impact build times, since your Rust build now has a partial C++ compilation step.

For large C++ codebases, pulling in a single header will likely pull in a lot of stuff. You should allowlist, blocklist, and/or mark things as opaque to reduce the amount of bindings generated. It’s best to go the allowlisting route — give bindgen an allowlisted list of functions / structs to generate bindings for, and it will transitively generate bindings for any dependencies they may have. Sometimes even this will end up generating a lot, it’s sometimes worth finding structs you’re not using and marking them as opaque so that their bindings aren’t necessary. Marking something as opaque replaces it with an array of the appropriate size and alignment, so from the Rust side it’s just some bits you don’t care about and can’t introspect further.

Bindgen does support some C++ features (you may need to pass -x c++). This is pretty good for generating bindings to e.g. templated structs. However, it’s not possible to support all C++ features here, so you may need to blocklist, opaqueify, or use intermediate types if you have some complicated C++ abstractions in the deps. You’ll typically get an error when generating bindings or when compiling the generated bindings, so don’t worry about this unless that happens.

Bindgen is quite configurable. Stylo has a script that consumes a large toml file containing all of the configuration.

## cbindgen

We don’t use cbindgen in Stylo, but it’s used for Webrender. It does the inverse of what bindgen does: given a Rust crate, it generates C headers for its public extern "C" API. It’s also quite configurable.

## cxx

cxx is the cool new hotness in 2021, which kind of approaches the problem from both sides, enabling you to write Rust bindings for C++ and C++ bindings for Rust. It’s definitely worth checking out, a lot of the things that are hard to make work with bindgen are trivial in cxx. For example, it automatically figures out what types need to be opaque, it automatically converts between &T and T* across FFI, and it is overall more targeted for the use case of an FFI layer where Rust and C++ both call each other.

## Bindgen-aided C++ calling Rust

So bindgen helps with creating things for Rust to call and manipulate, but not in the opposite direction. cbindgen can help here, but I’m not sure if it’s advisable to have both bindgen and cbindgen operating near each other on the same codebase.

In Stylo we use a bit of a hack for this. Firstly, all FFI functions defined in C++ that Rust calls are declared in one file, and are all named Gecko_*. Bindgen supports regexes for things like allowlisting, so this naming scheme makes it easy to deal with.

We also declare the FFI functions defined in Rust that C++ calls in another file, named Servo_*. They’re also all defined in one place.

However, there’s nothing ensuring that the signatures match! If we’re not careful, there may be mismatches, causing bad things to happen at link time or runtime. We use a small autogenerated unit test to ensure the validity of the signatures.

This is especially important as we do things like type replacement, and we need tests to ensure that the rug isn’t pulled out from underneath us.

## Type replacing for fun and profit

Using blocklisting in conjunction with the --raw-line/raw_line() flag, one can effectively ask bindgen to “replace” types. Blocklisting asks bindgen not to generate bindings for a type, however bindgen will continue to generate bindings referring to that type if necessary. (Unlike opaque types where bindgen generates an opaque binding for the type and uses it everywhere). --raw-line lets you request bindgen to add a line of raw rust code to the file, and such a line can potentially define or import a new version of the type you blocklisted. Effectively, this lets you replace types.

Bindgen generates unit tests ensuring that the layout of your structs is correct (run them!), so if you accidentally replace a type with something incompatible, you will get warnings at the struct level (functions may not warn).

There are various ways this can be used:

### Safe references across FFI

Note from 2021: cxx does this automatically

Calling into C++ (and accepting data from C++) is unsafe. However, there’s no reason we should have to worry about this more than we have to. For example, it would be nice if accessor FFI functions – functions which take a foreign object and return something from inside it – could use lifetimes. It would be even nicer if nullability were represented on the FFI boundary so that you don’t miss null checks, and can assume non-nullness when the C++ API is okay with it.

In Stylo, we have lots of functions like the following:

RawGeckoNodeBorrowedOrNull Gecko_GetLastChild(RawGeckoNodeBorrowed node);


which bindgen translates to:

extern "C" {
fn Gecko_GetLastChild(x: &RawGeckoNode) -> Option<&RawGeckoNode>;
}


Using the bindgen build script on a provided list of borrow-able types, we’ve told bindgen that:

• FooBorrowedOrNull is actually Option<&Foo>
• FooBorrowed is actually &Foo

Option<&Foo> is represented as a single nullable pointer in Rust, so this is a clean translation. We’re forced to null-check it, but once we do we can safely assume that the reference is valid. Furthermore, due to lifetime elision the actual signature of the FFI function is fn Gecko_GetLastChild<'a>(x: &'a RawGeckoNode) -> Option<&'a RawGeckoNode>, which ensures we won’t let the returned reference outlive the passed reference. Lifetime elision means that we can call C++ functions “safely” with the appropriate lifetime requirements, even though C++ has no such concept!

Note that this is shifting some of the safety invariants to the C++ side: We rely on the C++ to give us valid references, and we rely on it to not have nulls when the type is not marked as nullable. Most C++ codebases internally rely on such invariants for safety anyway, so this isn’t much of a stretch.

We do this on both sides, actually: Many of our Rust-defined extern "C" functions that C++ calls get to be internally-safe because the types let us assume the validity of the pointers obtained from C++.

### Making C++ abstractions Rust-accessible

A very useful thing to do here is to replace various C++ abstractions with Rust versions of them that share semantics. In Gecko, most strings are stored in nsString/nsAString/etc.

We’ve written an nsstring crate that represents layout-compatible nsStrings in a more Rusty way, with Rusty APIs. We then ask bindgen to replace Gecko nsStrings with these.

Usually it’s easier to just write an impl for the bindgen-generated abstraction, however sometimes you must replace it:

• When the abstraction internally does a lot of template stuff not supported by bindgen
• When you want the code for the abstraction to be in a separate crate

## Potential pitfall: Passing C++ classes by-value over FFI

It’s quite tempting to do stuff like

RefPtr<Foo> Servo_Gimme(...);


where you pass complicated classes by-value over FFI (RefPtr is Gecko’s variant of Rc<T>/Arc<T>).

This works on some systems, but is broken on MSVC: The ABI for passing non-POD types through functions is different. The linker usually notices this and complains, but it’s worth avoiding this entirely.

In Stylo we handle this by using some macro-generated intermediate types which are basically the same thing as the original class but without any constructors/destructors/operators. We convert to/from these types immediately before/after the FFI call, and on the Rust side we do similar conversions to Rust-compatible abstractions.

## Sharing abstractions with destructors

If you’re passing ownership of collections or other templated types across FFI, you probably want Rust code to be able to destroy C++ objects, and vice versa.

