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> The reality is that most developers have subconsciously internalized the compiler behavior and assume that will always hold.

I blame this on how people like to teach C and present C.

It's very important that the second anyone conceives of the idea of learning C that they first off informed that trying things and seeing what happens is a highly unreliable method of learning how C programs behave and that C is not a high level assembly language.

If you teach C in relation to the abstract machine instead of any real world machine you will understandably scare off most people. Which is good, since most people shouldn't be learning or writing C. It's a language which can barely be written correctly even by people with the necessary self discipline to only write code they're 100% certain is well defined.

> It is difficult to determine if I’ve been successful in this endeavor.

Why is your program so full of casts between pointer types that you have difficulty determining if you've avoided strict aliasing?

Yes, if you treat C as a high level assembly language (like the linux kernel likes to do) then it becomes difficult to reason about the behaviour of your programs where 50% of them are in the grey area of uncertainty of whether they're well defined or not.

If you are forced to write C in a non-learning context, don't write any line of code unless you're certain you could tell someone which parts of the standard describe its behaviour.

> Here is why I don’t blame the developers: writing fast, efficient systems code that satisfies the requirements of strict aliasing as defined by C/C++ is surprisingly difficult.

C/C++ isn't a language. So I will stick to C because I don't know nor care about C++.

That being said, it's not hard to write efficient C which satisfies the requirements of strict aliasing except when you're dealing with idiotic APIs like bind or connect. Most code by default, assuming you use appropriate algorithms and data structures, is performant. The only time it becomes difficult with regards to strict aliasing is if you're micro optimizing.

While non-trivial, the case of converting between unsigned long and float shown in the article is entirely possible to do with completely safe C constructs. Likewise serialization/deserialization of binary data never requires coming close to aliasing unless you're dealing with a "native" endian protocol. In the case of general serialisation and deserialisation, compilers will reliably optimise such operations into one or two instructions (depending on whether you're decoding same-endianness or not).



> Why is your program so full of casts between pointer types that you have difficulty determining if you've avoided strict aliasing?

I write database storage engines. Most of the runtime address space is being dynamically paged to storage directly by user space. You can't use mmap() for this. Consequently, objects don't have a fixed address over their lifetime and what a pointer actually points to is not always knowable at compile-time. These are all things that have to be dynamically resolved at runtime with zero copies in every context the memory might be touched. Fairly standard high-performance database stuff. The intrinsic ambiguity about the contents of a memory address create many opportunities to inadvertently create strict aliasing violations.

I've been doing it a long time, so I know the correct incantation for virtually every difficult strict aliasing edge case. Most developers are ignorant of at least some of these incantations because they are surprisingly difficult to lookup, it took me years to figure out some of them. When developers don't know they tend to YOLO it and hope the compiler does the desired thing. Which mostly works in practice, until it doesn't.

Recent versions of C++ have added explicit helper functions, which is a big improvement. Most developers don't know the code incantation required to reliably achieve the same effect as std::start_lifetime_as and they shouldn't have to.


> These are all things that have to be dynamically resolved at runtime with zero copies in every context the memory might be touched. Fairly standard high-performance database stuff. The intrinsic ambiguity about the contents of a memory address create many opportunities to inadvertently create strict aliasing violations.

So how would do this in Rust, if at all? (That's the context of this subthread and the admonition not to play type punning games.)

Rust assumes noalias even for objects of the same type, and that's because the entire language is built on the foundational assumption that you cannot have both a mutable and immutable reference (or two mutable references) to the same object alive at the same time.


The main issue in C and C++ is that them aliasing rules are based on types, and the other aspects of the rules make type punning by casting pointers undefined behaviour no matter how valid either type is for a given region of memory. Rust actually does allow type punning through the obvious routes of std::mem::transmute or the same casting of raw pointers. It's wildly unsafe, and you need to have done your homework on whether the pointers represent valid states for the type you're punning to (right layout, alignment, and values), but it's defined behaviour if you're following those rules (one reason being that the lifetimes of the two references don't ever overlap in rust's model). In C and C++ you need to follow all those rules but also you need to jump through some extra hoops with the right incantations, just a pointer cast will be undefined behaviour even if you got everything else right.

