Request for feedback: how would you change this #Rust compiler error? Can you tell what's going on? What the problem is? Do you get a sense of how you might be able to solve it?
Okay, the #rustlang documentation on generic struct-structs is really difficult. And for some reason I cannot omit the where-clause.
I'm probably not understanding.
But... omg, traits are amazing. They're what I wanted c++' constraints to be. <3
This will make working with templates so much easier.
(Just have to figure out type arithmatic, then I suppose I'm pretty much where I want to be.)
(Despite my complaint about the documentation, the documentation is pretty good. Nice language too.)
I was so happy yesterday! I had a desktop computer that had been sitting around my house for several years, and I decided to bring it back to life. I bought a new NVIDIA RTX 4060 card and a new case for it. I transferred all the old components to the new case and fired it up, installed Fedora Silverblue, and even played a bit of Fallout 4 at full graphics settings. It was such a breeze!
However, today when I tried to turn it on, I think the motherboard just gave out. Looks like it's time for a new CPU, motherboard, and memory.
For the fellow nerds out there, what would you recommend? I'm looking to play some games and compile Rust code.
I figure doing XML in Rust is rather obscure. I queue for lunch, mention it to someone, someone else just ahead of me in the queue says "oh I am working on that too!"
I also chatted to two different speakers at the conference who worked on a different XSLT engine in the past (way before Rust)
8-way sprite exported from blender, using seldom_state and leafwing_input_manager for controls and animation control. idle, running, and dashing are the only animations implemented at the moment.
Just a prototype, but happy with the way it turned out, and I got a little blender scripting in too.
I did the first #chess board render with my #RustLang chess engine :o I'm really happy with how it turned out. And it also shows that the white kingside castling worked xD (Assets from itch.io)
Finally, some progress on my card game! I was able to finally reach a point when it is more feature complete than previous iteration written a few years ago with different framework (quicksilver, it's dead now) 😅 #gamedev#indiedev#rustlang#bevy#bevyengine
Proc macros in #Rust are objectively bad in a number of ways (limited to only dealing with tokens/no type system access, hard for newcomers to grasp and write, force a lot of attributes to be written to annotate specific items, etc.) but they exemplify "worse is better" perfectly. They are incredibly powerful and allow people to build amazing abstractions that are in some cases best in class. We want to have something better, but there isn't a pressing need now to rush a replacement. #RustLang
I'm glad that #Rust is now at a stage where there aren't any major missing pieces, almost anything you want to do can be represented, just in round about ways and sharp corners that we can chip away in time. Better than the situation years ago where most people used nightly exclusively because there was missing functionality in stable. We still need a way to have "stable early access" for features close to completion, though. #RustLang
@ekuber They are far better than C macros that have no restrictions on input or output. That’s not to say things can’t be better, but how could this even work? So much type information isn’t available without expanding macros recursively already, then you need to resolve dependencies and compile. You have a chicken or the egg problem then.
My biggest gripe is that proc-macros2 is still necessary and knowing when I have to convert types between that or the extern’d proc_macro types. #rustlang
As part of our ‘domain' #DNS library project, we are including diagnostics tooling. Instead of simply reimplementing ‘dig' in #rustlang, we wanted to rethink what operators would want from such a command line tool. Today, we're happy to release version 0.1.0 of ‘dnsi’. https://crates.io/crates/dnsi
@sophiajt just introduced #June: an systems language that is easier to use and learn, possibly quite interesting for application development. Will supposedly have #RustLang interoperability. Very interesting!