dvshkn, to rust
@dvshkn@fosstodon.org avatar

The difference between using async/await in typescript vs is that the rust compiler routinely asks "are you sure about that??"

More times than not it's a good thing.

cheukting_ho, to rust
@cheukting_ho@fosstodon.org avatar

is very inclusive - we have an open space for a meetup this evening at 7:30 in room 310. Folks who are interested in learning more about Rust and how it works with please come! (bring your own food we don’t have pizzas) 🍕 🤷🏻‍♀️

kubikpixel, to rust
@kubikpixel@chaos.social avatar

»Parser library using nom for VB6 (projects, forms, designers, etc).
VB6Parse aims to be a complete, end-to-end parser library for VB6. Including.«

It was a very, very, very long time ago when I had to extend and correct VisualBasic code, now I can also do it via Rust. Admittedly, the project is very young and I don't want to have to use it, but I understand why it exists.

🦀 https://github.com/scriptandcompile/vb6parse


frankel, to rust
@frankel@mastodon.top avatar

Faster linking times on nightly on Linux using rust-lld

https://blog.rust-lang.org/2024/05/17/enabling-rust-lld-on-linux.html

rustnl, to rust
@rustnl@fosstodon.org avatar

Looking back at a wonderful conference: 10 cool things at RustNL 2024!

Part 1 of 10: @Mara and Niko had a booth gathering input (problems!) from the community.

image/jpeg

ekuber, to rust
@ekuber@hachyderm.io avatar

Sometimes I wish that rustc had a database of small breaking changes that affect only a handful of crates, so that we could on the fly patch them going forward. Things like "we now correctly check for lifetimes in assoc types" can technically be a breaking change that affects a handful of crates, but I want to ensure that building a project from today in 15 years doesn't require a compiler tool chain from today.

I guess this is the windows backwards compatibility approach.
#rust #rustlang

ekuber, to rust
@ekuber@hachyderm.io avatar

" development is going too fast (because they are stabilizing features I don't care about) and going too slow (because they are not stabilizing features I care about!"

There are only so many contributors, hours in a day, days in a year to get to everything now, and some features are reliant on other, less flashy work that needs to happen before they can be even attempted.

But people are putting in a lot of work, the codebase changes so quickly that it is hard to keep up.

wezm, to rust
@wezm@mastodon.decentralised.social avatar

Faster linking times on nightly on Linux using rust-lld https://blog.rust-lang.org/2024/05/17/enabling-rust-lld-on-linux.html #Rust #RustLang

jhpratt, to rust
@jhpratt@mastodon.social avatar

Hit an edge case in the #Rust compiler that appears to be quadratic at best and potentially exponential. Trivial to make happen with real-world code. Investigating...

#RustLang #programming

nathanstocks, to rust
@nathanstocks@hachyderm.io avatar

1.78.0 release video. Maybe my last. https://youtu.be/VoPbpn4u93I

koneko, to rust French
@koneko@toot.beep.computer avatar

En train de faire une revue du code d’un ancien collègue. Un projet perso pour récupérer des infos pour le jeu Pokémon.

Je fais des revues de code au boulot. Des revues de code chez moi. J’arrête jamais.

:blob_sad_eyes:

mmastrac, to random
@mmastrac@hachyderm.io avatar

I have some bittersweet news -- I decided to leave Deno. Going to be joining a really cool company, continuing to work in Rust.

Deno was a great place to work, full of really smart folks. I got to work on some great projects: rewriting the HTTP server to nearly 2x throughput, some major refactoring of the event loop and timers to make them an order of magnitude faster, working on rebuilding the V8 -> Rust interface to make it as fast as humanly possible...

mmastrac,
@mmastrac@hachyderm.io avatar

... while also improving the developer experience with better errors.

Too many fun projects to count!

I still think is the best choice for server-side JS and , robust command-line tools and many other places. It's so much better than everything else.

Looking forward to announcing the new role in the near future and continuing to work in the high-performance arena. 🚀

jhpratt, to rust
@jhpratt@mastodon.social avatar

Now that it's public, I can say that I will be speaking (again) at #RustConf in Montréal! Catch me there or online in September.

#Rust #RustLang #programming

ramikrispin, to rust
@ramikrispin@mstdn.social avatar

(1/2) I recently posted a few posts about Rust 🦀 and my intention to leverage it for data science applications. Multiple people asked if Rust is a substitute for R or Python, and the short answer (in my opinion) is no. I see Rust as a complementary or supporting language that could make languages like R and Python faster.

