With this change, rustc creates a unique type identifier for types in debuginfo. These type identifiers are used by LLVM to correctly handle link-time-optimization scenarios but also help rustc with dealing with inlining from other crates. For more information, see the documentation block at the top of librustc/middle/trans/debuginfo.rs and also [my blog post about the topic](http://michaelwoerister.github.io/2014/06/05/rust-debuginfo-and-unique-type-identifiers.html). This should fix the LTO issues that have been popping up lately. The changes to the debuginfo module's inner workings are also improved by this. Metadata uniquing of pointer types is not handled explicitly instead of relying on LLVM doing the right thing behind the scenes, and region parameters on types should not lead to metadata duplication anymore. There are two things that I'd like to get some feedback on: 1. IDs for named items consist of two parts: The [Strict Version Hash](https://github.com/mozilla/rust/blob/0.10/src/librustc/back/svh.rs#L11) of their defining crate and the AST node id of their definition within that crate. My question is: Is the SVH a good choice for identifying the crate? Is it even going to stay? The [crate-id RFC](https://github.com/rust-lang/rfcs/pull/109) got me confused. 2. Unique Type Identifiers can be arbitrary strings and right now the format is rather verbose. For debugging this is nice, because one can infer a lot about a type from the type id alone (it's more or less a signature). For deeply nested generics, id strings could get rather long though. One option to limit the id size would be to use some hashcode instead of the full id (anything that avoids collision as much as possible). Another option would be to use a more compact representation, like ty_encode. This reduces size but also readability. Since these ID's only show up in LLVM IR, I'm inclined to just leave in the verbose format for now, and only act if sizes of rlibs become a problem.
The Rust Programming Language
This is a compiler for Rust, including standard libraries, tools and documentation.
Quick Start
- Download a binary installer for your platform.
- Read the tutorial.
- Enjoy!
Note: Windows users can read the detailed getting started notes on the wiki.
Building from Source
-
Make sure you have installed the dependencies:
g++
4.7 orclang++
3.xpython
2.6 or later (but not 3.x)perl
5.0 or later- GNU
make
3.81 or later curl
git
-
Download and build Rust:
You can either download a tarball or build directly from the repo.
To build from the tarball do:
$ curl -O http://static.rust-lang.org/dist/rust-nightly.tar.gz $ tar -xzf rust-nightly.tar.gz $ cd rust-nightly
Or to build from the repo do:
$ git clone https://github.com/mozilla/rust.git $ cd rust
Now that you have Rust's source code, you can configure and build it:
$ ./configure $ make && make install
Note: You may need to use
sudo make install
if you do not normally have permission to modify the destination directory. The install locations can be adjusted by passing a--prefix
argument toconfigure
. Various other options are also supported, pass--help
for more information on them.When complete,
make install
will place several programs into/usr/local/bin
:rustc
, the Rust compiler, andrustdoc
, the API-documentation tool. system. -
Read the tutorial.
-
Enjoy!
Notes
Since the Rust compiler is written in Rust, it must be built by a precompiled "snapshot" version of itself (made in an earlier state of development). As such, source builds require a connection to the Internet, to fetch snapshots, and an OS that can execute the available snapshot binaries.
Snapshot binaries are currently built and tested on several platforms:
- Windows (7, 8, Server 2008 R2), x86 only
- Linux (2.6.18 or later, various distributions), x86 and x86-64
- OSX 10.7 (Lion) or greater, x86 and x86-64
You may find that other platforms work, but these are our officially supported build environments that are most likely to work.
Rust currently needs about 1.5 GiB of RAM to build without swapping; if it hits swap, it will take a very long time to build.
There is a lot more documentation in the wiki.
License
Rust is primarily distributed under the terms of both the MIT license and the Apache License (Version 2.0), with portions covered by various BSD-like licenses.
See LICENSE-APACHE, LICENSE-MIT, and COPYRIGHT for details.