(whats 100% not-OK in Rust is casting away constness. If you have a '&T' you must not touch, on pain of a thousand bugs)


The implementations of this type of thing in Rust I've seen just use "unsafe" everywhere. Even in strict C++ it is tricky to express the dynamic resolution of pointer type correctly. Type punning is a bad idea but there also weren't many alternatives so that was the idiom everyone used for a long time. Bugs do occur due to this, so the admonition against type punning has a purpose. It can be done without strict aliasing violations in C++, but the methods were a bit arcane until quite recently.

These scenarios cause other problems for Rust e.g. DMA hardware tacitly holds an invisible mutable reference to objects, but most developers never have to deal with cases like this. C++ provides some tools to annotate the code so that the compiler understands it cannot see all references to an object or that the lifetime is ambiguous.

This type of code is not common but high-performance storage engines are kind of a perfect storm of architectural requirements that break the core Rust invariants.


Rust's aliasing restrictions only apply to references. If you only stick to pointers and never at any point create a reference, you can alias to your heart's content.

For example, the equivalent[0] of the article's Offset Overlap example is perfectly valid according to Rust's abstract machine. What makes it hard is avoiding the creation of references. If I create a reference, then there's a good chance that the lifetimes don't get correctly linked up, and I accidentally have shared mutation/use after free/other UB.

[0] https://play.rust-lang.org/?version=stable&mode=debug&editio...


> I write database storage engines.

Oh, wait, I just saw your name, I know who you are. But you are one of very few people on this planet writing C or C++ who get a pass on this kind of thing.

Almost nobody is using C or C++ to write super duper large data high performance databases. And even people who do work on databases don't need these breakneck levels of performance that you've dealt with.

In most cases people are breaking aliasing rules for no real performance advantage. These people should just stop, a large majority of code doesn't need to worry about aliasing rules because the vast majority of code written in C doesn't have these crazy performance requirements.

> The intrinsic ambiguity about the contents of a memory address create many opportunities to inadvertently create strict aliasing violations.

I don't get what you mean, at least the way you've explained it. Your memory might be volatile in the sense that it gets reused but if code is still operating on that memory then you don't have aliasing issues, you just have issues.

You can operate in terms of char * when it comes to your userspace paging implementation and your code which requested this paging (do you use use a segfault handler to implement this?) just operates in terms of whatever type it originally cast the void * value returned by your userspace mmap reimplementation. Am I misunderstanding something here?

> std::start_lifetime_as

I got into reading, since I don't know C++, I only know C, and this sounds like a relevant whitepaper:

https://www.open-std.org/JTC1/SC22/WG21/docs/papers/2022/p25...

This lead me to:

https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2020/p05...

By the sounds of it, this is a problem in C++ only, so it explains why I wasn't aware of such an issue. So you're telling me that in C++ you can't reliably implement a userspace mmap (or even use normal mmap) implementation before C++23 because without std::start_lifetime_as the C++ abstract machine doesn't provide a way of specifying when an object's lifetime starts?

This makes me wonder, what even is the incantation you're referring to?


> So you're telling me that in C++ you can't reliably implement a userspace mmap (or even use normal mmap) implementation before C++23 because without std::start_lifetime_as the C++ abstract machine doesn't provide a way of specifying when an object's lifetime starts?

std::start_lifetime_as is just a nice wrapper around an older incantation: do a no-op memmove and cast followed by a constant-folding barrier. C allows type punning with unions but I would assume the constant-folding issue would still exist. Compilers finally became clever enough about constant-folding to cause problems when you reinterpret the type at runtime.


Well, it is more complicated than that.

First of all compilers disagree on many interpretations and consequences of abstract machine rules. Also compilers have bugs.

So a proficient C/C++ programmer does have to learn what compilers actually do in practice and what they guarantee beyond the standard (or how they differ from it).

> C/C++ isn't a language.