One way of doing this is to implement Drop on the generated struct. If you have class MyString, you can do:

class MyString {
// ...
~MyString();
}

void MyString_Destroy(*MyString x) {
x->~MyString()
}

impl Drop for bindings::MyString {
fn drop(&mut self) {
// (bindgen only)
bindings::MyString::destruct(self)
// OR
bindings::MyString_Destroy(self)
}
}


The MyString_Destroy isn’t necessary with bindgen – bindgen will generate a MyString::destruct() function for you – but be careful, this will make your generated bindings very platform-specific, so be sure to only do this if running them at build time. In general, when bindgen generates C++ methods, your bindings become platform specific and are best regenerated at build time3.

In Stylo we went down the route of manually defining _Destroy() functions since we started off with checked-in platform-agnostic bindings, however we could probably switch to using destruct() if we want to now.

When it comes to generic types, it’s a bit trickier, since Drop can’t be implemented piecewise on a generic type (you cannot impl Drop for MyVector<Foo>). You have to do something like:

template<typename T>
class MyVector {
// ...
}

// Deallocate buffer, but do not call destructors on elements
void MyVector_Deallocate_Buffer(MyVector<void>* x);

// assume we have an implementation of Iterator for MyVector<T> somewhere

impl<T> Drop for bindings::MyVector<T> {
fn drop(&mut self) {
for v in self.iter_mut() {
// calls the destructor for v, if any
std::ptr::drop_in_place(v)
}
bindings::MyVector_Deallocate_Buffer(self as *mut MyVector<T> as *mut MyVector<c_void>)
}
}



Note that if you forget to add a Drop implementation for T, this will silently forget to clean up the contents of the vector. See the next section for some ways to handle this by creating a “safe” mirror type.

## Mirror types

C++ libraries often have useful templated abstractions, and it’s nice to be able to manipulate them from Rust. Sometimes, it’s possible to just tack on semantics on the Rust side (either by adding an implementation or by doing type replacement), but in some cases this is tricky.

For example, Gecko has RefPtr<T>, which is similar to Rc<T>, except the actual refcounting logic is up to T to implement (it can choose between threadsafe, non-threadsafe, etc), which it does by writing AddRef() and Release() methods.

We mirror this in Rust by having a trait:

/// Trait for all objects that have Addref() and Release
/// methods and can be placed inside RefPtr<T>
pub unsafe trait RefCounted {
/// Bump the reference count.
/// Decrease the reference count.
unsafe fn release(&self);
}

/// A custom RefPtr implementation to take into account Drop semantics and
/// a bit less-painful memory management.
pub struct RefPtr<T: RefCounted> {
ptr: *mut T,
_marker: PhantomData<T>,
}


We implement the RefCounted trait for C++ types that are wrapped in RefPtr which we wish to access through Rust. We have some macros that make this easier to do. We have to have such a trait, because otherwise Rust code wouldn’t know how to manage various C++ types.

However, RefPtr<T> here can’t be the type that ends up being used in bindgen. Rust doesnt let us do things like impl<T: RefCounted> Drop for RefPtr<T> 4, so we can’t effectively make this work with the bindgen generated type unless we write a RefCounted implementation for every refcounted type that shows up in the bindgen output at all – which would be a lot of work.

Instead, we let bindgen generate its own RefPtr<T>, called structs::RefPtr<T> (all the structs that bindgen generates for Gecko go in a structs:: module). structs::RefPtr<T> itself doesn’t have enough semantics to be something we can pass around willy-nilly in Rust code without causing leaks. However, it has some methods that allow for conversion into the “safe” mirror RefPtr<T> (but only if T: RefCounted). So if you need to manipulate a RefPtr<T> in a C++ struct somewhere, you immediately use one of the conversion methods to get a safe version of it first, and then do things to it. Refcounted types that don’t have the RefCounted implementation won’t have conversion methods: they may exist in the data you’re manipulating, however you won’t be able to work with them.

In general, whenever attaching extra semantics to generic bindgen types doesn’t work create a mirror type that’s completely safe to use from Rust, with a trait that gates conversion to the mirror type.

## Potential pitfall: Allocators

If you’re passing heap-managed abstractions across FFI, be careful about which code frees which objects. If your Rust and C++ code don’t share allocators, deallocating memory allocated on the other side can have disastrous consequences.

If you’re building a cdylib or staticlib with Rust (this is likely if you’re linking it with a C++ application), the compiler will by default pick the system allocator (malloc), so if your C++ application also uses the same you’re all set.

On some platforms when building rlibs and binaries, Rust may choose jemalloc instead. It’s also possible that your C++ code uses a different allocator (lots of applications use allocators like jemalloc or tcmalloc, some have their own custom allocators like tor_malloc in Tor).

In such cases you have one of three options:

• Avoid transferring ownership of heap-allocated items, only share things as borrowed references
• Call destructors over FFI, as detailed in the section on destructors above
• Set Rust’s allocator to be the same as documented in the std::alloc module. Basically, can use the #[global_allocator] attribute to select which allocator you wish to use, and if necessary you can implement the GlobalAlloc trait on a custom allocator type that calls into whatever custom allocator C++ is using.

Note from 2021: Most stdlib collections (Vec, for example) now have an optional “custom allocator” parameter that can be used to swap in a different allocator for a specific use site.

## Arcs over FFI: Triomphe

This isn’t really a generalizable technique, but it’s pretty cool and generally instructive, so I’m including it here.

Stylo uses a lot of Arcs. A lot of them. The entire computation of styles makes heavy use of Arc::make_mut’s copy-on-write semantics so that we can build up the style tree in parallel but not have to make unnecessary copies of duplicated/defaulted styles for each element.

Many of these Arcs need to be readable from C++. Rust’s Arc, however, consists of a pointer to an allocation containing a refcount and the data, so if C++ needs to get access to the data it needs to know the layout of the Arc allocation, which we’d rather not do5.

We picked a different route: We created a crate duplicating Arc<T> which behaves almost exactly the same as Arc<T>, but it can be converted to OffsetArc<T> which has its pointer point to the middle of the allocation, where the T begins. To C++, this just looks like a *const T! We were then able to make it work with RefPtr<T> on the C++ side so that C++ can transparently read from the OffsetArc<T>, and only needs to call into Rust if it wishes to clone or drop it.

The external version of this crate can be found in triomphe. It contains a bunch of other goodies that are additionally useful outside of the FFI world, like ArcBorrow which is essentially “&Arc<T> without double indirection”, UniqueArc<T>, a mutable Arc<T> known to be uniquely owned, and ArcUnion<T, U>, which is a space-efficient union of Arc<T> and Arc<U>.

