I'd say expressiveness of C++ with productivity of Java.
Rust is indeed not easy to learn.
A little example. Yesterday I was making changes to our C++ client library and I wanted to improve the example in our documentation.
We use a dedicated protocol called ILP for streaming data ingestion and each of the inserted rows has a designated timestamp.
In the Rust example, I using added support for chrono::DateTime and it was trivially easy for me to add a timestamp for a specific example date and time: Utc.with_ymd_and_hms(1997, 7, 4, 4, 56, 55).
Our C++ library instead takes an std::chrono::time_point. I wanted to use the same datetime. As far as I can tell it requires first going through the old C "struct tm" type (which is local and not UTC), then converting to "time_t" then converting to utc via gmtime and then constructing a time_point from that.
After 10 minutes the code got too long and complicated so I just substituted it a timestamp specified as an int64_t in nanoseconds.
Don't get me wrong, the C++ time_point is a work of art in how flexible it is, but unnecessarily complicated in most cases.
I should add that I also spent 45 minutes yesterday debugging a CMake issue.
Rust is not easy to learn, but it's just more modern and productive.
C++ is still great if you've got a massive team, but at our scale I don't think it makes any sense.
Rust development is Java-esque in some ways, I think that is a fair characterization, but the Rust language is noticeably less expressive than C++. The relative lack of expressiveness has been a stumbling block for use in some domains, because modern C++ implementations require a fraction of the code to do the same thing. This disparity doesn't show up for all types of code, so it is not uncommon to see both Rust and C++ used in the same org depending on what the code is trying to do. They have different strengths.
Java and Rust have similar goals, you can see it in the design of the language and the ecosystem. I lived in the early Java ecosystem and the Rust ecosystem has a similar vibe. They were both attacking the same problem but were are products of their respective times. The key difference is that Rust was able to learn from Java's mistakes and make ambitious technical bets that would not have been feasible at the time Java was designed. Java was invented when most serious applications were written in C and sometimes early versions of C++. It eliminated much of the conceptual complexity that made it difficult for all but the best developers to be productive in C or C++. In this Java was a massive success, it was easy to scale development even if you didn't have the world's best engineers.
Java's mistake is that they went much too far when they nerfed the language. For highly skilled developers that could write robust C or C++, the poor expressiveness of Java made many easy things difficult or impossible. It was clearly a language designed with business logic in mind, any systems-y software was an afterthought. The release of C++11 ushered in the era of "modern" C++, killing Java's momentum in the systems-y software space.
Rust, in my view, attempts to solve the same abstract problem as Java -- we will never produce enough developers that are competent at writing C or C++. Rust talks about "safety by design" in the same way Java did when it was first released. However, it does so without being so limited that highly skilled software engineers will find the language unusable or giving up so much runtime performance that the operational economics are poor. In my mental taxonomy, Rust is pretty close to what Java intended to be but then never quite delivered on.
I'd say both Rust and C++ trade blows when it comes to expressiveness. You know Rust already, so I'm not going to try sell you how powerful macros can be (see SQLx's ability to compile-time check SQL queries).
And indeed C++ templates are a lot more like Rust macros than Rust generics: They're turing-complete.
Joint with some interesting language choices like SFINAE (substitution failure is not an error), you end up with the ability to specialize functions, methods and whole classes in C++.
You can also have functions that return different types.
C++ templates work like duck-typing within a static language: In Rust you need to say what traits your generics need to support. In C++ it will try and substitute and if it fails (say, because T doesn't support the required methods) it will try another substitution until none are left.
If none of the substitutions work, you will be shown ALL of them in error reporting: This is what leads to pages and pages of compile errors of single-character typos in C++.
Templates are really cool, but also pretty confusing when reading code since you're in a guessing game of what types will fit the constraints imposed by the _implementation_ of the function.
From C++20 there's concepts to make templates work a little smoother.
There's been whole books written about how to abuse templates: these are pre-requisite knowledge when working in large codebases.
The big one is metaprogramming. Most people that have never really used it grok how powerful (and clean and maintainable) it has become in recent versions of C++. I work on a few different C++20 code bases and the amount of code that is no longer written because it is generated at compile-time with rigorous type safety is brilliant. It goes well beyond vanilla templating, you can essentially build a DSL for the application domain.