It isn't, but it is a family of languages that share a lot of syntax and semantics.


> First of all compilers disagree on many interpretations and consequences of abstract machine rules.

List them. I am not aware of any well defined parts of the C standard where GCC and Clang disagree in implementation. Only in areas where things are too vague (and are effectively either unspecified or undefined), or understandably in areas where they're "implementation defined".

If there are behaviours where a compiler deviates from the standard it is either something you can configure (e.g. -ftrapv or -fwrapv) or it's a bug.

> Also compilers have bugs.

Nothing you do can defend against compiler bugs outside of extensively testing your results. If you determine that a compiler has a bug then the correct course of action is definitely not: "note it down and incorporate the understanding into your future programs"

> So a proficient C/C++ programmer does have to learn what compilers actually do in practice and what they guarantee beyond the standard (or how they differ from it).

There are situations where it's important to know what the compiler is doing. But these situations are limited to performance optimisation, the knowledge gained through these situations should only be applied to the single version of the compiler you observed it in, and you should not use the knowledge to feed back to your understanding of C or the implementation.

It's almost impossible to decipher how modern C compilers work exactly and trying to determine what an implementation does based on the results of compilation is therefore extremely unreliable. If you need to rely on implementation defined behaviour (unavoidable in any real program) then you should be relying solely on documentation, and if the observed behaviour deviates from the documentation then that is, again, a bug bug.

> It isn't, but it is a family of languages that share a lot of syntax and semantics.

I am not a C/C++/C#/ObjectiveC/JavaScript/Java programmer.

C++ and C might share a lot of syntax but that's basically where the similarities end in any modern implementation. People who know C thinking they know enough C to write reliable and conformant C++ and people who know C++ thinking they know enough C++ to write reliable and conformant C are one of the groups of people who produce the most subtle mistakes in these languages.

I think you could get away with these kinds of things in the 80s but that has definitely not been the case for quite a while.


> List them. I am not aware of any well defined parts of the C standard where GCC and Clang disagree in implementation.

Perhaps it's not "well defined" enough for you, but one example I've been stamping out recently is whether compilers will combine subexpressions across expression boundaries. For example, if you have z = x + y; a = b * z; will the compiler optimize across the semicolon to produce an fma? GCC does it aggressively, while Clang broadly will not (though it can happen in the LLVM backend).


This is behavior is mostly just unspecified, at least for C++ (not sure about C).

I'm aware of some efforts to bring deterministic floating point operations into the C++ standard, but AFAIK there are no publicly available papers yet.


P3375R0 is public now [0], with a couple implementations available [1], [2].

Subexpression combining has more general implications that are usually worked around with gratuitous volatile abuse or magical incantations to construct compiler optimization barriers. Floating point is simply the most straightforward example where it leads to an observable change in behavior.

[0] https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2024/p33...

[1] https://github.com/sixitbb/sixit-dmath

[2] https://github.com/J-Montgomery/rfloat/


You're very right that this goes above and beyond anything the C standard specifies aside from stating that the end result should be the same as if the expressions were evaluated separately (unless you have -ffast-math enabled which makes GCC non-conformant in this regard).

If the end result of the calculation differ (and remember that implementations may not always use ieee floats) then you can call it a bug in whatever compiler has that difference.


as it was pointed out to me recently, GCC will happily generate MADs even in standard conforming modes (in c++ at least).


I have no idea how C++ defines this part of its standard but from experience it's likely that it's different in some more or less subtle way which might explain why this is okay. But in the realm of C, without -ffast-math, arithmetic operations on floats can be implemented in any way you can imagine (including having them output to a display in a room full of people with abaci and then interpreting the results of a hand-written sheet returned from said room of people) as long as the observable behaviour is as expected of the semantics.

If this transformation as you describe changes the observable behaviour had it not been applied, then that's just a compiler bug.

