rust macros are magic

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  • Опубліковано 15 січ 2025

КОМЕНТАРІ • 121

  • @atahanyorganci
    @atahanyorganci Рік тому +156

    you make this a proc macro (derive macro) you can create loader etc names from the struct and mark fields using attributes

    • @danielgysi5729
      @danielgysi5729 Рік тому +47

      This sounds like a much more readable and intuitive solution

    • @antoninperonnet6138
      @antoninperonnet6138 Рік тому +20

      And that would be a gret ressource for viewer, since the documentation for attribute macros is quite sparse ...

    • @bilalmahmoud1225
      @bilalmahmoud1225 Рік тому +1

      Then again proc macros are quite a lot more complicated to set up and get right. So I understand why going you'd go with proc macros. You can also simply derive those names using the paste crate instead, remind the need for implementing a proc-macro yourself

    • @narex45635
      @narex45635 Рік тому +5

      @@antoninperonnet6138 "... the documentation for attribute macros is quite sparse" might genuinely be the reason tantan didn't do this in the first place. Perhaps he simply didn't know how to use such macros or didn't think of it since the documentation is sub-par. We as programmers reach for tools we understand and which have the safety net of looking up how you might be meant to use it.

    • @valshaped
      @valshaped Рік тому

      Alternately, copy the entire syntax of an enum declaration into the parameter section of your macro, and cough it out with a million impls on the other end :)

  • @i_am_feenster
    @i_am_feenster Рік тому +31

    This is extremely specific, but also exactly the info I needed! Are you a magician TanTan?

  • @okharev8114
    @okharev8114 Рік тому +17

    i think the macro is overkill, i think that traits and some generics could do this

    • @charetjc
      @charetjc Рік тому +3

      If this is true, then show us. I'd genuinely like to see a better solution.

    • @ramsey2155
      @ramsey2155 2 місяці тому

      Exactly, macros just reduce code repetition at editor level because they get expanded at build time. Instead of a macro, a base implementation like you said with generics/traits could handle the needed logic without bloating the app at compilation.

  • @omg33ky
    @omg33ky Рік тому +46

    I think this is a case where i would argue against this macro, since it makes the code way harder to understand. I think this could be done way nicer with a bit of derive macros and some generics and impls, which should make this code actually readable for someone new to the code. I know it might just be your personal project, so no one else has to lokk at it but if you have not used this part for weeks/months and then come back to it i promise you wont understand it at a glance/withou having to look through the code again to see what those magic ; and ? meant again.
    Anyways, have a great day!

    • @Elite7555
      @Elite7555 Рік тому +3

      But let's be honest: procedural macros are a pain in the ass and they are pretty ugly as well. So theoretically you are absolutely right, but practically... I'm not sure.

    • @NexusGamingRadical
      @NexusGamingRadical Рік тому

      @@Elite7555 Depends what your trying to do, I default to macros all the way but proc macros allow you to standardize a lot of what your trying to do. Its just that you do have to a lot of processing when you need them which feels like a pain but I've grown to prefer writing procs now I've got some libs.

  • @deltapi8859
    @deltapi8859 Рік тому +217

    Quite interesting how Rust turns a high level language into assembly level legibility.

    • @AndrewBrownK
      @AndrewBrownK Рік тому +21

      git gud

    • @christopher8641
      @christopher8641 Рік тому +31

      In all fairness... This could all just be done with generics and blanket impls. Macros have their place but quickly jumping to them as a solution is definitely a code smell. Macros are great for busy work, but can become not great for everything else.

    • @CatDevz
      @CatDevz Рік тому +3

      No, you just don't know Rust.

    • @christopher8641
      @christopher8641 Рік тому +12

      @@anonymousalexander6005 that is entirely dependent on the kind of macro. For declarative macros (ie, macro_rules!) they are practically free as far as the compiler is concerned. Procedural macros definitely have a compile-time cost, but that is a tradeoff for quick and easy code generation. Just like everything in programming, it depends.

