link
- C++ vs Rust
Ownership Concepts|🔝|
Yes. Vulkan is a great example of where C++ RAII and ownership concepts become extremely useful.
One important clarification first:
Vulkan itself does not use C++ ownership semantics internally. Vulkan is a C API with explicit
vkCreate*/vkDestroy*functions. C++ Vulkan applications commonly build RAII ownership wrappers around Vulkan handles.
For example:
Vulkan
──────
vkCreateBuffer()
↓
VkBuffer handle
↓
vkDestroyBuffer()
C++ RAII wrapper
──────
constructor
↓
owns VkBuffer
↓
destructor
↓
vkDestroyBuffer()1. A Vulkan object is basically a handle|🔝|
Consider a Vulkan buffer:
VkBuffer buffer;You create it with something like:
vkCreateBuffer(
device,
&create_info,
nullptr,
&buffer
);And eventually you must do:
vkDestroyBuffer(
device,
buffer,
nullptr
);Vulkan does not automatically destroy the buffer for you.
So this is possible:
void bad_function(VkDevice device)
{
VkBuffer buffer;
vkCreateBuffer(
device,
&create_info,
nullptr,
&buffer
);
// use buffer
// Forgot vkDestroyBuffer()!
}That’s a resource leak.
2. C++ RAII fixes this|🔝|
You can create a C++ wrapper:
class Buffer {
public:
Buffer(VkDevice device, const VkBufferCreateInfo& info)
: device_(device)
{
if (vkCreateBuffer(
device_,
&info,
nullptr,
&buffer_) != VK_SUCCESS)
{
throw std::runtime_error("vkCreateBuffer failed");
}
}
~Buffer()
{
if (buffer_ != VK_NULL_HANDLE)
{
vkDestroyBuffer(
device_,
buffer_,
nullptr
);
}
}
private:
VkDevice device_;
VkBuffer buffer_{VK_NULL_HANDLE};
};Now:
void foo(VkDevice device)
{
Buffer buffer(device, create_info);
// use buffer
} // Buffer::~Buffer()
// ↓
// vkDestroyBuffer()This is classic RAII.
3. The C++ object now represents ownership|🔝|
Without the wrapper:
VkBuffer
│
│ programmer must remember
↓
vkDestroyBuffer()With the wrapper:
Buffer
│
├── VkDevice
│
└── VkBuffer
│
│ owned by Buffer
↓
destructor
↓
vkDestroyBuffer()So you can think:
Buffer buffer(...);as:
“This C++ object owns this Vulkan buffer.”
4. Ownership hierarchy in Vulkan|🔝|
This becomes particularly interesting because Vulkan resources have relationships.
For example:
VkInstance
│
└── VkDevice
│
├── VkBuffer
├── VkImage
├── VkShaderModule
├── VkPipeline
├── VkCommandPool
│ │
│ └── VkCommandBuffer
│
└── VkSemaphoreA Vulkan object often requires another Vulkan object to destroy it.
For example:
vkDestroyBuffer(
device,
buffer,
nullptr
);The VkDevice is required.
So the C++ wrapper needs to understand that relationship.
5. A more realistic Buffer wrapper|🔝|
We could write:
class Buffer {
public:
Buffer(
VkDevice device,
const VkBufferCreateInfo& info
)
: device_(device)
{
VkResult result =
vkCreateBuffer(
device_,
&info,
nullptr,
&buffer_
);
if (result != VK_SUCCESS)
{
throw std::runtime_error(
"vkCreateBuffer failed"
);
}
}
~Buffer()
{
vkDestroyBuffer(
device_,
buffer_,
nullptr
);
}
VkBuffer get() const
{
return buffer_;
}
private:
VkDevice device_;
VkBuffer buffer_{VK_NULL_HANDLE};
};Usage:
void render(VkDevice device)
{
VkBufferCreateInfo info{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = 1024,
.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
};
Buffer vertex_buffer(device, info);
vkCmdBindVertexBuffers(
command_buffer,
0,
1,
&vertex_buffer.get(),
offsets
);
} // automatically destroys VkBufferThe important thing is that the caller doesn’t need to remember:
vkDestroyBuffer(...);6. Now introduce std::unique_ptr|🔝|
You can also express ownership explicitly using unique_ptr.