## Other pitfalls

### Transparent

It’s very tempting to wrap C++ types in tuple structs and pass them over FFI. For example, one might imagine that the following is okay:

struct Wrapper(bindings::SomeCppType);

extern "C" {
// C++ signature: SomeCppType get_cpp_type();
fn get_cpp_type() -> Wrapper;
}


This kind of thing is quite useful to get around coherence, or for adding additional semantics to a type.

While there’s basically one obvious way Wrapper can be represented, ABI stuff can be tricky, and Rust’s layout isn’t defined. It is safer to use #[repr(transparent)], which guarantees that Wrapper will have the same representation as the type it contains.

### C enums

Rust supports C-like enums, but there’s a crucial difference between them. In C, it is not undefined behavior for an enum to have an unlisted value. In fact, the following pattern is not uncommon:

enum Flags {
Flag1 = 0b0001,
Flag2 = 0b0010,
Flag3 = 0b0100,
Flag4 = 0b1000;
};


where the enum is actually used for bitflags, and Flag1 | Flag2 and 0 are both valid values for Flags.

This is not the case in Rust. If you are type-replacing C enums with Rust ones, make sure they are #[repr(C)]. The Rust compiler uses invalid enum values as space for packing other information while optimizing types, for example Rust is able to represent Option<Option<... 255 times .. Option<bool>> as a single byte.

If you are working with a C enum that is used for bitflags like above, please use an integer type instead. #[repr(C)] on enums in Rust guarantees layout, but it is still undefined behavior for any enum to take on invalid values.

### ABI concerns

ABIs can be tricky. If you just use bindgen with no special flags, you can be pretty much guaranteed to have an okay ABI, but as you start doing type replacements, stuff can get murkier.

Firstly, make sure you’re not passing owned C++ classes with destructors/etc across FFI boundaries. See above for why. There’s a bunch of subtle stuff here, but you can avoid most of it it if you just don’t pass these things across FFI in an owned way.

Also, try to make sure everything is #[repr(C)] across the boundary. Rust’s improper-ctypes lints will help here.

## Should C++ APIs be unconditionally unsafe?

Before I get into this, I want to reiterate that most of the recommendations in this post are for complex C++-Rust integrations, which are likely to only crop up when attempting to rewrite parts of a large C++ codebase in Rust. Such codebases have unique needs and it’s important to calibrate for that when judging what’s right for them.

I recall when this Chromium post and Steve’s cxx post came out, there was a bunch of discussion about C++ functions not being universally marked unsafe. Essentially, a lot of people are of the opinion that all FFI into C++ (or C) should be unconditionally marked unsafe (and that tools like cxx should follow these rules).

Back then I wrote a Reddit comment about my thoughts on this. It’s a comment that’s the length of a blog post in and of itself so I’m not going to reproduce all of it here, but I’ll try to get the gist. I highly suggest you read it instead of this section.

In short, I would recommend people in large, complex codebases doing heavy C++ interop to generally be okay with marking functions calling into C++ as “safe” provided that function would be considered “safe to call without thinking too much about it” on the C++ side, whatever that means for your codebase.

From my post on “undefined” vs “unsafe”, for Rust I define “safe” as

Basically, in Rust a bit of code is “safe” if it cannot exhibit undefined behavior under all circumstances of that code being used.

C++ doesn’t have a rigid language-level concept of safety that can be applied the same way. Instead, most C++ code follows a similar heuristic:

a bit of code is “safe” if it cannot exhibit undefined behavior under all expected circumstances of that code being used.

This is, perhaps, not as good or useful a heuristic as the one we have for Rust, but it’s still a heuristic that gets used in deciding how careful one needs to be when using various APIs. After all, there are plenty of giant C++ codebases out there, they have got to be able to reason about safety somehow.

When you decide to meld together a C++ and Rust codebase, or start rewriting parts of a C++ codebase in Rust, you have already in essence decided for a large part of the codebase to not exactly follow Rust’s safety rules (but hopefully still be safe). There is little to be gained by making that an explicit part of your FFI boundary. Rather, it is more useful to save unsafe on the FFI boundary for truly unsafe functions which you actually do need to be careful to call.

unsafe is useful for finding potential sources of badness in your codebase. For a tightly-integrated Rust/C++ codebase it’s already well known that the C++-side is introducing badness, marking every simple C++ getter as unsafe will lead to alarm fatigue and make it harder to find the real problems.

It’s worth figuring out where this boundary lies for you. Tools like cxx make it straightforward to call C++ functions through a safe interface, and it’s valuable to make use of that support.

Again, before going down this route it’s worth wondering if you really need tight Rust-C++ integration. When possible, it’s always better to pick a small, well-defined API boundary, rather than Stylo-esque tight integration with shared objects and a highly criscrossed callgraph.

These days cxx is probably the most complete tool for such integrations. bindgen and cbindgen are still quite good, but cxx is C++-first, with a lot more magic, and generally seems to Just Work without too much configuration.

autocxx is a cool concept by Adrian Taylor which melds bindgen and cxx to make something even more magical. It’s currently experimental, but I’m going to be watching it with interest.

Overall the field of Rust and C++ integration is at a stage where it’s mature enough for integrations to be possible without too much effort, but there are still tons of ways things could be improved and I’m super excited to see that happen as more people work on such integrations!

Thanks to Adam Perry, Adrian Taylor, katie martin, Nika Layzell, and Tyler Mandry for reviewing drafts of this post

1. The cascade in “Cascading Style Sheets” is the process used to take all the potential rules which could apply to an element and find the “most applicable” one that gets actually used.

2. The em unit is font-size-relative, so 2em with a font-size of 12px is computed to 2 * 12 = 24px

3. C++ name mangling is not standardized, so any function with the C++ ABI will generate a #[link_name = "_Z1foobarbaz"] attribute on the Rust side, and the exact string used here will differ across compiler implementations and platforms. Since GCC and Clang follow the same scheme, most people will encounter this problem when their code doesn’t work on Windows due to MSVC using a different scheme.

4. Drop impls are restricted in a bunch of ways for safety, in particular you cannot write impl<T: RefCounted> Drop for RefPtr<T> unless RefPtr is defined as RefPtr<T: RefCounted>. It’s not possible to have a generic type that has an impl of Drop for only some possible instantiations of its generics.

5. Rust’s standard library does not typically guarantee anything about the layout of its types, and furthermore, Rust does not make many guarantees about the stability of most types without a #[repr] attribute. This would work, but it would be brittle and prone to breakage.

# On Voting Systems

Posted by Manish Goregaokar on October 09, 2019 in elections, politics, programming

Election season is starting up again, and as with many other topics I’m seeing a lot of overconfident takes from people in tech wanting to “solve” how voting works with naïve techy solutions. Hell, even a presidential candidate seems to have proposed an extremely uninformed plan for “fixing” voting using blockchain technology.

