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Author here, happy to answer any questions. I've been working on building some higher-level abstractions on link sections (specifically, link-time optimized collections like maps (1) and sorted slices (2)) and wanted to share the hard-fought knowledge from the last couple of months.

There's a decent amount of knowledge around pre-main work in Rust, but I think this is one of the first attempts to walk through mutable link sections, which open up a pretty wide world of optimization, IMO. Even without mutability, I figured there isn't nearly enough documentation on these approaches out there.

(1) https://docs.rs/scattered-collect/0.20.0/scattered_collect/m...

(2) https://docs.rs/scattered-collect/0.20.0/scattered_collect/s...

> This post is 100% human-written. Claude was used for feedback and to assist with the linker symbol diagram. Cursor was used for feedback and to ensure examples were compilable.

Love this, I hope every blog have the same disclaimer about how AI is used.

The general lesson of these things is main is not that special and it pays to understand how your program actually starts. This has little/nothing to do with Rust or other language tools. On Linux, given a static ELF program, the kernel returns to the IP given by e_entry, which can proceed to do anything. If the program is dynamic (has a .interp) then it loads the interpreter and returns to its e_entry instead. The interpreter, in turn, can do absolutely whatever.
everything abount Rust MUST have some AI in it nowerdays. even this article
I thought it was about prehistoric Rust before the main branch was created :)
I ran into this with embedded Rust: put alloc in a .init_array function, but the global allocator also uses .init_array, and there's no ordering guarantee. Took me hours to figure out why I was getting garbage from the heap before main.