Another one, with a more limited audience, is data models where object ownership and lifetimes are inherently indeterminate at compile-time. Since C++ allows you to design your own safety models, since they are opt-in and not built into the compiler, you can provide traditional ownership semantics (e.g. the equivalent of std::unique_ptr) without exposing the mechanics of how ownership or lifetimes are resolved at runtime. Metaprogramming plays a significant role in making this transparent.
Those are the two the matter the most for my purposes. They save an enormous amount of code and bugs. Rust has a litany of other gaps (lack of proper thread local, placement new, et al) but I don't run into those cases routinely.
The data structure thing you mention would be annoying but to be honest I rarely design data structures like this. For performance, most data structures tend to rely on clever abuse of arrays.
I agree with this statement if my data structures map cleanly to Rust's preferred single-ownership, which most problems in my domain do.
Sometimes I do run across problems that are difficult to express in Rust without resorting to interior mutability, and it can slow me down to figure out the best way to model my data.
Definitely agree - when I say slightly slower I'm mostly referring to the happy-path/basic uses (reading files, using hashmaps, web servers, etc).
There are definitely aspects of Rust that are much more complex (typically with a tradeoff of more expressiveness, but not always), but at least in my experience, these are usually areas where you can't easily express the same thing in Python. I think many times people forget that you can frequently `clone` your way out of many issues if you are trying to move fast.
And of course areas where I still only use python: manipulating tabular data, making graphs, quick scripts for interacting with APIs etc.
There are idioms you can use where instead of references you use indexes into a Vec or other container. This is normal for folks coming from a gamedev background, but non-obvious to everyone else. Once you get the hang of these idioms, the productivity difference between "object soup" Python and Rust gets smaller, and the resulting code is also closer to what a "production" app would need to look like. This is an extra learning curve for Rust, though, on top of the already famously steep learning curve for the basics.
I really don’t like this approach - that’s just pointers without memory safety issues, but you get all the other problems, e.g. use-after-free, without any of the tooling to catch it for you like valgrind.
I also use it professionally, for both web apps and HPC algorithms.
Are there some things faster to write in python? Sure. But I find the mental overhead is significantly less (for me) in Rust, and overall dev time is about equal, since I typically hit far fewer bugs and spend less time reading docs in Rust. I can't remember the last time I hit a footgun in Rust. Seems I hit one every week in python.
We recently migrated a ~10k SLOC Django JSON API server to axum/sqlx (Rust). I couldn't be happier - faster to ship new features, faster to refactor, fewer bugs, and response times got about 10x quicker.
I work a lot on async code with data structures that need interior mutability and it's kind of a pathological case for borrow checking. Everything is effectively wrapped in Arc<RwLock<_>> which adds a bunch of noise to method implementations.
It's like skiing (or maybe riding a bike for the first time.) Steep learning curve then becomes somewhat instinctual and fairly routine and trivial and fun. Until you get into the tricky terrain, and then it will put up resistance. But usually for your own good.
Rolling with the analogy, I think learning rust a lot more like snowboarding, and C/C++ is more like learning to ski.
I fell a lot more learning on snowboard than on skis.
Skis had a much quicker early learning curve, and made me feel over-confident. Several times I found myself on trails too steep for my skills, and the skis made me have to work hard to recover. Most of the techniques I learned as a beginner didn't work beyond green trails, and blues, blacks all required new, harder, techniques.
With snowboarding, because I fell a lot more early, my confidence slowly grew. Meanwhile the techniques I was learning on the greens, and the tool in general, that were HARD to learn on the greens were actually EASIER on the blues, and continued to work on the black-diamonds. Granted I also had to learn new techniques on the harder trails, but the beginner techniques and the slower development made me MUCH more confortable across the whole mountain much faster than skis.
Yeah, fair, I often make the same point about snowboarding vs skiing. Skiing is "easy" to pick up but difficult to master. Most people on the hill are just backseating it down in bad form, like they learned in their first week. Getting good form is ... a lifelong effort.
Snowboarding is brutally hard to pick up at first, unless you hate your tailbone. I have never really tried, I'm too old for that kind of pain.
But I'm a telemark skier, so the worst of both worlds :-) Maybe telemark is like advanced C++. But probably more like Haskell.
Rust has "opposite" call semantics from what most people are used to, trained since they were new programmers. Sort of. It takes a while to think like the borrow checker and get used to the way arguments get passed around. It's like using C++ and doing std::move for every non-reference argument.