Last year I wrote a thread on Twitter covering some of the essential properties good voting systems uphold as well as how they prevent fraud. It was through the lens of Alameda County’s voting system, where I’ve volunteered as a poll worker in the past (and intend to do again). I’ve been meaning to write down the contents of that thread in blog form for a while, and now seemed like a good opportunity to do it.

I’ll be explaining more about most of these properties later, but ideally, a good voting system should uphold:

• Secret ballot: Nobody, not even you, can verify who you voted for after you’re out of the polling place, to prevent vote-buying and coercion.
• Auditable paper trail: We should be able to audit the election. Paper trails are usually the most robust way to enable effective audits.
• Obviousness: It should be relatively obvious what individuals should be doing when they need to mark their ballots. A system that you can easily “mess up” with is a bad system.
• Accessibility: It should not exclude individuals with disabilities from being able to vote.

## How voting works in Alameda County

I’ll first go over how voting in my county works. The system isn’t perfect, but it’s pretty good, and it’s a good springboard for understanding how voting systems in general can work. There’s a poll worker guide you can refer to if you’re really interested in all the specifics.

Broadly speaking, there are four ways to vote:

• By mail
• In person at certain government offices, before election day (“early voting”)
• In person on election day at a polling place
• Provisionally, in person on election day at a polling place

Voting by mail is pretty straightforward: When you register you can choose to vote by mail (or you can choose to do so online after the fact). You get a ballot in the mail, along with a special envelope. You fill in the ballot at your leisure, stick it in the envelope, write your name/address on the envelope, sign it, and mail it back. There are also convenient ballot dropboxes all over the place in case you’re a millenial like me and don’t want to figure out how to buy stamps1.

If you’re voting by mail you can also show up at any polling place on the day of the election and drop off your ballots in a sealed bin. At the polling place I helped run roughly half of the people coming in were just there to drop off their vote by mail ballots!

Voting by mail is by far the easiest option here. Sadly not all counties support it2. In some states this is even the default option.

As I understand it, voting in person at designated government offices3 is pretty much the same as voting in person at a polling place, it’s just run by government employees instead of volunteers and open for a few weeks before election day.

### In person voting

If you’ve chosen to vote in person, you are supposed to turn up at your assigned polling place (you get your assignment in the mail along with other voter info booklets).

There’s a copy of the list of people assigned to the polling place posted outside, and another with the poll workers inside. When you tell your name to the poll workers, they cross your name off the list, and you have to sign your name next to it4.

• If your name isn’t on the list, the poll workers will try and find your assigned precinct and inform you that you can go there instead, but you can still choose to vote provisionally at the existing precinct.
• If your name isn’t on the list of all voters (perhaps you registered very late, or were unable to register), you can also vote provisionally.
• If your name is on the list but marked as voting-by-mail (and you want to vote in person), you can vote normally only if you surrender your mail ballot (which poll workers will mark as spoiled and put in a separate pouch).
• If you lost/didn’t receive your ballot, you can always vote provisionally.

When you are voting normally, signing your name on the list fraudulently is illegal.

If it is your first time voting, you need to show some form of ID, but it doesn’t need to be photo ID and even a utility bill is fine.

Once you’re done signing, you’ll be given your ballot cards and a privacy sleeve folder so you can carry your filled ballots around. Because this is California and there are tons of local and state measures, we had 4 (!!) ballot cards, six sides to fill in5. Usually a poll worker will also detach the ballot stubs in front of you and hand them to you to keep. You can use these to check the status (but not the contents!) of your ballot online.

You take your cards to a voting booth, fill them in, and come back. A poll worker will then help you feed your ballot cards into a scanner machine. This machine will reject cards with any problems — which you can fix, rerequesting new ballot cards if necessary, but you then have to spoil and return the old ballot card.

The machine keeps an externally-visible tally of the number of ballots submitted, and an internal tally of all the votes made, ignoring write-ins. It also internally stores ballot cards in one of two bins (depending on write-ins). These bins are verified to be empty when polls open, and are inaccessible till polls close.

It’s important to note that the scanner is not a load-bearing component of the system: It could be replaced with a locked bin with a slot, and the system would still work. The scanner enables one to get preliminary results for the precinct, and provides a way to double-check results.

And that’s it! You’ll be given an I Voted sticker, and you can go home!

### Using a voting machine

In case you think you will have trouble filling out a ballot card in pen (e.g. if your vision is heavily impared), there’s an alternate way to vote that doesn’t involve a pen. Instead, we have a machine which has a touchscreen and an audio unit, which prompts the voter for their selection for each ballot item on the touchscreen or audio unit. When they’re done, the machine will print out a “receipt” listing their choices inside a sealed box with a glass window, so they can verify that their vote was recorded correctly6. Once they’re done the sealed box will scroll the “receipt” out of view so that the next voter can’t see it.

The sealed box is called a Voter-Verified Paper Trail box: the election runners no longer need to trust the machine’s internal memory, they can trust the paper trail inside the box (which, while produced by a potentially-untrustworthy machine, was verified by the voters), and the machine’s internal memory is simply a way to double-check (and get fast preliminary results).

### Provisional voting

There are many, many situations in which you may not be able to vote normally. Perhaps you showed up at the wrong precinct but don’t have time to go to the right one. Perhaps you were signed up for vote-by-mail but didn’t receive (or lost) your ballot. Perhaps you recently moved into the county and weren’t able to register in time. Perhaps you were a first-time in-person voter and didn’t have some form of ID.

In such a case you can always vote provisionally. The beauty of this system is that it removes most liability from poll workers: we don’t have any reason to turn people away from the polls, all we can do is refuse to let people vote normally (and instead vote provisionally) in the case of any inconsistencies. This is not to say that malicious poll workers can’t turn people away; it’s illegal but it happens. But well-meaning poll workers cannot, by accident, disenfranchise a voter because we are always allowed to give them a provisional ballot, and that’s an easy rule to follow.

With provisional voting, the voters are given the same ballot cards, but they’re also given an envelope with a form on it. This envelope is equivalent to a voter registration form, (re)registering them in their appropriate county/district7. They vote on the ballot cards normally, but instead of submitting the ballots to the scanner, they put them in the envelope, which goes into a sealed bin8. You’re also given a number you can call to check the status of your ballot.

When you vote provisionally, the registrar of voters will manually process your envelope, remaking your ballot on the right set of cards if necessary, and feeding them into a scanner machine.

### Integrity checks

Underlying this system is a bevy of integrity checks. There’s an intricate seal system, with numbered seals of varying colors. Some are to be added and never removed, some are to be removed after checking the number, some are never supposed to be touched, some are added at the beginning of the day and removed at the end of the day.

