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submitted 1 year ago by [email protected] to c/[email protected]

Hopefully, I'm not breaking any rules by posting this here!

I thought that instead of every community being on the main lemmy.ml instance I'd host a different (dedicated) instance for refugee rustaceans to get a hang of the fediverse.

It's listed on join-lemmy/instances and the link is lemmyrs.org, everyone is welcome!

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submitted 1 day ago by [email protected] to c/[email protected]

It's less than two weeks until our next Rust and NixOS meetup in Mannheim, Germany. We're meeting on the 16th of July at the Mafinex technology center close to the main station. If you want to join us, please sign up for the event on Mobilizon (no account required) or Meetup.com.

https://rheinneckar.events/events/9d740b89-7713-4e19-a112-45aff1670f0f

https://www.meetup.com/hackschool-rhein-neckar/events/301504325/

As first talk, we will hear Andre Dossinger on "Using NixOS for Pragmatical Self-hosting", where he will show us how NixOS can be used in a problem oriented manner to preserve privacy and make complex setups manageable. Questions and discussions are highly encouraged!

Then, we will hear Benjamin Sparks on "Reading from Streams and Writing to Sinks" using Rust and Tokio, with a focus on low runtime overhead, safe buffer management, and robust error handling. He will show us the types and traits Tokio leverages to efficiently decode bytes and encode structured data in a type-safe manner is presented, and give us a practical demonstration of codecs for two different protocols.

Finally, Stefan Machmeier of the EMCL at Heidelberg University will give us an introduction to Nix Flakes, the experimental dependency management system built into Nix since version 2.4 that can be used for reusable Nix libraries as well as your own Nix packages and NixOS configurations.

The talks will be recorded and uploaded after the meetup.

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submitted 3 days ago by [email protected] to c/[email protected]

cross-posted from: https://programming.dev/post/16349359

July 2, 2024

Sylvain Kerkour writes:

Rust adoption is stagnating not because it's missing some feature pushed by programming language theory enthusiasts, but because of a lack of focus on solving the practical problems that developers are facing every day.

... no company outside of AWS is making SDKs for Rust ... it has no official HTTP library.

As a result of Rust's lack of official packages, even its core infrastructure components need to import hundreds of third-party crates.

  • cargo imports over 400 crates.

  • crates.io has over 500 transitive dependencies.

...the offical libsignal (from the Signal messaging app) uses 500 third-party packages.

... what is really inside these packages. It has been found last month that among the 999 most popular packages on crates.io, the content of around 20% of these doesn't even match the content of their Git repository.

...how I would do it (there may be better ways):

A stdx (for std eXtended) under the rust-lang organization containing the most-needed packages. ... to make it secure: all packages in stdx can only import packages from std or stdx. No third-party imports. No supply-chain risks.

[stdx packages to include, among others]:

gzip, hex, http, json, net, rand

Read Rust has a HUGE supply chain security problem


Submitter's note:

I find the author's writing style immature, sensationalist, and tiresome, but they raise a number of what appear to be solid points, some of which are highlighted above.

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submitted 4 days ago* (last edited 4 days ago) by [email protected] to c/[email protected]

The June edition of "This Month in Rust GameDev" has just landed!. With it, we have also added the option to subscribe to the newsletter by email. You can find the subscription form by scrolling down on https://gamedev.rs/.

This is also your call for submissions! Got a game you're tinkering on? A crate for fellow game devs? Do you want to share a tutorial you've made? Are you excited about a new feature in your favorite engine? Share it with us!

You can add your news to this month's WIP newsletter and mention the current tracking issue in your PR to get them included. We will then send out the newsletter at the start of next month.

Happy coding 🌟

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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

Have been struggling to find some nice Rust wallpapers, so I decided to make one for myself.

On the left is Ferris on a canvas. On the right is Corro the unsafe Rusturchin. (The contrast between safe (art-like) and unsafe Rust is supposed to be the joke here.)

Edit: The original image is 1080p. I got the drawings of Ferris and Corro from rustacean.net

6
19
submitted 2 weeks ago by [email protected] to c/[email protected]

cross-posted from: https://lemmy.ml/post/17090149

Hi! I've created a CLI tool for downloading Rust web books (like The Rust Programming Language) as EPUB, so that you can easily read them on your e-book reader. The tool is heavily based on this gist and a lot of proompting.

Check it out here: https://github.com/mawkler/rust-book-to-epub

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submitted 2 weeks ago by [email protected] to c/[email protected]

cross-posted from: https://programming.dev/post/15696807

That was a hard long adventure, massive refactoring with bug-fixing 🥵

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submitted 3 weeks ago by [email protected] to c/[email protected]
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submitted 3 weeks ago by [email protected] to c/[email protected]
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submitted 4 weeks ago* (last edited 3 weeks ago) by [email protected] to c/[email protected]

So, apparently the chrome/geckodriver processes will terminate on their own if the user sends ctrl+c to the console. It will not terminate on its own if the program finishes running naturally.