For example, imagine:
class Buffer {
public:
// ...
};Then:
auto buffer =
std::make_unique<Buffer>(device, info);Now:
unique_ptr
│
│ owns
↓
Buffer
│
│ owns
↓
VkBufferWhen the unique_ptr is destroyed:
unique_ptr destructor
↓
Buffer destructor
↓
vkDestroyBuffer()This gives you two levels of RAII.
7. Why Vulkan ownership becomes important
Consider this:
void create_buffer(VkDevice device)
{
Buffer buffer(device, info);
return;
}At the end:
buffer
↓
~Buffer()
↓
vkDestroyBuffer()The Vulkan resource cannot accidentally remain allocated because the C++ object’s lifetime controls the Vulkan resource’s lifetime.
This is one of the biggest benefits of RAII in graphics programming.
8. But there is an important Vulkan dependency
Suppose:
VkDevice
│
└── VkBufferYou cannot destroy the device first and then destroy the buffer.
Wrong:
VkDevice destroyed
↓
VkBuffer destroyedCorrect:
VkBuffer destroyed
↓
VkDevice destroyedC++ object lifetime can naturally represent this.
For example:
class Device {
public:
// ...
};
class Buffer {
public:
explicit Buffer(Device& device)
: device_(device)
{
// create VkBuffer
}
~Buffer()
{
// destroy VkBuffer
}
private:
Device& device_;
};Then:
void application()
{
Device device;
{
Buffer buffer(device);
// use buffer
}
// buffer is destroyed here
} // device destroyed hereThe order is:
Buffer constructor
↓
Device already exists
↓
use Buffer
↓
Buffer destructor
↓
vkDestroyBuffer()
↓
Device destructor
↓
vkDestroyDevice()This is very similar to expressing a resource dependency through ownership/lifetime.
9. Vulkan-Hpp takes this idea further
There is also an official C++-oriented Vulkan API called Vulkan-Hpp.
Instead of:
VkBuffer buffer;
vkCreateBuffer(...);
vkDestroyBuffer(...);you can use RAII-style Vulkan-Hpp types.
For example, conceptually:
vk::raii::Device device(...);
vk::raii::Buffer buffer(
device,
create_info
);Then:
{
vk::raii::Buffer buffer(device, create_info);
// use buffer
} // buffer automatically releasedThe hierarchy becomes:
vk::raii::Instance
│
↓
vk::raii::PhysicalDevice
│
↓
vk::raii::Device
│
├── vk::raii::Buffer
├── vk::raii::Image
├── vk::raii::Pipeline
└── ...This is much closer to the style Rust programmers expect.
10. Ownership doesn’t mean “Vulkan owns it”
This is an important distinction.
When we say:
Buffer buffer(device, info);we’re talking about C++ ownership of the Vulkan handle.
Vulkan itself doesn’t know that your C++ object exists.
Vulkan only sees:
VkDevice
VkBufferYour C++ wrapper establishes the rule:
C++ Buffer object
│
│ owns
↓
VkBuffer
│
│ release with
↓
vkDestroyBuffer()11. Vulkan handles aren’t ordinary pointers
A VkBuffer looks like a pointer-like handle:
VkBuffer buffer;But you shouldn’t think:
delete buffer;That’s wrong.
Vulkan requires:
vkDestroyBuffer(device, buffer, nullptr);That’s exactly why custom deleters / RAII wrappers are useful.
For example:
struct BufferDeleter {
VkDevice device;
void operator()(VkBuffer buffer) const
{
if (buffer != VK_NULL_HANDLE)
{
vkDestroyBuffer(
device,
buffer,
nullptr
);
}
}
};Then conceptually:
using BufferPtr =
std::unique_ptr<
std::remove_pointer_t<VkBuffer>,
BufferDeleter
>;However, because Vulkan handle types vary between platforms/configurations and are not necessarily ordinary pointer types, a hand-written RAII wrapper is often clearer than forcing every Vulkan handle into unique_ptr.
12. A better Vulkan C++ design
A common design is:
class Buffer {
public:
Buffer(VkDevice device, ...)