For example, during setup we check that the bins in the scanner are empty, and seal it with a numbered seal. This number is noted down on a form, along with some numbers from the scanner/touchscreen display. The first person to vote is asked to verify all this, and signs the form along with the poll workers.

Election officials drop in multiple times during the day, and may check these numbers. At the end of the day, the numbers of all seals used, and any physical seals that were removed are sent back along with all the ballots.

Various ballot counts are also kept track of. We keep track of the number of provisional ballots, the number of submitted regular ballots (also kept track by the scanner), the number of ballot cards used, and the number of unused ballots left over. Everything needs to match up at the end of the day, and all unused ballots are sent back. These counts are also noted down.

Poll watchers are allowed to be around for most of this, though I think they’re not allowed to touch anything. I think poll watchers are also allowed to be around when the actual ballots are being counted by election officials.

### Immediate local results

As mentioned before, the scanner isn’t a crucial part of the system, but if it happens to be working it can be used to get immediate local results. At the end of the day, the scanner prints out a bunch of stuff, including vote totals for races which got more than N votes (N=20, IIRC), so you get immediate results for your precinct. This printout is supposed to be taped to the polling place doors for everyone to see, and presumably the registrar of voters uses the copy submitted to them to publish quick preliminary results.

Using paper ballots doesn’t mean that we have to give up all the benefits of computers doing some of the work for us! We can still use computers to get fast results, without relying on them for the integrity of the system.

## Properties of this voting system

This system has some crucial properties.

### Secret ballot

It’s well known that nobody is supposed to be able to see who you voted for. But a crucial part of this system is that, once you submit your ballots, you can’t see who you voted for either. Of course, you probably can remember, but you have no proof. On the face of it this sounds like a bad property — wouldn’t it be nicer if people could verify that their vote was counted correctly?

The problem is that if I can verify that my vote was counted correctly, someone else can coerce me into doing this in front of them to ensure I voted a certain way. Any system that gives me the ability to verify my vote gives people who have power over me (or just people who want to buy my vote) the same ability.

Provisional voting doesn’t quite have this property, but it’s supposed to be for edge cases. Vote by mail trades off some of this property for convenience; people can now see who you voted for while you’re voting (and the people you live with can fradulently vote on your behalf, too).

### Conservation of ballots (Auditable paper trail)

The total number of ballots in the system is roughly conserved and kept track of. If you’re registered to vote by mail, you cannot request a normal ballot without surrendering your vote by mail ballot and envelope (which we mark as spoiled and put in a separate pouch). If you re-request a ballot card because you made a mistake, the old card needs to be similarly spoiled and put away separately. It’s one set of ballot cards per voter, and almost all potential aberrations in this property result in a provisional vote9. Even provisional votes are converted to normal ballot cards in the end.

Eventually, there will be a giant roomful of ballots that cannot be traced back to their individual voters, but it can still be traced back to the entirety of the voters — it’s hard to put a ballot into the system without a corresponding voter. This is perfect — the ballots can be hand-counted, but they can’t be individually corellated with their respective voters.

You don’t even need to recount the entire set of ballots to perform an audit, risk limiting audits are quite effective and much more efficient to carry out.

### Paper ballots

The fact that they can (and should) be hand counted is itself an important property. Hand counting of ballots can be independently verified in ways that can’t be done for software. Despite not being able to trace a ballot back to its voter, there still is a paper trail of integrity for the ballots as a bulk unit.

This property leads to [software independance]: while we may use software in the process, it’s not possible for a bug in the software to cause an undetectable error in the final vote counts.

### Obviousness

Figuring out what to do in the voting booth isn’t hard. You’re allowed to request assistance, but you’ll rarely have to. There are systems (like the scanner’s error checking) that are designed to ensure you don’t mess up, but the system is quite sound even without them; they just provide an additional buffer.

Compare this with the problems some Texas voting machines had last midterm. The machines were somewhat buggy, but, crucially, there was an opaque right and wrong way to use them, and some voters accidentally used it the wrong way, and then didn’t check the final page before submitting. This kind of thing should never happen in a good voting system.

It’s really important that the system is intuitive and hard to make mistakes in.

## Fraud prevention

So, how is this robust against fraud?

Firstly, voter fraud isn’t a major problem in the US, and it’s often used as an excuse to propagate voter suppression tactics, which are a major problem here.

But even then, we probably want our system to be robust against fraud.

Let’s see how an individual might thwart this system. They could vote multiple times, under assumed identites. This doesn’t scale well and isn’t really worth it: to influence an election you’d need to do this many times, or have many individuals do it a couple times, and the chance of getting caught (e.g., the people who you are voting as may come by and try to vote later, throwing up a flag) and investigated scales exponentially with the number of votes. That’s not worth it at all.

Maybe poll workers could do something malicious. Poll worker manipulation would largely exist in the form of submitting extra ballots. But that’s hard because the ballot counts need to match the list of voters. So you have the same problem as individual voters committing fraud: if the actual voter shows up, they’ll notice. Poll workers could wait till the end of the day to do this, but then to make any kind of difference you’d have to do a bulk scan of ballots, and that’s very noticeable. Poll workers would have to collude to make anything like this work, and poll watchers (and government staff) may be present.

Poll workers can also discard ballots to influence an election. But you can’t do this in front of the voters, and the receptacles with non-defaced ballots are all sealed so you can’t do this when nobody is watching without having to re-seal (which means you need a new numbered seal, which the election office will notice). The scanner’s inner receptacle is opened at the end of the day but you can’t tamper with that without messing up the various counts.

Election officials have access to giant piles of ballots and could mess with things there, but I suspect poll watchers are present during the ballot sorting and counting process, and again, it’s hard to tamper with anything without messing up the various counts.

Overall, this system is pretty robust. It’s important to note that fraud prevention is achieved by more social means, not technical means: there are seals, counts, and various properties of the system, but no computers involved in any crucial roles.

## Techy solutions for voting

In general, amongst the three properties of “secret ballot”, “obviousness”, and “auditable paper trail”, computer-based voting systems almost always fail at one, and usually fail at two.

A lot of naïve tech solutions for voting are explicitly designed to not have the secret ballot property: they are instead designed specifically to let voters check that what their vote was counted as after the election. As mentioned earlier, this is a problem for vote-buying and coercion.

It’s theoretically possible to have a system where you can ensure your ballot, specifically, was correctly counted after the election, without losing the secret ballot property: ThreeBallot is a cool example of such a system, though it fails the “obviousness” property.