If you're interested in terminating it on your own, like I also was, here is how I went about it.

use std::process::{Child, Command};

fn main() {
	let mut s = Server::default();
	s.start();
	s.shutdown();
}

struct Server {
	child: Option<Child>
}

impl Default for Server {
	fn default() -> Self {
		Self {
			child: None
		}
	}
}

impl Server {
	fn start(&mut self) {
		self.child = Some(Command::new("./chromedriver")
			.spawn()
			.expect("ls command failed to start"));
	}

	fn shutdown(&mut self) {
		input(None); // wait for input so you can observe the process
		self.child.as_mut().unwrap().kill();
		self.child.as_mut().unwrap().wait();
		println!("shutdown");
	}
}

pub fn input(prompt: Option<String>) {
	let mut input = String::new();
	match prompt {
		Some(prompt) => println!("{}", prompt),
		None => ()
	}
	io::stdin().read_line(&mut input).expect("Failed to read input");
}
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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]

The May edition of "This Month in Rust GameDev" has just landed!.

With it, we also released a statistical analysis of the survey we ran last month. Thank you very much to the 52 readers who gave us their feedback on how to improve the newsletter! You rock!

This is also your call for submissions. Got a game you're tinkering on? A crate for fellow game devs? Do you want to share a tutorial you've made? Are you excited about a new feature in your favorite engine? Share it with us! You can add your news to this month's WIP newsletter and mention the current tracking issue in your PR to get them included. We will then send out the newsletter at the start of next month.

Happy coding ✨

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submitted 1 month ago by [email protected] to c/[email protected]

I’m wondering if anyone knows knows of something like stylelint written in rust? I’ve done some searching but can’t find it, but I feel like it must exist in some form.

I’m switching over to Biome from eslint due to the massive speed improvements and I want to do the same with stylelint.

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]

The autocompletion works (mostly) but for example Vec::new() doesn't highlight anything at all. I do get errors when not putting a semicolon, but things like passing too many arguments into the println macro doesn't throw an error. Or how shown in this example, it did not autocomplete the clone method, while also just accepting .clo; at the end of a String (it also didn't autocomplete "String"). In the video I show how it also gives me a recommendation for setting vec![] as a type, which doesn't make any sense. It only seems to a very limited selection of methods and some words I already used in the script. Is this how it's supposed to be, or do I have some very old version perhaps?

EDIT: Look in description for the fix

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submitted 1 month ago by [email protected] to c/[email protected]

cross-posted from: https://slrpnk.net/post/9960845

Hello Lemmy! Yesterday I released the first version of an alternative frontend for Threads: Shoelace. It allows for fetching posts and profiles from Threads without the need of any browser-side JavaScript. It's written in Rust, and powered by the spools library, which was co-developed between me and my girlfriend. Here's a quick preview:

A screenshot of Shoelace's homepage, showing the logo on top, the title "Shoelace", the subtitle "an alternative frontend for Threads", an input bar with the tooltip "Jump to a profile...", and at the bottom three links: "hub", "donate", and "v0.1".

Mark Zuckerberg's profile on Shoelace, showing three posts: One showcasing columns on the official Threads frontend, another congratulating himself for 1.2M+ downloads in his company's new AI software, and the glimpse of a post related to the "metaverse" Post by münecat on Shoelace, announcing the release of a video essay criticizing the field of evolutionary psychology

The official public instance (at least for now) is located at https://shoelace.mint.lgbt/, if y'all wanna try it out. There's also instructions to deploy it inside the docs you can find in the README. Hope y'all enjoy it!

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submitted 1 month ago by [email protected] to c/[email protected]
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submitted 1 month ago by [email protected] to c/[email protected]
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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]

I’m working on a big project in #Rust, there is toolset and API for #Playdate.

All going great, moving to stabilization step by step, but I’m tired of looking at the dull 90⭐️. Seriously, could you please throw me into the trends of the github, please! ❤️‍🔥

Project repository, mastodon.

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submitted 2 months ago by [email protected] to c/[email protected]

The April edition of "This Month in Rust GameDev" has just landed!.

You may have noticed that this marks the first release since quite a while. To revive the newsletter, we made some organisational changes.
We want to continue improving the project, so we've put together a survey for you to tell us how the newsletter should evolve. We'd be happy if you filled it out and / or shared it with your fellow game devs 🙂

This is also your call for submissions for May's edition!

Happy coding ✨

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submitted 2 months ago by [email protected] to c/[email protected]

I just released v0.1.0 of hinoki, my static site generator :)
The README.md should explain usage, and you can also see how I ported my blog to it here.

This project started because I'm not entirely happy with Zola, which does not support customizing page paths much (e.g. /year/month/day/title/index.html style paths) and made some other design decisions that I wanted to explore alternatives to.

You can download the binary from GitHub releases, or cargo install it from git.

Any feedback is appreciated, here or in the GitHub issues!