: device_(device)
{
vkCreateBuffer(
device_,
...,
&buffer_
);
}
~Buffer()
{
vkDestroyBuffer(
device_,
buffer_,
nullptr
);
}
Buffer(const Buffer&) = delete;
Buffer& operator=(const Buffer&) = delete;
Buffer(Buffer&& other) noexcept
: device_(other.device_),
buffer_(other.buffer_)
{
other.buffer_ = VK_NULL_HANDLE;
}
Buffer& operator=(Buffer&& other) noexcept
{
if (this != &other)
{
vkDestroyBuffer(
device_,
buffer_,
nullptr
);
device_ = other.device_;
buffer_ = other.buffer_;
other.buffer_ = VK_NULL_HANDLE;
}
return *this;
}
private:
VkDevice device_;
VkBuffer buffer_{VK_NULL_HANDLE};
};Now we’ve implemented something very similar to Rust ownership.
13. Why delete copying?
This:
Buffer(const Buffer&) = delete;prevents:
Buffer a(device, info);
Buffer b = a; // ❌Why?
Because otherwise:
a ─────┐
│
├──> VkBuffer
│
b ─────┘Then:
~a()
↓
vkDestroyBuffer()
~b()
↓
vkDestroyBuffer() ← 💥 same Vulkan handleThat’s essentially a double destruction problem.
So we make Buffer uniquely owning.
14. Move instead of copy
Instead:
Buffer a(device, info);
Buffer b = std::move(a);Now:
before:
a ─────> VkBuffer
after:
a ─────> VK_NULL_HANDLE
b ─────> VkBufferOnly b owns the Vulkan buffer.
This is very similar to Rust:
let a = Buffer::new(&device);
let b = a;Ownership moves from a to b.
15. The C++ ↔ Rust correspondence
This is the really useful mental model for Vulkan.
C++ Vulkan Rust concept
────────────────────────────────────────────────────
Buffer buffer(...) let buffer = Buffer::new(...)
Buffer(const Buffer&) = delete non-Copy type
Buffer(Buffer&&) move
std::move(buffer) ownership move
~Buffer() Drop
VkBuffer inside Buffer resource owned by struct
vkDestroyBuffer() Drop::drop()
const Buffer& &Buffer
Buffer& &mut BufferSo this C++:
class Buffer {
public:
~Buffer() {
vkDestroyBuffer(device_, buffer_, nullptr);
}
Buffer(const Buffer&) = delete;
Buffer(Buffer&& other) noexcept;
};is conceptually very close to:
struct Buffer {
device: Device,
buffer: vk::Buffer,
}
impl Drop for Buffer {
fn drop(&mut self) {
unsafe {
vkDestroyBuffer(
self.device.handle(),
self.buffer,
std::ptr::null(),
);
}
}
}16. But Vulkan has an additional ownership concept
There is another meaning of ownership in Vulkan that you should not confuse with C++ ownership.
Vulkan has concepts such as queue-family ownership for resources.
For example:
Queue Family 0
│
│ owns
↓
VkImage
│
│ ownership transfer
↓
Queue Family 1
│
│ owns
↓
VkImageThat’s Vulkan synchronization/resource ownership, not C++ object ownership.
So there are really three different concepts:
OWNERSHIP
C++ ownership
│
└── Who destroys the Vulkan object?
Vulkan resource ownership
│
└── Which queue family owns a resource?
Rust ownership
│
└── Which variable/value owns the object?
Who may borrow it?
How long is the borrow valid?These concepts interact, but they are not the same thing.
17. The big picture
A well-designed C++ Vulkan application might look conceptually like:
Application
│
└── Instance
│
└── Device
│
├── Swapchain
│ ├── Image
│ └── ImageView
│
├── Buffer
│ └── DeviceMemory
│
├── ShaderModule
│
├── Pipeline
│
└── CommandPool
│
└── CommandBufferAnd the C++ lifetimes can mirror that dependency tree:
construct
↓
Instance
↓
Device
↓
resources
↓
use Vulkan
↓
resources destroyed
↓
Device destroyed
↓
Instance destroyedThat is where RAII + ownership becomes extremely powerful in Vulkan.