Most systems end up not having an auditable paper trail since they rely on machines to record votes. This is vulnerable to bugs in the machine: you end up having to trust the output of the machine. Buggy/vulnerable voting machines are so common that every year at DEFCON people get together to hack the latest voting machines, and typically succeed.

Voting machines can still produce a paper trail: Voter-Verified Paper Trail systems partially succeed in doing this. They’re not as good with maintaining the “conservation of ballots” property that makes tampering much harder, and they’re not as good on the “obviousness” part since people need to check the VVPAT box for what their vote was recorded as.

Ballot-Marking devices are a bit better at this: These still produce paper ballots, it’s just that the ballot is marked by the machine on your behalf. There’s still a bit of an “obviousness” fail in that people may not double check the marked ballot, but at least there’s a nice paper trail with ballot conservation! Of course, these only work if the produced ballot is easily human-readable.

It’s not impossible to design good voting systems that rely on technology, but it’s hard to maintain the same properties you can with paper ballots. If you want to try, please keep the properties listed above in mind.

### Blockchain?

Every now and then people will suggest using blockchains for voting. This is a pretty large design space, but …. most of these proposals are extremely naïve and achieve very little.

For one, most of them are of the category that lose the “secret ballot” property, instead producing some kind of identifier you’re able to check in some published blockchain. This lets you see what your vote was after the election, and as I’ve covered already that’s not a good thing.

Even if this process only lets you verify that your vote was counted (but not what it was), it typically involves some understanding of cryptography to spot-check the validity of the machine output (e.g. you need to verify that some hash is the hash of your actual vote or something). This fails the obviousness property.

Blockchains don’t really bring much to the table here. They’re decent for byzantine fault tolerance in a space without a central authority, but elections do have some form of central authority and we’re not getting rid of that. The anonymity properties of blockchains can usually be achieved without blockchains for things like elections.

There are some kinds of cryptography that can be useful for auditability — zero knowledge proofs and homomorphic encryption come to mind — but you don’t need blockchains to use these, and using these still requires some form of technology as a key part of the voting system and this makes other properties of the system harder to achieve.

## Become a poll worker!

It’s still a bit early for the next election, but I highly recommend you volunteer to be a poll worker for your county if you can!

It’s really fun, you get to learn about the inner workings of voting systems, and you get to meet a lot of people!

Thanks to Nika Layzell, Sunjay Varma, Jane Lusby, and Arshia Mufti for providing feedback on drafts of this blog post.

1. Last year they required postage, but I they’ve changed that with a law this year. Yay!

2. Ostensibly because of fears of voter fraud, but they’re largely unfounded — in practice this just reduces turnout

3. I think for Alameda county the only such office is the Registrar of Voters in Oakland

4. The crossing-off and signing lists are different, but this isn’t too important.

5. I remember one particularly curmudgeonly voter loudly grumbling about all the propositions as they were voting. One doesn’t “vote” in California, one fills out social studies homework.

6. I don’t quite recall how the verifiability works for people using the audio unit, they may be allowed to ask someone else to verify for them?

7. If you vote in a different precinct, or worse, a different county, the ballot cards may not contain all the same races, so voting provisionally from the wrong district means that you only get to vote for the races common to both ballot cards.

8. It’s imperative that these do not go into the scanner (since that operation cannot be undone), and to prevent this poll workers are instructed to not give provisional voters a secrecy sleeve as the envelope acts as a secrecy sleeve. Whoever is supervising the scanner will only allow people with secrecy sleeves to slip their ballots into the scanner.

9. The exception is using the touchscreen machine, where you get to vote without using up a ballot card on voting day. However, tallies for the machine are kept separately, and I think these too are eventually turned into normal ballot cards.

# Rust Governance: Scaling Empathy

Posted by Manish Goregaokar on February 04, 2019 in programming, rust

There’s been a lot of talk about improving Rust’s governance model lately. As we decompress from last year’s hectic edition work, we’re slowly starting to look at all the bits of debt we accumulated, and organizational debt is high on that list.

I’ve been talking in private with people about a bunch of these things for quite a while now, and I felt it worthwhile to write down as much of my thoughts as I can before the Rust All Hands in Berlin this week.

In the interest of brevity1 I’m going to assume the reader is roughly familiar with most of the stuff that’s happened with the Rust community in the past few years. I’m probably going to omit concrete examples of incidents, both to avoid mischaracterizing individual actions (as with most such analyses, I wish to talk in more general terms about trends), and also just because it would take me forever to write this if I were to supply all the layers of context. If you feel something is inaccurate, please let me know.

This blog post is probably going to reach the eyes of non-Rust-community members. You’re welcome to read it, but please accept my apologies in advance if it doesn’t make any sense. This is something that I initially planned to circulate as a private post (writing for a general audience is hard), but I felt this would be more widely useful. However due to time constraints I haven’t had time to edit it to make it acceptable to a wider audience.

## The symptoms

Before I actually get into it, I’d like to carefully delineate what the problem is that I’m talking about. Or more accurately, the symptoms I am talking about — as I’ll explain soon I feel like these are not the actual problem but symptoms of a more general problem.

Basically, as time has gone by our decisionmaking process has become more and more arduous, both for community members and the teams. Folks have to deal with:

• The same arguments getting brought up over and over again
• Derailing
• Not feeling heard
• Just getting exhausted by all the stuff that’s going on

The RFC process is the primary exhibitor of these symptoms, but semi-official consensus-building threads on internals.rust-lang.org have similar problems.

Aaron has written some extremely empathetic blog posts about a bunch of these problems, starting with concrete examples and ending with a takeaway of a bunch of values for us to apply as well as thoughts on what our next steps can be. I highly recommend you read them if you haven’t already.

Fundamentally I consider our problems to be social problems, not technical ones. In my opinion, technical solutions like changing the discussion forum format may be necessary but are not sufficient for fixing this.

## The scaling problem

I contend that all of these issues are symptoms of an underlying scaling issue, but also a failure of how our moderation works.

The scaling issue is somewhat straightforward. Such forum discussions are inherently N-to-N discussions. When you leave a comment, you’re leaving a comment for everyone to read and interpret, and this is hard to get right. It’s much easier to have one-on-one discussions because it’s easy to build a shared vocabulary and avoid misunderstandings; any misunderstandings can often be quickly detected and corrected.

I find that most unpleasant technical arguments stem from an unenumerated mismatch of assumptions, or sometimes what I call a mismatch of axioms (i.e. when there is fundamental conflict between core beliefs). A mismatch of assumptions, if identified, can be resolved, leading to an amicable conclusion. Mismatches of axioms are harder to resolve, however recognizing them can take most of the vitriol out of an argument, because both parties will understand each other, even if they don’t agree. In such situations the end result may leave one or both parties unhappy, but rarely angry. (It’s also not necessary that axiom mismatches leave people unhappy, embracing positive sum thinking helps us come to mutually beneficial conclusions)

All of these mismatches are easy to identify in one-on-one discussions, because it’s easy to switch gears to the meta discussion for a bit.