Polaris 🐻‍❄️ is one example of a Python 🐍 application that uses Rust on the backend. 🧵👇🏼

secana, to rust
@secana@mastodon.social avatar

https://nexte.st/ is awesome. The expression language to filter for tests or simply display a list of available test made is "must-have" for me.

argv_minus_one, to rust
@argv_minus_one@mstdn.party avatar

I wonder if anyone has ever written an embedded in which there is no run-time interpreter, and all SQL queries are translated into machine code at compile time.

Kinda like sqlx, except queries are fully compiled at compile time, not just checked for correct syntax and types.

I'm guessing this would be extremely specific to one language, and outright impossible in most programming languages.

PixelPerfectEngine, to opensource
@PixelPerfectEngine@peoplemaking.games avatar

Is this AI generated, or someone thinks middleware aimed for game development is the same as a game engine?

Regardless, can someone help me in finding some kind of middleware similar to , , , and ? I can't find anything else, especially thanks to and/or people not understanding the difference between engine and middleware. All I need is a fixed buffer audio stream (worst case scenario, I'll use my own that I started writing for my own middleware I can't finish due to lack of time), input handling, and creating an OpenGL window. I don't have enough time to tinker with my own middleware and/or directly hooking into the OS (thanks to SEO, a lot of the search results are also garbage for stuff like rawinput).

jaycalixto,

@PixelPerfectEngine I know of macroquad for that is kinda similar to raylib https://github.com/not-fl3/macroquad

mizah, to rust
@mizah@macrofurs.social avatar

It continues to surprise me how, with just kinda works once it compiles...

Yeah, not a 100% success rate, but... It's still surprisingly good at forcing you to put the square pegs into the square holes.

janriemer, to rust

"Can't move a closure into a spawned thread"

https://users.rust-lang.org/t/cant-move-a-closure-into-a-spawned-thread/111332

or phrased differently: "Misunderstandings of what the 'static lifetime in means".

Kornel's excellent answer:
https://users.rust-lang.org/t/cant-move-a-closure-into-a-spawned-thread/111332/8?u=janriemer

"Note that any lifetime bounds, including 'static, apply only to references and types containing references. They do nothing when applied to self-contained types. This means that String is not 'static, but rather it isn't affected by any lifetime bound."

outfly, to space
@outfly@mastodon.social avatar

v0.9 just took off!

✅ Implemented various challenging Achievements
✅ Implemented game menu
✅ Implemented game over screen
✅ Beautiful new planetary/lunar textures by Björn Jónsson, https://bjj.mmedia.is/data/planetary_maps.html

https://yunicode.itch.io/outfly
https://codeberg.org/hut/outfly

frankel, to FunctionalProgramming
@frankel@mastodon.top avatar
noth, to rust
@noth@ilyamikcoder.com avatar


ah yes

robert, to rust
@robert@toot.kra.hn avatar

> Unfortunately, most people seem to have taken the wrong lesson from Rust. They see all of this business with lifetimes and ownership as a dirty mess that Rust has had to adopt because it wanted to avoid garbage collection. But this is completely backwards! Rust adopted rules around shared mutable state and this enabled it to avoid garbage collection. These rules are a good idea regardless.

Yes, so much this! I'm using not because I'm building low-level resource constrained systems (far from it) but because it allows for local reasoning about state. Paired with the ML inspired syntax that makes pattern matching easy this leads to far more reliable programs.

This is also why I like so much. Clojure's refs / atoms /agents allow for scoping mutability in an otherwise purely functional system. Scratch for the same itch. But Rust's compile time checking avoids pushing issues into the runtime, increasing reliability and hugely reduces time needed for debugging. The trade off here is no interactive / live development.

https://without.boats/blog/references-are-like-jumps/

boozook, to rust
@boozook@mastodon.gamedev.place avatar

Tomorrow is a day of oxidized crab 🦀 — Rust programming language birthday 🎉

https://blog.rust-lang.org/2015/05/15/Rust-1.0.html

fj, to random
@fj@mastodon.social avatar

I've been wanting to look into formally verifying code with for a while, but wasn't sure where to start.

Thankfully Lucas Franceschino from @cryspen has now a tutorial to get started!

https://hacspec.org/blog/posts/announcement-tutorial/

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