    • @christopher8641
      @christopher8641 Рік тому +15

      @@CatDevz damn :( I didnt even realize. Please just dont tell my boss, he has been paying me to write Rust code for a while now and I would hate to lose the paycheck 🤐.

  • @mirkopassoli9418
    @mirkopassoli9418 Рік тому +11

    I maybe coded in rust one hello world and wrote 1 game in Unity, so I'm not an expert in rust nor game programming, but seams to me that the last macro, the one you use in the tower defense game, is kinda doing too many things and it's unclear from outside (from the caller of the macro) what all those args do, especially the last 3 list an the "put some simbols where and there to differenciate".
    Am I too much concerned about code readability?

    • @mirkopassoli9418
      @mirkopassoli9418 Рік тому +2

      ​@stysner4580yes, but in this specific case I would split the implementation in more macros to follow "single responsability" pattern, and if this is really impossible/much more complex I would rename the macro to show "all" the stuff that it makes, not just "create amazing ron asset loader" (create and register loader... don't be afraid of long names).
      If you use really descriptive names you could save the wait of the popup in the IDE that shows the docs

    • @omg33ky
      @omg33ky Рік тому

      I definitely agree, that code readability is quite bad here which could probably be solved with some proc macros and some traits and generics which are easier to understand than just some random ; and ? sprinkled in there. And I would split the load macro into multiple versions too for multi and optionals etc., since this is currently very unreadable (and I really hope he has some documentation for this thing or he's gonna have a bad time in the future)

  • @godofpro5767
    @godofpro5767 Рік тому +5

    Could you consider doing a bevy tutorial ? i would really like to see that tutorial series

  • @pilkiad
    @pilkiad Рік тому +13

    So coming from other languages i am a bit confused, couldnt the multiple versions of the same asset loader just for different file types simply be done using generics?

    • @kangalio
      @kangalio Рік тому +11

      Yes... Another case of reaching for macros to fast as the low friction way to fix the problem

    • @robonator2945
      @robonator2945 Рік тому

      ​@@kangalio I mean is there any real issue with using them here? It seems like that'd just be personal preference to be honest. I can see why people might not like it, but I can also see why having a flexible generic system that you can be confident isn't going to incur runtime performance penalties is something that people would prefer.

  • @codingleo
    @codingleo 11 місяців тому

    Easy to say you put a lot of effort on this video. High quality and pretty clarifying. Really appreciate sharing it.
    Thanks!

  • @lixou
    @lixou Рік тому +5

    5:38 I think it would make more sense to make asset_type from a real type just for some edge cases

  • @CheaterCodes
    @CheaterCodes Рік тому +34

    Let me just say, I have no complaints for using macros here. Seems like a good use case.
    However, my first choice would have been using traits and generics. In fact, I wrote a bit of rust code that provides almost the same level of abstraction. You can have a generic RonAssetLoader and a RonAssetPlugin, which is only marginally more typing effort than wehat the macros provide.
    The only *real* challenge is to find a nice way of automatically loading nested assets. No matter what you do (both your solution and mine), having to specify again which field need reloading is annoying. Using derive macros is probably the only good option here (or maybe there's some serde magic).
    Was fun wasting an hour or two on this :)

    • @TS-by9pg
      @TS-by9pg Рік тому +3

      I also tried implementing this using generics, however with generics I've run into an issue where you can't specify a different extension for different asset type to make it work exactly like in the video. Bevy automatically tries to figure out what loader to use based on the extension. It can be fixed with a trait, that will cast ron value into a desired type. However, with how many problems there are, it really makes me think that the whole implementation is flawed. Like, do you really to use Bevy asset system for that? It seems that it was not meant to be used like this
      I mostly do web/microservices/desktop development in Rust and only scratched the surface of Bevy development. But I'm pretty confident that using macros for fixing this problem is a sticks and mud solution, especially when there is a single macro that does three completely different things. Still need more research though to figure our what is a best solution.