One-on-one discussions are pleasant. They foster empathy.

N-to-N discussions are not. It’s harder to converge on this shared vocabulary amongst N other people. It’s harder to identify these mismatches, partly because it’s hard to switch into the meta-mode of a discussion at all, but also because there’s a lot going on. It’s harder to build empathy.

As we’ve grown, discussion complexity has grown quadratically, and we’re not really attempting to relinearize them.

### Hanabi and parallel universes

I quite enjoy the game of Hanabi. It’s a game of information and trust, and I find it extremely fun, especially with the right group.

Hanabi is a cooperative game. You can see everyone’s cards (or tiles) but your own, and information-sharing is severely restricted. The goal is to play the right cards in the right order to collectively win. The gimmick is to share additional information through the side-channel of the choice of move you make.

A very common occurrence in this game is that people start making plans in their mind. You typically have a decent understanding of what information everyone has, and you can use this to make predictions as to what everyone’s moves will be. With this in mind, you can attempt to “set up” situations where the game progresses rapidly in a short period of time. This is somewhat necessary for the game to work, but a common pitfall is for these plans to be extremely elaborate, leading to frustration as the game doesn’t actually play out as planned.

The core issue behind this is forgetting that you actually can’t see the entire game state, since your own cards are hidden. It’s not just you who has plans — everyone does! And each of those plans is incomplete since they’re missing a piece of the picture, just as you are.

In Hanabi it’s very easy to forget that you’re missing a piece of the picture — in competitive card games you mostly can’t see the game state since everyone else’s cards are hidden. But in Hanabi you can see most of the cards and it’s easy to forget that your own four cards are hidden from you.

So what ends up happening is that due to incomplete information, everyone is operating in their own little parallel universe, occasionally getting frustrated when it becomes clear that other players are not operating in the same universe. As long as you recognize the existence of these parallel universes beforehand you’re fine, but if you don’t you will be frustrated.

This is largely true of N-to-N discussions as well. Because most of what’s being said makes sense to an individual in a particular way, it’s very easy for them to forget that other people may not share your assumptions and thus may be on a different page. Every time someone leaves a comment, different people may interpret it differently, “forking” the common understanding of the state of the discussion into multiple parallel universes. Eventually there are enough parallel universes that everyone’s talking past each other.

One thing I often prefer doing in such cases is to have a one on one discussion with people who disagree with me — typically the shared understanding that is the end result of such discussions is super useful and can be brought back to the discussion as something that all participants interpret the same way. I’m not consistent in doing this — in the midst of a heated argument it’s easy to get too wrapped up in the argument to think about getting results and I’ve certainly had my time arguing instead of resolving — but overall whenever I’ve chosen to do this it’s been a useful policy.

This is a good example of how relinearization and communication can help move N-to-N discussions along. Operating in different parallel universes is kind of the point of Hanabi, but it’s not the point of having a technical discussion.

## The moderation problem

In a technical discussion, broadly speaking, I find that there are three kinds of comments disagreeing with you:

• Constructive: Comments which disagree with you constructively. We’re glad these exist, disagreement can hurt but is necessary for us to collaboratively reach the best outcomes.
• Disruptive: Comments which may be written in good faith but end up being disruptive. For example, this includes people who don’t read enough of the discussion and end up rehashing the same points. It also includes taking discussions off topic. These kinds of things are problematic but not covered by the code of conduct.
• Abrasive: Comments which are rude/abrasive. These are covered by the code of conduct. The mod team tries to handle these.

(For a long time I and Aaron had a shared vocabulary of “Type A, B, C” for these, mostly because I’m often unimaginative when it comes to such things, thanks to Mark for coming up with, better, descriptive titles)

Note that while I’m talking about “disruptive” comments it’s not a judgement on the intent of the participants, but rather a judgement on the harm it has caused.

The second category – disruptive comments – are the thing we’re currently unable to handle well. They snowball pretty badly too — as more and more of these collect, more and more people get frustrated and in turn leave comments that cause further disruption. As the discussion progresses into more and more “parallel universes” it also just becomes easier for a comment to be disruptive.

The Rust moderation team operates mostly passively, we simply don’t have the scale2 to watch for and nip these things in the bud. Active moderation requires a degree of involvement we cannot provide. So while the best response would be to work with participants and resolve issues early as we see them crop up, we typically get pulled in at a point where some participants are already causing harm, and our response has to be more severe. It’s a bit of a catch-22: it’s not exactly our job to deal with this stuff3, but by the time it becomes our job (or even, by the time we notice), most acceptable actions for us to take are extremely suboptimal. The problem with passive moderation is that it’s largely reactive — it’s harder to proactively nudge the discussion in the right direction when you don’t even notice what’s going on until it’s too late. This is largely okay for dealing with bad-faith actors (the main goal of the mod team); it’s hard to prevent someone from deciding to harass someone else. But for dealing with disruptive buildups, we kind of need something different.

## Participation guidelines

Part of the solution here is recognizing that spaces for official discussion are different from community hangout spaces. Our code of conduct attempts to handle abrasive behavior, which can disrupt discussions anywhere, but the comments that can disrupt consensus building in official discussions aren’t really covered. Nor are the repercussions of code of conduct violations really appropriate for such disruptive comments anyway.

A proposal I’ve circulated in the past is to have a notion of participation guidelines. Discussions in team spaces (RFCs, pre-RFCs, discord/zulip/IRC channels during team meetings) follow a set of rules set forth by the individual teams. It might be worth having a base set of participation guidelines defined by the core team. Something like the following is a very rough strawman:

• Don’t have irrelevant discussions during team meetings on Discord/IRC/Zulip
• Don’t take threads off topic
• Don’t rehash discussions

We ask people to read these before participating, but also breaking these rules isn’t considered serious, it just triggers a conversation (and maybe the hiding/deletion of a comment). If someone repeatedly breaks these rules they may be asked to not participate in a given thread anymore. The primary goal here is to empower team members to better deal with disruptive comments by giving them a formalized framework. Having codified rules helps team members confidently deal with such situations without having to worry as much about drawing direct ire from affected community members.

A base participation guidelines document can also be a value statement, not just a set of rules but also set of values. These values can be things like:

• “We explicitly value high empathy interactions”
• “How everyone is feeling is everyone’s business”

(h/t Adam for the articulate wording here)

Having such words written somewhere — both the high level values we expect people to hold, and the individual behaviors we expect people to exhibit (or not exhibit) — is really valuable in and of itself, even if not enforced. The value of such documents is not that everyone reads them before participating — most don’t — but they serve as a good starting point for people interested in learning how to best conduct themselves, as well as an easy place to point people to where they’re having trouble doing so.