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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]

The Rust gamedev working group's newsletter "This Month in Rust GameDev" has been rebooted, starting this April 🎉

This is your call for submissions. Got a game you're tinkering on? A crate for fellow game devs? Do you want to share a tutorial you've made? Are you excited about a new feature in your favorite engine? Share it with us! You can add your news to this month's WIP newsletter and mention the current tracking issue in your PR to get them included. We will then send out the newsletter at the start of next month.

Happy coding!

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]

So I want to update the sprite so my character looks in a different direction each time the player presses left/right, how could I do this? I can't do it in the setup fn, since it's a startup system, appreciate any help

EDIT: changed formating

here is my code:

use bevy::prelude::*;

`fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
        .add_systems(Startup, setup)
        .add_systems(Update, animate_sprite)
        .add_systems(Update, player_movement_system)
        .run();
}

const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
static mut FLIP_BOOLEAN: bool = false;

fn set_flip_boolean(boolean: bool) {
    unsafe {
        FLIP_BOOLEAN = boolean;
    }
}

fn get_flip_boolean() -> bool{
    unsafe {
        FLIP_BOOLEAN
    }
}

#[derive(Component)]
struct Player {
    movement_speed: f32,
}

#[derive(Component)]
struct AnimationIndices {
    first: usize,
    last: usize,
}

#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);

fn animate_sprite(
    time: Res<Time>,
    mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
) {
    for (indices, mut timer, mut atlas) in &mut query {
        timer.tick(time.delta());
        if timer.just_finished() {
            atlas.index = if atlas.index == indices.last {
                indices.first
            } else {
                atlas.index + 1
            };
        }
    }
}


fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
    let texture = asset_server.load("sprites/Idle01.png");
    let layout = TextureAtlasLayout::from_grid(Vec2::new(64.0, 40.0), 5, 1, None, None);
    let texture_atlas_layout = texture_atlas_layouts.add(layout);
    let animation_indices = AnimationIndices { first: 0, last: 4 };
    let boolean = get_flip_boolean();
    commands.spawn(Camera2dBundle::default());
    commands.spawn((
        SpriteSheetBundle {
            texture,
            atlas: TextureAtlas {
                layout: texture_atlas_layout,
                index: animation_indices.first,
            },
            
            ..default()
        },
        Player {
            movement_speed: 500.0,
        },
        animation_indices,
        AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
    ));
}

fn player_movement_system(
    time: Res<Time>,
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut query: Query<(&Player, &mut Transform)>,
) {
    let (guy, mut transform) = query.single_mut();

    let mut movement_factor = 0.0;

    let mut movement_direction = Vec3::X;

    if keyboard_input.pressed(KeyCode::ArrowLeft) {
        movement_factor -= 1.0;
        movement_direction = Vec3::X;
        set_flip_boolean(true);
    }

    if keyboard_input.pressed(KeyCode::ArrowRight) {
        movement_factor += 1.0;
        movement_direction = Vec3::X;
        set_flip_boolean(false);
    }

    if keyboard_input.pressed(KeyCode::ArrowUp) {
        movement_factor += 1.0;
        movement_direction = Vec3::Y;
    }

    if keyboard_input.pressed(KeyCode::ArrowDown) {
        movement_factor -= 1.0;
        movement_direction = Vec3::Y;
    }


    let movement_distance = movement_factor * guy.movement_speed * time.delta_seconds();
    let translation_delta = movement_direction * movement_distance;
    transform.translation += translation_delta;

    let extents = Vec3::from((BOUNDS / 2.0, 0.0));
    transform.translation = transform.translation.min(extents).max(-extents);
}
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submitted 3 months ago by [email protected] to c/[email protected]

Been working on this a few months. It's inspired by previous generations of parser generators, and by my own previous work generating ast lexers from grammar files. This integrates seamlessly with the type system, allowing you to declare your syntax, extract only the data you want as variables, and evaluate them easily. And just from a simple description of your syntax, you'll get beautiful errors which visually point out structures in the input.

With this I have been able to implement a (mostly complete) JSON parser in just 12 lines of parsing logic, and a pmdas-respecting expression parser in just 6 (with one helper function to apply individual operators).

Examples available on the github repo, also now available on crates.io!

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submitted 3 months ago by [email protected] to c/[email protected]
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ReactNative but Rust? (programming.dev)
submitted 3 months ago by [email protected] to c/[email protected]

Hi.

Rust can run on anything from web browsers to Adruinos. BUT can you make Android/iOS apps with it? I heard that you can make the backend of your app in Rust and then incorporate it into your Java/Kotlin app, but I'm looking for something like React Native or Flutter, where you can build the entire app (including UI and interacting with native APIs) in Rust without writing a single line of Java/Kotlin.

Does something like that exist? If not, then is anyone working on it?

Oh, and I don't mean I want one of the many libraries which just compile your code to WASM and run the app in a WebView... I want something that lets me make native UIs - like React Native or Flutter.

Thanks

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