  • @cchance
    @cchance Рік тому +1

    Please recreate this as a derive proc macro on the strict, really feels like this can be optimized and made even easier to read ergonomically

  • @Clickificationist
    @Clickificationist Рік тому +6

    bevy bevy bevy

  • @RenderingUser
    @RenderingUser Рік тому +2

    I've always saw macros as arcane magic. But it's looking usable now

  • @Ferret440
    @Ferret440 Рік тому +4

    Really good video, learned a lot from it! Confused about the symbols : ? at the end there, which you said were differentiators, can you pick any characters to separate parameters? Or do those have actual meaning to rust?

    • @modular_warfare_remastered3657
      @modular_warfare_remastered3657 Рік тому

      The symbols at the end can be of any symbol to identify the next group of variables ex. $($var: expr),* your macro would be test!(var1, var2, var3)

    • @valshaped
      @valshaped Рік тому

      You can use any arbitrary sequence of valid Rust tokens. That includes identifiers, keywords, operators, matched bracket pairs, literals; anything you would reasonably see in a Rust program. Whitespace is also ignored in both the parameter list and invocation site, so go ham!

  • @dylanwilliams9860
    @dylanwilliams9860 Рік тому +2

    Would the macro provided not be a security problem since it has arbitrary code injection in any asset you want, even fake assets?

  • @allxrise
    @allxrise Рік тому +1

    If you don't want to write HeroAssetPlugin, HeroAssetLoader, HeroAsset, etc... by hand , you can make it simpler with paste crate. You can convert this macro that just takes an asset identifier and extensions identifier.

  • @yankilo
    @yankilo Рік тому +1

    Nice metaprogramming, bro!

  • @DrIngo1980
    @DrIngo1980 Рік тому +7

    Beautiful. Just beautiful. Nicely done macro programming. Loving it.

  • @DooMWhite
    @DooMWhite Рік тому

    How maintainable is it?

  • @oglothenerd
    @oglothenerd Рік тому +1

    What is the difference between .add_asset() and . insert_resource()? (App::new())

  • @LegoDinoMan
    @LegoDinoMan Рік тому +1

    When the world needed him most, he uploaded.

  • @francois1e4
    @francois1e4 Рік тому

    Why not use generics ?

  • @NEO97online
    @NEO97online Рік тому +9

    This is really interesting. Is there a reason why you're using bevy's Asset abstraction for all these files instead of just deserializing them into Resources in `fn main()` before App.run() is called?

    • @xplorethings
      @xplorethings Рік тому +1

      Looks to me like bevy loads them asynchronously along with other assets. While it's probably not a huge deal for these, it can save time on startup.

  • @Skeffles
    @Skeffles Рік тому

    Fascinating to see how these can be useful with Rust.

  • @charetjc
    @charetjc Рік тому +1

    Excellent video. I love programming in rust, but avoid using macros, since I've yet to write a program with the amount of boilerplate you have. One thing that stands out as a problem for me is the use of symbols to split up your argument groups to the macro. I'd much rather use a named tag that describes the argument group (because self-documenting) since I don't work projects from start to finish, but a little here, a little next month, a little more three months later, etc. Is it possible to replace the symbols (: and ?) in your macro with names?

  • @tathagataroy5153
    @tathagataroy5153 Рік тому

    Hi! What tiling manager are you using? Thanks!

  • @CielMC
    @CielMC Рік тому

    1. Wow, I didn't know RON existed, that's cool.
    2. What editor is that? I want to say NeoVim but I also get a bit of Emacs vibe.
    3. You can make the ? and ; parts of your macro optional entirely by using a similar syntax to multiple: $(params)?, which you can then optionally have the macro generate with the same syntax, this way you don't have to end all loaders off with ;?. Same for the handler method, since some dont need it, it can be simply not generated.

  • @paulosantana9607
    @paulosantana9607 Рік тому +1

    Nice colorscheme bro (y)

  • @usedcolouringbook8798
    @usedcolouringbook8798 Рік тому +1

    I would liked to know what the symbols did in the beginning, not find out till the end; any way, great demonstration of application but explanation feels backwards.

    • @mirkopassoli9418
      @mirkopassoli9418 Рік тому +2

      Maybe because you know rust/macros in rust, I'm not familiar with neither of those, so for me makes sense that you explain first how to make a basic macro, than you explain the symbol shenanigans.

