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Stability by Design

https://potetm.com/devtalk/stability-by-design.html
35•potetm•3h ago

Comments

simultsop•3h ago
TLDR.

The outcome is the same, statically typed or dynamically. In both cases one need to perform refactoring in case of breaking changes.

ashishb•2h ago
> The outcome is the same, statically typed or dynamically. In both cases one need to perform refactoring in case of breaking changes.

No. In statically typed languages, failures are usually caught in CI. In dynamically typed languages, they end up in production - https://github.com/pypa/setuptools/issues/4519

phoronixrly•33m ago
Maybe that's a bad example, as your build can fail because of a breaking change in a dependency regardless of whether you use a statically typed language.

Also your statement is only partially correct. Breaking changes in dependencies end up in production only if you don't have tests. And I know this is news to many people using static types but in many Ruby shops for example there are test coverages in excess of 90% and at the very least I never approve a PR without happy path tests.

Animats•2h ago
I'm currently struggling with instability in the Rust 3D graphics stack.

All this stuff has been around for about five years now, and was mostly working five years ago. The APIs should have settled down long ago. Despite this, there are frequent "refactorings" which cause breaking changes to APIs. (I'm tempted to term this "refuckering".)

Some of this API churn is just renaming types or enum values for consistency, or adding new parameters to functions. Some changes are major, such as turning an event loop inside out. Code using the API must be fixed to compensate.

Because of all the breaking changes, the related crates (Wgpu, the interface to Vulkan, etc., Winit, the interface to the operating system's window manager, and Egui, which handles 2D dialog boxes and menus) must advance in lockstep. There's not much coordination between the various development groups on this. Wgpu and Winit both think they're in charge. and others should adapt to them. Egui tries to cope. Users of the stack suffer in silence.

When there's a bug, there's no going back to an older version. The refuckering prevents that. Changes due to API breaks are embedded in code that uses these APIs.

I'm currently chasing what ought to be a simple bug in egui, and I've been stuck for over a month. The unit tests won't run for some target platforms that used to work, and bug reports are ignored while new features are being added. (Users keep demanding more features in Egui, and Egui is growing towards web browser layout complexity.)

Most users are giving up. In the last year, three 3D rendering libraries and two major 3D game projects have been abandoned. There's are about two first-rate 3D games in Rust, Tiny Glade and Hydrofoil Generation, and both avoid this graphics stack.

The "Stability by Design" article is helpful in that it makes it clear what's gone wrong in Rust 3D land.

potetm•2h ago
That sounds like a complete tirefire tbh. The exact thing that I'm hoping to convince people to stop doing.

I'm glad the article was helpful though!

Animats•2h ago
All the players think they're doing the right thing. Each group is doing a reasonably good job based on their own criteria. But their collective actions create a mess.
juancn•2h ago
The premise feel weird to me, I read the graphs much more as evidence of how scared the devs are to make changes rather than how "stable" the libraries are.

You add the code, and rather than change it if needed, you just leave it there and add more code.

You could argue too that Scala is much safer so changes to the code are not scary and it's easier to be stable even under code changes.

olivierduval•36m ago
Actually, you can't neither read that or the opposite from the graphs: it doesn't if the new code is for new functionalities or if it's to replace (without deleting) some old code.

But you're right: that would be a particularily useful information

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