Instead of writing thousands of lines of:
vkDestroyBuffer();
vkDestroyImage();
vkDestroyImageView();
vkDestroyPipeline();
vkDestroyShaderModule();
vkDestroySwapchainKHR();
vkDestroyDevice();
vkDestroyInstance();at various cleanup points, you design your C++ objects so that:
{
Device device(...);
{
Buffer buffer(device, ...);
Image image(device, ...);
Pipeline pipeline(device, ...);
// rendering...
}
// Buffer/Image/Pipeline destroyed here
} // Device destroyed hereThe C++ object lifetime becomes the lifetime of the Vulkan resource.
That’s the central connection between Vulkan, C++ RAII, and Rust-style ownership.
Please compare C++ and Rust and explain them in detail.
- Yes. The most important distinction is:
C++ RAII and Rust ownership solve a similar resource-management problem, but Rust makes ownership, borrowing, aliasing, and lifetimes part of the type system and compiler checks.
Let’s compare them step by step.
1. The basic idea: “who owns the resource?”
Suppose we allocate an object.
C++
auto p = std::make_unique<int>(42);p owns the int.
When p is destroyed:
p goes out of scope
↓
unique_ptr::~unique_ptr()
↓
delete intRust
let p = Box::new(42);p owns the i32.
When p goes out of scope:
p goes out of scope
↓
Drop
↓
memory is deallocatedSo these are conceptually similar:
C++ Rust
std::unique_ptr<T> ≈ Box<T>
destructor ≈ Drop
RAII ≈ ownership + Drop2. C++ RAII
RAII means:
Resource Acquisition Is Initialization
The resource is acquired during construction and released during destruction.
For example:
class File {
public:
explicit File(const char* path) {
file_ = std::fopen(path, "r");
if (!file_) {
throw std::runtime_error("failed to open file");
}
}
~File() {
std::fclose(file_);
}
private:
FILE* file_;
};Usage:
void foo()
{
File file("data.txt");
// use file
}When foo() returns:
foo()
│
├── File constructed
│
├── use File
│
└── File destructor
↓
fclose()This is extremely powerful.
Even if an exception happens:
void foo()
{
File file("data.txt");
do_something();
throw std::runtime_error("error");
}the destructor still runs:
exception
↓
stack unwinding
↓
File::~File()
↓
fclose()That’s why C++ RAII is such an important design pattern.
3. Rust does essentially the same thing
Rust:
struct File {
file: std::fs::File,
}std::fs::File itself implements Drop.
fn foo() -> std::io::Result<()> {
let file = std::fs::File::open("data.txt")?;
// use file
Ok(())
}When foo() returns:
foo()
│
├── File created
│
├── use File
│
└── Drop
↓
close fileSo both languages have deterministic destruction.
4. But Rust adds ownership rules
This is where the major difference starts.
Consider C++:
std::string a = "hello";
std::string b = a;This copies the string.
You now have:
a ──> "hello"
b ──> "hello"Both objects independently own their data.
Rust:
let a = String::from("hello");
let b = a;This is not a copy.
Ownership moves:
before:
a ──> String ──> "hello"
after:
a b
│ │
│ └──> String ──> "hello"
│
└── movedTherefore:
println!("{}", a);produces a compile-time error.
The compiler says, essentially:
awas moved intob.
5. Why does Rust do this?
Consider a hypothetical C++ class containing a raw pointer:
class Buffer {
int* data;
};If copying is implemented incorrectly:
Buffer A ──┐
├──> memory
Buffer B ──┘Now both objects think they own the same memory.
When they are destroyed:
A destructor
↓
delete memory
B destructor
↓
delete memory AGAINThat’s a double free.
Rust’s ownership system is designed to make this class of mistake impossible in safe code.
6. Rust move semantics
Consider:
fn consume(value: String) {
println!("{value}");
}
fn main() {
let s = String::from("hello");
consume(s);
// println!("{s}"); // ❌ error
}Calling:
consume(s);moves ownership into consume.
main consume
──── ───────
s ───── ownership ────────> valueWhen consume() finishes:
value
↓
Drop
↓
memory releasedThere is no second owner in main.
7. C++ equivalent
In modern C++, you can explicitly express a similar idea:
void consume(std::unique_ptr<std::string> value)
{
std::cout << *value;
}
int main()
{
auto s = std::make_unique<std::string>("hello");
consume(std::move(s));
// s is now empty
}This is very similar:
C++ Rust
std::unique_ptr<T> ≈ owned T
std::move(s) ≈ move of s
unique_ptr destructor ≈ DropBut notice something important:
Rust
consume(s);The move happens automatically.