  • @tonyoallie
    @tonyoallie Рік тому

    Why is it when I look at your code. I can read some of it even though I haven't looked at rust in months hell almost a year. I'm learning bash right now with linux so your code makes some sense. The macro is nice. Glad to see you're still working on your game. I hope to see it complete.

  • @undersquire
    @undersquire Рік тому +1

    I've ran into the exact same problem in my game where I have dozens of asset loaders. However i found that creating 'finalization' systems for assets is actually not necessary in most cases. For your Hero example, where you need to store a handle to another asset, you can actually make use of Bevy 'asset dependencies' to achieve this.
    Inside of your Hero asset loader, you can utilize the path to the Spell asset and load a secondary asset using the AssetLoader 'load_context'.
    Here is an example of what I do:
    let mut hero: Hero = ron::de::from_bytes(bytes).unwrap();
    let spell_bytes = load_context.read_asset_bytes(hero.spell).await;
    let spell: SpellAsset = ron::de::from_bytes(spell_bytes).unwrap();
    let spell_handle: Handle = load_context.set_labeled_asset("spell", LoadedAsset::new(spell));
    hero.spell_handle = spell_handle;
    load_context.set_default_asset(LoadedAsset::new(hero));
    This completely eliminates the need for another system running to finalize/post-process assets. This also will be easier when Bevy Assets V2 rolls out in 0.12 (iirc).
    The only downside is that with my example you cant reuse existing asset loaders to load dependency assets. You can actually do this via LoadedAsset::with_dependency or LoadedAsset::add_dependency, simply by using 'load_context'.
    let spell_handle: Handle = load_context.get_handle(&hero.spell);
    load_context.set_default_asset(LoadedAsset::new(hero).with_dependency(hero.spell.clone().into()));
    On the plus side, with the first method you know that all dependency assets are loaded once the main asset is loaded, since the asset loader for the main asset has to load everything itself. If you used LoadedAsset::with_dependency etc, the main asset (in this example, Hero) may load before its SpellAsset loads, so you can end up having to handle the case where a Hero is loaded but its spells aren't.
    Excited to see where this project goes!

  • @Otakutaru
    @Otakutaru Рік тому

    would it be hard to write Deserialize trait for the spellhandle?

    • @valshaped
      @valshaped Рік тому +1

      Rust's "orphan rule" prevents this: you're allowed to implement traits on types *if and only if* you own the trait, or the type, or both. Only Serde or Bevy could implement Deserialize for a Handle.
      The only edge case is when a type implements Deref for your type. In that case, Rust will let you implement any trait on the foreign type.

  • @SabeDoesThingsChannel
    @SabeDoesThingsChannel Рік тому

    Can we talk about how TanTan is not verified? What the heck youtube!

  • @flyingsquirrel3271
    @flyingsquirrel3271 Рік тому +1

    Tantan videos are magic :)

  • @Davi_Dash
    @Davi_Dash Рік тому +2

    so you not gonna talk about the fact that you can do you own programing language in rust using macros ?

  • @Paidooo
    @Paidooo Рік тому

    Rust does not have generics? I think that maybe it would be more cost effective.

  • @japrogramer
    @japrogramer Рік тому

    It makes so much sense 😮

  • @sporus3700
    @sporus3700 3 місяці тому

    why do u use gnome for a tiling window manager lmao, just use hyprland or dwm

  • @iglobrothers645
    @iglobrothers645 Рік тому +1

    Witchcraft

  • @johanngambolputty5351
    @johanngambolputty5351 Рік тому

    Just the example I needed to start using macro_rules, hopefully I don't end up doing anything too atrocious ;)

  • @Snailsxd
    @Snailsxd Рік тому

    nice to see someone using the helix editor haha

  • @codingleo
    @codingleo 11 місяців тому

    And this is why people love rust

  • @vilainpavel
    @vilainpavel Рік тому +1

    good vidéo (i didn't see it yet)

  • @foodstuff
    @foodstuff Рік тому +1

    Just another person telling you to use the "paste" crate!

