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Fix typo
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content/rust-compiler-performance-survey-2025-results/index.md

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@@ -92,7 +92,7 @@ Waiting too long for an incremental rebuild after making a small source code cha
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- **The linking phase is too slow.** This was a very common complaint, and it is indeed a real issue, because unlike the rest of the compilation process, linking is always performed "from scratch". The Rust compiler usually delegates linking to an external/system linker, so its performance is not completely within our hands. However, we are attempting to switch to faster linkers by default. For example, the most popular target (`x86_64-unknown-linux-gnu`) will very soon switch to the [LLD linker][rust-lld-blog-post], which provides significant performance wins. Long-term, it is possible that some linkers (e.g. [wild]) will allow us to perform even linking incrementally.
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- **Incremental rebuild of a single crate is too slow.** The performance of this workflow depends on the cleverness of the incremental engine of the Rust compiler. While it is already very sophisticated, there are some parts of the compilation process that are not incremental yet or that are not cached in an optimal way. For example, expansion of derive proc macros is not currently cached, although work is underway to [change that][cache-proc-macros].
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Several users have mentioned that they would like to see Rust perform hot-patching (such as the `subsecond` system used by the Dioxus UI framwork or similar approaches used e.g. by the Bevy game engine). While these hot-patching systems are very exciting and can produce truly near-instant rebuild times for specialized use-cases, it should be noted that they also come with many limitations and edge-cases, and it does not seem that a solution that would allow hot-patching to work in a robust way has been found yet.
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Several users have mentioned that they would like to see Rust perform hot-patching (such as the `subsecond` system used by the Dioxus UI framework or similar approaches used e.g. by the Bevy game engine). While these hot-patching systems are very exciting and can produce truly near-instant rebuild times for specialized use-cases, it should be noted that they also come with many limitations and edge-cases, and it does not seem that a solution that would allow hot-patching to work in a robust way has been found yet.
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To gauge how long is the typical rebuild latency, we asked our respondents to pick a single Rust project that they work on and which causes them to struggle with build times the most, and tell us how long they have to wait for it to be rebuilt after making a code change.
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