206 results for "":

Everything but ELF

And we're back!

In the last article, we thanked our old code and bade it adieu, for it did not spark joy. And then we made a new, solid foundation, on which we planned to actually make an executable packer.

As part of this endeavor, we've made a crate called encore, which only depends on libcore, and provides some of the things libstd would give us, but which we cannot have, because we do not want to rely on a libc.

Understanding Rust futures by going way too deep

So! Rust futures! Easy peasy lemon squeezy. Until it's not. So let's do the easy thing, and then instead of waiting for the hard thing to sneak up on us, we'll go for it intentionally.

Cool bear

Cool bear's hot tip

That's all-around solid life advice.

Choo choo here comes the easy part 🚂💨

We make a new project:

Windows dynamic libraries, calling conventions, and transmute

So, how does ping.exe actually send a ping? It seems unrealistic that ping.exe itself implements all the protocols involved in sending a ping. So it must be calling some sort of library. Also, since it ends up talking to the outside world via a NIC (network interface controller), the kernel is probably involved at some point.

In reading files the hard way - part 2, we learned about dynamic libraries (like libc), and the Linux kernel, and how syscalls allowed us to ask the Linux kernel to do our bidding. For this series, we're going to have to look at the Windows equivalents.

The RustConf Keynote Fiasco, explained

Disclaimer:

At some point in this article, I discuss The Rust Foundation. I have received a $5000 grant from them in 2023 for making educational articles and videos about Rust.

I have NOT signed any non-disclosure, non-disparagement, or any other sort of agreement that would prevent me from saying exactly how I feel about their track record.

Disclaimer:

The quest for ooc.vim

I've spent the past few weeks after rock 0.9.8's release working on some of the neglected aspects of ooc, namely tooling support and performance.

My kingdom for a vim plug-in!

Well, technically, ooc.vim is a few years old, and it was even updated a few times to match new ooc features. But unfortunately, so far, it was limited to syntax highlighting.

Migrating from warp to axum

Falling out of love with warp

Back when I wrote this codebase, warp was the best / only alternative for something relatively high-level on top of hyper.

I was never super fond of warp's model — it's a fine crate, just not for me.

The way routing works is essentially building a type that gets larger and larger. One route might look like:

Implementing "Log in with GitHub"

Because I started accepting donations via GitHub Sponsors, and because donating at the "Silver" tier or above gives you advance access to articles and your name in the credits, I need to interface with the GitHub API the same way I do the Patreon API.

Because I'd rather rely on third-party identity providers than provide my own sign up / log in / password forgotten / 2FA flow, user identifiers on my website are simply :

rock 0.9.6 is on the loose!

Just 8 days after the last release, rock 0.9.6 is out.

To update, run git pull && make rescue as usual. To install from scratch, clone the repo, cd into it, and run make rescue from there - it'll download the latest bootstrap, compile itself from C, then recompile itself from ooc.

Running rock -V should give you something like this:

rock 0.9.6 codename loki, built on Wed Feb 20 15:09:08 2013

Cleaning up and upgrading third-party crates

The bleeding edge of rustc and clippy

Typically, you'd want a production application to use a stable version of Rust. At the time of this writing, that's Rust 1.65.0, which stabilizes a bunch of long-awaited features (GATs, let-else, MIR inlining, split debug info, etc.).

Cool bear

Cool bear's hot tip

For every Rust release, Mara makes , on top of the .

Three gamedev surprises

Despite their peaceful appearance, game developers actually lead thrilling lives! Here are three things I learned (or re-learned) about yesterday that I'd like to share with you, in the form of assumptions that revealed false.

VSync is relatively straightforward. Right?

As an obsessive-compulsive, bipolar, perfectionist game dev, getting your game to run smoothly on all kinds of operating systems, graphics cards, and drivers combination is something of a holy grail. Many look for it, but let's be honest here, it never really turns out as expected.