On its own, I find that this is a powerful framework but may not achieve the goal of improving the situation. I recently realized that this actually couples really well with a different idea I’ve been talking about for quite a while now, the idea of having facilitators:

## Facilitators

A common conflict I see occurring is that in many cases it’s a team’s job to think about and opine on a technical decision, but it’s also the team’s job to shepherd the discussion for that decision. This often works out great, but it also leads to people just feeling unheard. It kinda hurts when someone who has just strongly disagreed with you goes on to summarize the state of the discussion in a way that you feel you’ve been unfairly represented. The natural response to that for most people isn’t to work with that person and try to be properly represented, it’s to just get angry, leading to less empathy over time.

By design, Rust team members are partisan. The teams exist to build well-informed, carefully crafted opinions, and present them to the community. They also exist to make final decisions based on the results of a consensusbuilding discussion, which can involve picking sides. This is fine, there is always going to be some degree of partisanship amongst decisionmakers, or decisions would not get made.

Having team members also facilitate discussions is somewhat at odds with all of this. Furthermore, I feel like they don’t have enough bandwidth to do this well anyway. Some teams do have a concept of “sheriffs”, but this is more of an onramp to full team membership and the role of a sheriff is largely the same as the role of a team member, just without a binding vote.

I feel like it would be useful to have a group of (per-team?) facilitators to help with this. Facilitators are people who are interested in seeing progress happening, and largely don’t have much of an opinion on a given discussion, or are able to set aside this opinion in the interest of moving a discussion forward. They operate largely at the meta level of the discussion. Actions they may take are:

• Summarizing the discussion every now and then
• Calling out one sided discussions
• Encouraging one-on-one tangents to be discussed elsewhere (perhaps creating a space for them, like an issue)
• Calling out specific people to do a thing that helps move the discussion forward. For example, something like “hey @Manishearth, I noticed you’ve been vocal in arguing that Rust should switch to whitespace-sensitive syntax, could you summarize all the arguments made by people on your side?” would help.
• Reinforcing positive behavior
• Occasionally pinging participants privately to help them improve their comments
• Attempting to identify the root cause of a disagreement, or empowering people to work together to identify this. This one is important but tricky. I’ve often enjoyed doing it — noticing the core axiomatic disagreement at play and spelling it out is a great feeling. But I’ve also found that it’s incredibly hard to do when you’re emotionally involved, and I’ve often needed a nudge from someone else to get there.

At a high level, the job of the facilitators is to:

• help foster empathy between participants
• help linearize complex discussions
• nudge towards cooperative behavior, away from adversarial behavior. Get people playing not to win, but to win-win.

It’s important to note that facilitators don’t make decisions — the team does. In fact, they almost completely avoid making technical points, they instead keep their comments largely at the meta level, perhaps occasionally making factual corrections.

The teams could do most of this themselves4, but as I’ve mentioned before it’s harder for others to not perceive all of your actions as partisan when some of them are. Furthermore, it can come off as patronizing at times.

This is also something the moderation team could do, however it’s much harder to scale the moderation team this way. Given that the moderation team deals with harassment and stuff like that, we need to be careful about how we build it up. On the other hand facilitating discussions is largely a public task, and the stakes aren’t as high: screwups can get noticed, and they don’t cause much harm. As a fundamentally proactive moderation effort, most actions taken will be to nudge things in a positive direction; getting this wrong usually just means that the status quo is maintained, not that harm is caused. Also, from talking to people it seems that while very few people want to be involved in moderating Rust, this notion of facilitating sounds much more fun and rewarding (I’d love to hear from people who would like to help).

And to me, this pairs really well with the idea of participation guidelines: teams can write down how they want discussions to take place on their venues, and facilitators can help ensure this works out. It’s good to look at the participation guidelines less as a set of rules and more as an aspiration for how we conduct ourselves, with the facilitators as a means to achieving that goal.

There are a lot of specifics we can twiddle with this proposal. For example, we can have a per-team group of appointed facilitators (with no overlap with the team), and for a given discussion one facilitator is picked (if they don’t have time or feel like they have strong opinions, try someone else). But there’s also no strong need for there to be such a group, facilitators can be picked as a discussion is starting, too. I don’t expect most discussions to need facilitators, so this is mostly reserved for discussions we expect will get heated, or discussions that have started to get heated. I’m not really going to spend time analysing these specifics; I have opinions but I’d rather have us figure out if we want to do something like this and how before getting into the weeds.

## Prospective outcomes

The real goal here is to bootstrap better empathy within the community. In an ideal world we don’t need facilitators, instead everyone is able to facilitate well. The explicitly non-partisan nature of facilitators is useful, but if everyone was able to operate in this manner it would largely be unnecessary. But as with any organization, being able to horizontally scale specific skills is really tricky without specialization.

I suspect that in the process of building up such a team of facilitators, we will also end up building a set of resources that can help others learn to act the same way, and eventually overall improve how empathetic our community is.

The concept of facilitators directly addresses the moderation problem, but it also handles the scaling problem pretty well! Facilitators are key in re-linearizing the n-to-n discussions, bringing the “parallel universes” together again. This should overall help people (especially team members) who are feeling overwhelmed by all the things that are going on.

This also helps with concerns people have that they’re not getting heard, as facilitators are basically posed as allies on all sides of the argument; people whose primary goal is to help communication happen.

Overall what I’ve proposed here isn’t a fully-formed idea; but it’s the seed of one. There are a lot of interesting bits to discuss and build upon. I’m hoping through this post we might push forward some of the discussions about governance — both by providing a strawman idea, as well as by providing a perspective on the problem that I hope is useful.

I’m really interested to hear what people think!

Thanks to Aaron, Ashley, Adam, Ember, Arshia, Michael, Sunjay, Nick and other people I’ve probably forgotten for having been part of these discussions with me over the last few years, helping me refine my thoughts

1. I am way too verbose for “brief” to be an accurate description of anything I write, but might as well try

2. Scaling the moderation team properly is another piece of this puzzle that I’m working on; we’ve made some progress recently.

3. I helped draft our moderation policy, so this is a somewhat a lack of foresight on my part, but as I’ll explain later it’s suboptimal for the mod team to be dealing with this anyway.

4. In particular, I feel like Aaron has done an excellent and consistent job of facilitating discussions this way in many cases.

# Converting a WebGL Application to WebVR

Posted by Manish Goregaokar on September 11, 2018 in js, programming, web

I wrote a post for Mozilla Hacks on converting WebGL applications to WebVR, you can read it there