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Putting code with side effects into an assert is asking for trouble. Compile with NDEBUG set and the effects mysteriously disappear! Anything beyond an equality expression or straight boolean should be avoided.

I actually feel like asserts ended up in the worst situation here. They let you do one line quick checks which get compiled out which makes them very tempting for those but also incredibly frustrating for more complex real checks you’d want to run in debug builds but not in release.

Related our logging system has a debug which is not logged by default but can be turned on if a problem in an area is found (in addition to the normal error/info which is logged). I had the idea that if a test fails we should print all these debugs - easy enough to turn on but a number of tests failed because of side effects that didn't show up when off.

i'm trying to think of how/if we can run tests with all logging off to find the error and info logs with side effects.


I once spent several days debugging that same mistake. Stuff worked perfectly in tests but broke misteriously in production builds. Couldn't stop laughing for a few minutes when I finally figured it out.

That's why you define your own assert macro and keep in on unconditionally. Your programs will be better for it.

An assertion can be arbitrarily expensive to evaluate. This may be worth the cost in a debug build but not in a release build. If all of assertions are cheap, they likely are not checking nearly as much as they could or should.

Possibly but I've never seen it in practice that some assert evaluation would be the first thing to optimize. Anyway should that happen then consider removing just that assert.

That being said being slow or fast is kinda moot point if the program is not correct. So my advisor to leave always all asserts in. Offensive programming.


This is just a symptom of a bad assert() implementation, which funny enough is the standard. If you properly (void) it out, side effects are maintained.

https://github.com/fiberfs/fiberfs/blob/7e79eaabbb180b0f1a79...


assert() is meant to be compiled away if NDEBUG is defined, otherwise it shouldn't be called assert(). Given that assert() may be compiled away, it makes sense not to give it anything that has side effects.

Abseil has the convention where instead of assert(), users call "CHECK" for checks that are guaranteed to happen at run time, or "DCHECK" for checks that will be compiled away when NDEBUG is defined.

https://github.com/abseil/abseil-cpp/blob/0093ac6cac892086a6...

https://github.com/abseil/abseil-cpp/blob/0093ac6cac892086a6...


If your assert compiles down to `if (condition) {}` in production then the compiler will optimize away the condition while keeping any side effects.

Yeah which may not be what you want. E.g. `assert(expensive_to_compute() == 0)`.

The correct way to solve this is with debug asserts (as in Rust, or how the parent described).


Genuine question, does Rust know if `expensive_to_compute()` has side effects? There are no params, so could it be compiled out if the return value is ignored? Ex: `expensive_to_compute()` What about: `(void) expensive_to_compute()`?

Indeed.

   bool is_even(int* valPtr) {
      assert(valPtr != nullptr);
      return *valPtr % 2;
    }
Does not do what you think it does with nullptr. A major game engine [0] has a toggle to enable asserts in shipping builds, mostly for this reason

[0] https://dev.epicgames.com/documentation/en-us/unreal-engine/...


Let's not vague post on HN. What's the problem with the above?

The problem is the code unconditionally dereferences the pointer, which would be UB if it was a null pointer. This means it is legal to optimize out any code paths that rely on this, even if they occur earlier in program order.

> The problem is the code unconditionally dereferences the pointer, which would be UB if it was a null pointer.

Only when NDEBUG is defined, right?


This is a very "Dr Dr it hurts when I do this" "Don't do that" one it must be said.

I'm sorry, but what exactly is the problem with the code? I've been staring at it for quite a while now and still don't see what is counterintuitive about it.

Depends on where you're coming from, but some people would expect it to enforce that the pointer is non-null, then proceed. Which would actually give you a guaranteed crash in case it is null. But that's not what it does in C++, and I could see it not being entirely obvious.

Assert doesn't work like that in any language.

It does in Rust: assert is always enabled, whereas the debug-only version is called debug_assert.

But yes, “assert” in most languages is debug-only.


There's nothing wrong with it. It does exactly what you think it does when passed null.

Side effects are bad of course, but anything beyond a straight boolean or equality is bad?

`assert(vector.size() < 3)` is ridiculous to you?


I don't mean to be that guy, but for "functional" programmers a print statement has "side effects".

But your meaning is clear. In an assert expression, don't call functions that might change the program/database state. Be as "const" as possible.


Not just for functional programmers. Prints and other I/O operations absolutely are side effects. That's not running counter to the point being made. Print in an assert and NDEBUG takes away that behavior.

You're right of course. I was thinking specifically of printing log/debug statements in the assert(..), but that usually only happens if the assert(..) fails and exits, and in that case the "no side effects" rule no longer matters.

Rust has assert and debug_assert, which are self-explanatory. But it also has an assert_unchecked, which is what other languages incl C++ call an "assume" (meaning "this condition not holding is undefined behaviour"), with the added bonus that debug builds assert that the condition is true.

Before preaching it to others, the writing of a homily or sermon first needs to affect the heart of the one delivering it. Such heart-work is exceedingly difficult if not impossible with AI.


Any word on how much more memory safe the implementation is? If passing a previous test suite is the criteria for success, what has changed, really? Are there previous memory safety tests that went from failing to passing?

I am very interested to know if this time and energy spent actually improved memory safety.

Other engineers facing the same challenges want to know!


If the previous impl had known memory safety issues I'd imagine they'd fix them as a matter of priority. It's hard to test for memory safety issues you don't know about.

