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% repr(Rust)
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Rust gives you the following ways to lay out composite data:
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* structs (named product types)
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* tuples (anonymous product types)
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* arrays (homogeneous product types)
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* enums (named sum types -- tagged unions)
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An enum is said to be *C-like* if none of its variants have associated data.
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For all these, individual fields are aligned to their preferred alignment. For
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primitives this is usually equal to their size. For instance, a u32 will be
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aligned to a multiple of 32 bits, and a u16 will be aligned to a multiple of 16
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bits. Composite structures will have a preferred alignment equal to the maximum
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of their fields' preferred alignment, and a size equal to a multiple of their
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preferred alignment. This ensures that arrays of T can be correctly iterated
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by offsetting by their size. So for instance,
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```rust
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struct A {
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a: u8,
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c: u32,
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b: u16,
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}
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```
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will have a size that is a multiple of 32-bits, and 32-bit alignment.
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There is *no indirection* for these types; all data is stored contiguously as you would
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expect in C. However with the exception of arrays (which are densely packed and
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in-order), the layout of data is not by default specified in Rust. Given the two
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following struct definitions:
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```rust
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struct A {
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a: i32,
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b: u64,
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}
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struct B {
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x: i32,
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b: u64,
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}
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```
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Rust *does* guarantee that two instances of A have their data laid out in exactly
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the same way. However Rust *does not* guarantee that an instance of A has the same
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field ordering or padding as an instance of B (in practice there's no *particular*
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reason why they wouldn't, other than that its not currently guaranteed).
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With A and B as written, this is basically nonsensical, but several other features
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of Rust make it desirable for the language to play with data layout in complex ways.
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For instance, consider this struct:
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```rust
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struct Foo<T, U> {
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count: u16,
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data1: T,
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data2: U,
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}
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```
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Now consider the monomorphizations of `Foo<u32, u16>` and `Foo<u16, u32>`. If Rust lays out the
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fields in the order specified, we expect it to *pad* the values in the struct to satisfy
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their *alignment* requirements. So if Rust didn't reorder fields, we would expect Rust to
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produce the following:
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```rust
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struct Foo<u16, u32> {
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count: u16,
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data1: u16,
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data2: u32,
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}
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struct Foo<u32, u16> {
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count: u16,
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_pad1: u16,
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data1: u32,
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data2: u16,
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_pad2: u16,
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}
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```
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The latter case quite simply wastes space. An optimal use of space therefore requires
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different monomorphizations to have *different field orderings*.
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**Note: this is a hypothetical optimization that is not yet implemented in Rust 1.0**
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Enums make this consideration even more complicated. Naively, an enum such as:
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```rust
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enum Foo {
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A(u32),
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B(u64),
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C(u8),
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}
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```
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would be laid out as:
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```rust
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struct FooRepr {
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data: u64, // this is *really* either a u64, u32, or u8 based on `tag`
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tag: u8, // 0 = A, 1 = B, 2 = C
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}
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```
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And indeed this is approximately how it would be laid out in general
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(modulo the size and position of `tag`). However there are several cases where
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such a representation is inefficient. The classic case of this is Rust's
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"null pointer optimization". Given a pointer that is known to not be null
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(e.g. `&u32`), an enum can *store* a discriminant bit *inside* the pointer
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by using null as a special value. The net result is that
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`size_of::<Option<&T>>() == size_of::<&T>()`
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There are many types in Rust that are, or contain, "not null" pointers such as
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`Box<T>`, `Vec<T>`, `String`, `&T`, and `&mut T`. Similarly, one can imagine
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nested enums pooling their tags into a single descriminant, as they are by
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definition known to have a limited range of valid values. In principle enums can
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use fairly elaborate algorithms to cache bits throughout nested types with
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special constrained representations. As such it is *especially* desirable that
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we leave enum layout unspecified today.
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