C++
consume(std::move(s));You explicitly tell C++:
I am transferring ownership.
8. Borrowing: the really important Rust feature
Now suppose we don’t want to transfer ownership.
We just want to temporarily use the object.
Rust:
fn print_string(s: &String) {
println!("{s}");
}
fn main() {
let s = String::from("hello");
print_string(&s);
println!("{s}"); // OK
}&s means:
Borrow
swithout taking ownership.
The ownership remains:
main
s ───────────────> String
│
│ temporary borrow
↓
print_string(&s)After print_string() returns, the borrow ends.
9. C++ references are similar
C++:
void print_string(const std::string& s)
{
std::cout << s;
}
int main()
{
std::string s = "hello";
print_string(s);
std::cout << s; // OK
}This is conceptually very similar to Rust:
C++ Rust
const T& ≈ &T
T& ≈ &mut T
pass by reference ≈ borrowBut there’s an enormous difference.
Rust’s compiler verifies that the reference is valid.
10. Mutable borrowing
Rust:
fn change(s: &mut String) {
s.push_str(" world");
}
fn main() {
let mut s = String::from("hello");
change(&mut s);
println!("{s}");
}The &mut means:
Give me exclusive mutable access temporarily.
Rust enforces:
Either:
many immutable references
OR:
one mutable reference
but NOT both simultaneously.For example:
let mut s = String::from("hello");
let a = &s;
let b = &s;
println!("{a} {b}");Valid.
Multiple readers are allowed.
But:
let mut s = String::from("hello");
let a = &mut s;
let b = &mut s;❌ Compile error.
Two simultaneous mutable references are forbidden.
11. Why is that useful?
Because it prevents data races and many aliasing bugs.
Imagine:
same object
│
┌────────┴────────┐
↓ ↓
mutable A mutable B
│ │
└──── conflict ───┘Rust says:
No. You cannot have two simultaneous mutable aliases.
This rule is called the aliasing XOR mutability principle:
many readers
OR
one writer12. C++ allows this|🔝|
C++:
int value = 42;
int& a = value;
int& b = value;
a = 10;
b = 20;This is perfectly legal.
C++ trusts the programmer.
That flexibility is useful, but it means the programmer has to ensure that the references are used safely.
Rust moves much of that responsibility to the compiler.
13. Lifetimes|🔝|
This is another major difference.
Consider C++:
int& bad()
{
int x = 42;
return x;
}This compiles with a diagnostic from the compiler, but if you actually use the returned reference, the program has undefined behavior.
The problem:
bad()
│
├── x created
│
└── x destroyed
↓
return reference
↓
reference points nowhereRust rejects the equivalent:
fn bad() -> &i32 {
let x = 42;
&x
}The compiler says, essentially:
You are returning a reference to something that will be destroyed.
Rust’s borrow checker understands the lifetime relationship.
14. Explicit lifetime example|🔝|
You may see Rust code like:
fn longer<'a>(a: &'a str, b: &'a str) -> &'a str {
if a.len() > b.len() {
a
} else {
b
}
}'a describes the relationship between the references.
It means roughly:
The returned reference is valid for a lifetime that is compatible with the borrowed inputs.
You don’t normally manipulate lifetimes at runtime.
They’re primarily compile-time information.
15. C++ has lifetimes too — but differently|🔝|
C++ absolutely has object lifetimes:
{
std::string s = "hello";
} // s's lifetime ends hereBut C++ doesn’t have Rust’s borrow checker.
So:
const std::string& get()
{
std::string s = "hello";
return s; // dangerous
}The language allows you to express many things that can become invalid.
Rust’s compiler rejects many such patterns before the program runs.
16. unique_ptr vs Rust ownership|🔝|
This is perhaps the closest comparison.
C++
auto p = std::make_unique<int>(42);
auto q = std::move(p);Rust
let p = Box::new(42);
let q = p;Both express:
one owner
↓
transfer ownership
↓
new ownerBut Rust’s ownership model applies much more broadly than Box.