On the rust side, the question is how much `unsafe` they used (I would hope none at all, although they don't specify).


You can look: https://github.com/LadybirdBrowser/ladybird/pull/8104/files?...

It seems like it is used mostly for FFI.


It is entirely possible a Rust port could have caught previously unknown memory safety issues. Furthermore, a Rust port that looks and feels like C++ may be peppered with unsafe calls to the point where the ROI on the port is greatly reduced.

I am not trying to dunk on the effort; quite the contrary. I am eager to hear more about the goals it originally set out to achieve.


None at all, the generated AST and bytecode are stated to be identical


> We do [cubic curve fitting] all the time in image processing, and it works very well. It would probably work well for audio as well, although it's not used -- not in the same form, anyway -- in these applications.

Is there a reason the solution that "works very well" for images isn't/can't be applied to audio?


The short answer is that our eyes and ears use very different processing mechanisms. Our eyes sense using rods and cones where the distribution of them reflects a spatial distribution of the image. Our ears instead work by performing an analogue forier transform and hearing the frequencies. If you take an image and add lots of very high frequency noise, the result will be almost indistinguishable, but if you do the same for audio it will sound like a complete mess.


AFAIK it introduces harmonic distortion


I'd love to know more about this, do you perhaps have any refs? Thanks


Not an expert in this field, just a scrub, so I can't really give you much.

There is this website that has painstakingly compares many resampling algorithms from all sorts of software:

https://src.infinitewave.ca

Try it's mirror if you can't access it: https://megapro17.github.io/src/index.html

The only one that says it is a cubic interpolation is the "Renoise 2.8.0 (cubic)" one, the spectrogram isn't very promising with all sorts of noise, intermodulation and aliasing issues. And, by switching to the 1khz tone spectrum view you can see some harmonics creeping up.

When I used to mess with trackers I would sometimes chose different interpolations and bicubic definitely still colored the sound, with sometimes enjoyable results. Obviously you don't want that as a general resampler...


Just to note that this site hasn't been updated for a while.

Much better, more modern and with automated upload analysis site would be [1] although it is designed for finding the highest fidelity resampler rather than AB comparisons.

[1] https://src.hydrogenaudio.org


We saw these is Ravenna


What, no Doom running on Voyager 2?


If the Standard has anything to say about compatibility between different language versions, I doubt many developers know those details. This is breeding ground for ODR violations, as you’re likely using compilers with different output (as they are built in different eras of the language’s lifetime) especially at higher optimization settings.

This flies in the face of modern principles like building all your C++, from source, at the same time, with the same settings.

Languages like Rust include these settings in symbol names as a hash to prevent these kinds of issues by design. Unless your whole team is a moderate-level language lawyer, you must enforce this by some other means or risk some really gnarly issues.


> Languages like Rust include these settings in symbol names as a hash to prevent these kinds of issues by design.

Historically, C++ compilers' name mangling scheme for symbols did precisely the same thing. The 2000-2008 period for gcc was particularly painful since the compiler developers really used it very frequently, to "prevent these kinds of issues by design". The only reason most C++ developers don't think about this much any more is that most C++ compilers haven't needed to change their demangling algorithm for a decade or more.


C++’s name mangling scheme handles some things like namespaces and overloading, but it does not account for other settings that can affect the ABI layer of the routine, like compile time switches or optimization level.


The name mangling scheme was changed to reflect things other than namespaces and overloading, it was modified to reflect fundamental compiler version incompatibilities (i.e. the ABI)

Optimization level should never cause link time or run time issues; if it does I'd consider that a compiler/linker bug, not an issue with the language.


Looping through inflate/deflate on rotated pixels still takes more time than updating a bit in the Exif (and the chunk’s associated CRC)


It's still negligible from the consumer standpoint.

Like, if you had millions of images you needed to rotate on a server in a batch job, then OK.

But if you're just rotating one photo, or even a hundred, that you've just taken, it's plenty fast enough.


Dithering the errors across the image would make the final result a lot more palette-able.


There are plenty of posts out there on using Knuth’s dancing links as a fast sudoku solver. Has it fallen out of fashion?


Dancing links is a very cute data-structure for a backtracking search, but there are a lot more aspects of writing a good Sudoku solver than just having a good data-structure for backtracking. Propagation (making deductions), heuristics, learning, parallelism, restarts, no-goods, ...

While 9x9 Sudoku problems are trivial to solve for more or less any program, 25x25 Sudoku instances are quite tricky and a simple and fast but naive search for a solution can easily take hours.


For generating puzzles it's really useful since it lets you determine if a randomly generated puzzle has only one possible path to solving it (exact cover problem). And it's fast so adding it to a pipeline doesn't incur much if any overhead.


Is there any property in particular of dancing links that you think helps in determining this, or is it just that a backtracking search can be used to test all cases?

For pen-and-paper puzzles like Sudoku there is usually the goal that a solution should be findable by a series of deductive steps. For 9x9 Sudoku, most deductive steps used correspond to the effects well-known propagation techniques offer[1]. With a suitable propagation level, if the puzzle is solved search-free, then one knows that both there is only one solution and that there is a deductive path to solve it.

[1]: See "Sudoku as a Constraint Problem", Helmut Simonis, https://ai.dmi.unibas.ch/_files/teaching/fs21/ai/material/ai... for some data on 9x9 Sudoku difficulty and the propagation techniques that are needed for search-free solving.


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