This usually means that an operation such as:

    double a = x / n;
    double b = y / n;
    double c = z / n;
    printf("%f, %f, %f\n", a, b, c);
Cannot be implemented by a compiler as:

    double tmp = 1 / n;
    double a = x * tmp;
    double b = y * tmp;
    double c = z * tmp;
    printf("%f, %f, %f\n", a, b, c);
Unless in both cases the same exact value is guaranteed to be printed for all a, b, c, and n.

This is why people enable -ffast-math.


No, it's not a compiler bug or even necessarily an unwelcome optimization. It's a more precise answer than the original two expressions would have produced and precision is ultimately implementation defined. The only thing you can really say is that it's not strictly conforming in the standards sense, which is true of all FP.


I read up a bit more on floating point handling in C99 onwards (don't know about C89, I misplaced my copy of the standard) and expressions are allowed to be contracted unless disabled with the FP_CONTRACT pragma. So again, this is entirely within the bounds of what the C standard explicitly allows and as such if you need stronger guarantees about the results of floating point operations you should disable expression contraction with the pragma in which case, (from further reading) assuming __STDC_IEC_559__ is defined, the compiler should strictly conform to the relevant annex.

Anyone who regularly works with floating point in C and expects precision guarantees should therefore read that relevant portion of the standard.


"Strictly conforming" has a specific meaning in the standard, including that all observable outputs of a program should not depend on implementation defined behavior like the precision of floating point computations.


It can be controlled through compiler options like -ffp-contract In my opinion every team finds fp options for their compiler through hard time bug fixing :)

and I am still in shock that many game projects still ship with fast math enabled.


> I am not aware of any well defined parts of the C standard where GCC and Clang disagree in implementation. Only in areas where things are too vague

well, the part of the standard that are vague and/or underspecified is a very large "Here be dragons" territory.

Time-traveling UB, pointer provenance, aliasing of aggregated types, partially overlapping lifetimes. When writing low level codes, it makes sense to know how exactly the compilers implement these rules.

In particular, regarding aliasing, GCC has a very specific conservative definition (stores can always change the underlying type, reads must read the last written type) that doesn't necessarily match what other compilers do.

>> It isn't, but it is a family of languages that share a lot of syntax and semantics. > I am not a C/C++/C#/ObjectiveC/JavaScript/Java programmer.

C#, Java, JS share a bit of syntax, but certainly not semantics. ObjectiveC/C++ definitely belong. There is a trivial mapping from most C++ constructs to the corresponding C ones.


> well, the part of the standard that are vague and/or underspecified is a very large "Here be dragons" territory.

Sure, but the answer as I said earlier is: don't touch those parts of C.

The subset which _is_ well defined is still perfectly powerful enough to write highly performant software.

It's not like I'm advocating for you to use the brainfuck subset of C.

> When writing low level codes, it makes sense to know how exactly the compilers implement these rules.

Almost nobody is writing C low level enough for this and I've written embedded code which didn't need to worry about strict aliasing.

This is again just a misconception, almost no real programs need to delve this deeply into the details.

> In particular, regarding aliasing, GCC has a very specific conservative definition (stores can always change the underlying type, reads must read the last written type) that doesn't necessarily match what other compilers do.

It doesn't matter what other compilers do as long as in terms of the abstract machine these differences do not break the rules set out in the standard. Again, you do not need to know these details for 99.99% of program code.

> C#, Java, JS share a bit of syntax, but certainly not semantics. ObjectiveC/C++ definitely belong. There is a trivial mapping from most C++ constructs to the corresponding C ones.

There's a mapping from any of these languages to any other one, in some cases also quite trivial, the amount of overlap is immense, but C and C++ have heavily deviated.

I am a C expert, I do not claim to be a C++ expert, every time I look at C++ I am increasingly surprised at just how it redefines something core about C. Something I just learned in this very thread is https://en.cppreference.com/w/cpp/memory/start_lifetime_as which doesn't exist in C because apparently C and C++ define object lifetimes completely differently.

It's dangerous to keep pushing this notion that C and C++ are very similar because it leads to constantly leads to expert C++ programmers confidently writing subtly broken C code and vice versa.


One of the places where C and C++ differ in semantics is in their strict aliasing rules.




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