  • @menaced.
    @menaced. Рік тому +2

    C++ macros are much easier more elegant imo

    • @AlFredo-sx2yy
      @AlFredo-sx2yy Рік тому +1

      and they are the same as C macros, only that you can put C++ code, including templates, within them. Only thing i dont think is elegant about C macros is needing '\' at the end of a line to concat the macro, but other than that, they are perfect

    • @valshaped
      @valshaped Рік тому +1

      Rust macros operate on the AST, and can understand the structure of the code you pass into them; this is just a really *disgustingly ugly* use of them.
      Really, the syntax of a Rust macro is arbitrary. They can be beautiful, and hygienic, if you want them to be.

  • @sinom
    @sinom Рік тому +1

    I've seen some similar things done with C macros and honestly I don't think I like them. In general hiding the definition of things like this just feels like a readability nightmare

  • @demenevdmitriy4175
    @demenevdmitriy4175 Рік тому

    I also expected you to do include_bytes for extra performance.

  • @costelinha1867
    @costelinha1867 Рік тому

    Oh, look who's back.

  • @lixou
    @lixou Рік тому

    I Never saw someone using pub use for a macro. Hek I didn’t even know that’s the base thing behind it. So that’s what #[macro_export] does, right? PS: nice bevy 0.11

    • @christopher8641
      @christopher8641 Рік тому

      macro export would work fine and just "moves" the declaration to the root of the crate it was defined in. Both ways work but I don't think you need to pub use unless you are very concerned with the pathing that you source it from

  • @williamist
    @williamist Рік тому +1

    rust macros are great

  • @windwalkerrangerdm
    @windwalkerrangerdm Рік тому +9

    My takeaway from this is to never step into rust for making games.

    • @seanperry3667
      @seanperry3667 Рік тому +1

      Nah, this video makes it sound complicated and should not be. See the other comments suggesting smarter solutions.

    • @windwalkerrangerdm
      @windwalkerrangerdm Рік тому

      @@seanperry3667 I mean I really want to. I need something on the sideburner and this seems like good venue.

  • @o_2731
    @o_2731 Рік тому

    I love your energy😂

  • @pro_gemer
    @pro_gemer Рік тому

    your vidoes are magic

  • @0xpatrakar
    @0xpatrakar Рік тому

    Ok but why would you make this mess? Most of this duplication can be removed using traits with default functions and generics. Perhaps costruct a simpler macro on top of that.

  • @The6DAZ6
    @The6DAZ6 Рік тому +3

    So... I have wrote code in many different languages and Rust is in my radar but I still didn't have the time to study it and I know basically nothing of it, anyway...
    Couldn't you simply create a public generic function to handle that?

  • @Tobiky
    @Tobiky Рік тому

    Good video

  • @troligtvisme
    @troligtvisme Рік тому

    Magic macro :) love it

  • @colin_actually
    @colin_actually Рік тому +3

    I like Bevy in principle but hate absolutely everything about it in practice.

  • @heliusuniverse7460
    @heliusuniverse7460 Рік тому

    i did this using generics

    • @charetjc
      @charetjc Рік тому

      Got a link to the code? How did you use a generic to work with structures that have dissimilar field names/types?

  • @OfficialViper
    @OfficialViper 11 місяців тому

    Hey, this is funny!
    Bevy's syntax regarding the syntax loader sucks, just as my syntax using my own "BoxedFuture" type. Bevy devs and I actually defined the same type with the same name for the same problem. So let me explain why this syntax sucks and why the bevy devs did it this way.
    The thing is that Rust does not really allow traits to define async methods. While this has been addressed in the new Rust release and traits can indeed have async methods now, it is still breaking the rules for a trait to be object-safe. This means that a trait declaring async methods cannot be used as a trait object. For example, if the AssetLoader trait was defined this way, you wouldn't be able to make a Vec containing Boxed AssetLoaders with dynamic dispatching. You wouldn't be able to generalize multiple traits implementing AssetLoader as a list of AssetLoaders.
    To get around this, we have to understand what async means. It's actually just syntactic sugar for wrapping your return type in a Future. So by not marking your method as async and manually specifying the return type to be Future, you kinda get the same result. To make everything work, you also have to wrap your Future in Pin and Box. Let's say your return type is T, then your method's return type would end up as Pin = Box

