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Maaaaybe.

There are definitely resources which are globally unique. But that does not necessarily follow that access should also be global.

Rust has some elegant patterns when working with embedded devices. For example GPIO pins could totally be stateful globals. But instead their passed around as types and Rust’s type system + borrow checker ensure correctness. It’s pretty neat.

I’ll assume you’re right for databases. My expertise is real-time VR video game type stuff. Which is also high-performance, but of a different variety.

I strongly agree that layers of abstraction compound into convoluted and inscrutable garbage. I loathe web development for this very reason.




Rust struggles with software where most of the address space is used for DMA, like many database engines, because it requires ownership and mutability to be observable at compile-time. Also, DMA often does not respect object boundaries as a compiler sees it because DMA does not understand objects.

In modern C++ it is straightforward to write wrappers in the style of unique_ptr that safely hide the DMA and life cycle mechanics, which means the average dev using them doesn’t need to know how it works, but someone has to write that code and it is necessarily global heavy because it references physical devices that have their own behavior in your address space. Under the hood, if a physical device is stomping on address space your code accesses, you need a way to both detect that an object is effectively owned by a particular DMA engine before touching it and immediately de-schedule the thread of execution until such a time as there is no concurrent DMA operation that might conflict with the code execution. This happens within a single thread, so no blocking or OS context switching.

A big part of database kernel internals is coordination and management of physical resources, which are global by nature.




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