For example:
let s = String::from("hello");
let t = s;No Box is required.
Ownership is a fundamental language concept.
17. shared_ptr vs Rc|🔝|
C++:
auto a = std::make_shared<int>(42);
auto b = a;Rust:
use std::rc::Rc;
let a = Rc::new(42);
let b = Rc::clone(&a);Both use reference counting.
┌────────────┐
a ────>│ │
│ object │
b ────>│ │
└────────────┘
↑
reference count = 2When the count reaches zero, the object is destroyed.
18. shared_ptr vs Arc|🔝|
For multithreaded code:
C++:
auto data = std::make_shared<int>(42);
std::thread t([data] {
std::cout << *data;
});Rust:
use std::sync::Arc;
use std::thread;
let data = Arc::new(42);
let data2 = Arc::clone(&data);
let t = thread::spawn(move || {
println!("{}", *data2);
});
t.join().unwrap();The correspondence is:
C++ Rust
shared_ptr<T> ≈ Rc<T>
shared_ptr<T> + threads ≈ Arc<T>Although the exact thread-safety rules and guarantees differ.
19. Custom deleters vs Drop|🔝|
This connects directly to your original question.
C++:
struct FileDeleter {
void operator()(FILE* f) const {
if (f)
std::fclose(f);
}
};
using FilePtr = std::unique_ptr<FILE, FileDeleter>;Now:
FilePtr file(std::fopen("data.txt", "r"));When file is destroyed:
unique_ptr
↓
FileDeleter
↓
fclose()Rust would normally make a wrapper:
struct File {
handle: *mut std::ffi::c_void,
}
impl Drop for File {
fn drop(&mut self) {
unsafe {
close_handle(self.handle);
}
}
}When:
let file = File::new();goes out of scope:
File
↓
Drop::drop()
↓
close_handle()So:
C++ Rust
custom deleter ≈ Drop implementation
unique_ptr<T, D> ≈ struct T + impl Drop20. RAII is not the same thing as ownership|🔝|
This distinction is important.
RAII is primarily a resource-management technique:
constructor
↓
acquire resource
↓
object exists
↓
destructor
↓
release resourceRust ownership is a language-level system governing:
- who owns a value
- when ownership moves
- who can borrow it
- whether borrowing is mutable
- how long references remain valid
- whether aliases are allowed
So:
C++ RAII
│
└── automatic resource cleanup
Rust ownership
│
├── ownership
├── moves
├── borrowing
├── mutable borrowing
├── lifetimes
├── aliasing rules
└── DropRust uses RAII-like deterministic destruction as part of a much larger ownership model.
21. A useful side-by-side summary|🔝|
| Concept | C++ | Rust |
|---|---|---|
| Automatic destruction | Destructor | Drop |
| RAII | Yes | Yes |
| Unique ownership | unique_ptr | Ownership / Box<T> |
| Shared ownership | shared_ptr | Rc<T> |
| Thread-safe shared ownership | shared_ptr + synchronization | Arc<T> |
| Move | std::move() | Move is built into language |
| Immutable borrow | const T& | &T |
| Mutable borrow | T& | &mut T |
| Lifetime checking | Limited | Compiler/borrow checker |
| Aliasing checking | Mostly programmer responsibility | Compiler enforced in safe code |
| Data-race prevention | Programmer/library responsibility | Strongly enforced by type system |
| Custom resource cleanup | Destructor/custom deleter | Drop |
| Ownership in type system | Partially | Fundamental |
22. The biggest conceptual difference|🔝|
I would summarize it like this:
C++
"Here are powerful tools for managing ownership."
unique_ptr
shared_ptr
references
RAII
move semantics
custom deleters
↓
Programmer must use them correctly.Rust
"Ownership is a fundamental language rule."
ownership
↓
move semantics
↓
borrowing
↓
&T / &mut T
↓
lifetime checking
↓
Drop
↓
Compiler verifies the rules.That’s why Rust can reject code before it runs that would potentially produce use-after-free, double-free, dangling-reference, or many data-race problems in C++.
And this is the key connection to your original quote:
C++
unique_ptr+ RAII is conceptually close to Rust ownership +Drop, but Rust’s ownership system goes considerably further by statically enforcing how references and ownership may be used.