You can spend a month or two and get used to the bulk of Rust out of raw exposure. After seeing the same compiler errors over and over, you start to pattern match and learn how to jiggle the handle to get what you want.
For example, have you ever accidentally passed &Request across a thread boundary? The compiler explodes with UnsafeCell errors deep within the inner sanctums. It feels impenetrable for a while. You throw some clone() at it and whatever your go-to guesswork is. Then 30 minutes pass and you realize you just needed to pass Request instead of &Request. And at the end of i you really haven't learned much beyond "I'll try that sooner next time."
I think that's the hardest part about Rust. It takes quite a bit of mastery to actually understand and work around the more difficult compiler errors, like one that seems to threaten the whole abstraction you were going for. But adding a `+ Send + Sync` somewhere suddenly fixes it and it's not obvious why. It can feel very precarious.
Anyways, I think most of Rust's issues are just tooling issues. For example, imagine being able to hover identifiers to see their scope shaded in and where they'll get dropped -- instead of just error-message ASCII art. Or being able to hover something to see that it can do something because it implements this certain trait.
For example, have you ever accidentally passed &Request across a thread boundary? The compiler explodes with UnsafeCell errors deep within the inner sanctums. It feels impenetrable for a while. You throw some clone() at it and whatever your go-to guesswork is. Then 30 minutes pass and you realize you just needed to pass Request instead of &Request. And at the end of i you really haven't learned much beyond "I'll try that sooner next time."
I think that's the hardest part about Rust. It takes quite a bit of mastery to actually understand and work around the more difficult compiler errors, like one that seems to threaten the whole abstraction you were going for. But adding a `+ Send + Sync` somewhere suddenly fixes it and it's not obvious why. It can feel very precarious.
Anyways, I think most of Rust's issues are just tooling issues. For example, imagine being able to hover identifiers to see their scope shaded in and where they'll get dropped -- instead of just error-message ASCII art. Or being able to hover something to see that it can do something because it implements this certain trait.