  • @BrianBarrett0214
    @BrianBarrett0214 Рік тому

    nice

  • @mohamedimranechehabi5735
    @mohamedimranechehabi5735 Рік тому

    Hello, I am new to bevy and I would like to know where I can learn more advanced things about it please. And thank you for your time.

  • @LetrixAR
    @LetrixAR Рік тому +2

    No thanks. I'm fine duplicating code.

    • @zenshade2000
      @zenshade2000 Рік тому +3

      Often the best choice, even if it removes some of the "fun" of "being brilliant".

  • @Qohist
    @Qohist Рік тому

    thats just prefrence.

    • @Qohist
      @Qohist Рік тому

      also overrated*

  • @mikapeltokorpi7671
    @mikapeltokorpi7671 Рік тому

    🤩
    OTOH: saved 1028 lines of code? You would not have a long career in the Musk empire. 😅

  • @benjj280
    @benjj280 Рік тому

    *promosm*

  • @diadetediotedio6918
    @diadetediotedio6918 Рік тому +1

    nipah~☆!

  • @felixjohnson3874
    @felixjohnson3874 Рік тому

    SEXTENSIONS
    Change my mind

  • @willjohnson6714
    @willjohnson6714 Рік тому +1

    your video is great, but rust and bevy are an absolutely shit show -- look at all this insanely ugly syntax -- rust SHOULD NOT BE THE "FUTURE" of systems programming :S

    • @zenshade2000
      @zenshade2000 Рік тому +2

      This isn't AT ALL typical Rust or Bevy. Tantan is off into extreme wizard land with this project. Rust is quite beautiful when it's strengths are used the way they were designed to be, but not when it's contorted to its limits to wring every bit of automation possible out of it in the name of shortening lines of code.

  • @juliohenriquesantos2190
    @juliohenriquesantos2190 Рік тому

    Please, make it open source! :(

  • @LocalTrashyt
    @LocalTrashyt Рік тому

    bro this isn't even rust full power. Wait until you use proc macros.

  • @nephisto2
    @nephisto2 Рік тому

    Chad memes are bad for you. :(

  • @cayhe
    @cayhe Рік тому

    Dont copy me (Tantan)

  • @casualuser5527
    @casualuser5527 Рік тому

    your pronunciation of the parameter is not standard.

  • @lovely-shrubbery8578
    @lovely-shrubbery8578 Рік тому

    ur keyboard rgb offends me

  • @edhahaz
    @edhahaz Рік тому

    Rust is elegant, simple and productive

  • @zeocamo
    @zeocamo Рік тому +2

    this is where PHP or JS is better, this stuff is where Newbie misunderstand and add ca. 342 Bugs per day to the code, making your Job the debugger of the team, yes i try this it is not fun.
    in Dyn. languages this can be done with a few lines of code. and that is why some thing like Go is nice(if you want compiler) as it don't do this all of this Magic that only the good devs. understand, 4/5 of devs out there will make a lot of bugs and problems and you need to use the same time in review that you need to write it your self.

    • @AndrewBrownK
      @AndrewBrownK Рік тому +5

      I can’t tell which things you are arguing for, and which things you are arguing against. Macros “better” in dynamic languages, but lead to a bajillion bugs that are hard to debug. But then macros can only few people can comprehend in compiled languages, so better to have no macros when compiled like Go..
      Easier to write (dynamic) does not mean easier to write correctly. I’ll choose difficult to read compiler messages over difficult to debug runtime errors every single day of the year. And maintaining 100 copies of code with slight variation (Go) is WAY more work and error-prone than having the patience to cooperate with the compiler for one macro. In rust, that 1 out of 5 developer that can make a good macro can easily save the 4/5 other developers from a lot of headache.