73 results for "dynamic":

Thumbnail for Fine, we'll relocate our own binary!

Fine, we'll relocate our own binary!

format/mod.rs` mod dynamic; pub use dynamic::*; Then, we’ll need to implement Object::read_dynamic_entries. // in `crates/pixie/src/lib.rs` impl<'a> Object<'a> { /// Read all dynamic entries pub fn read_dynamic_entries(&self) -> Result<DynamicEntries<'a>, PixieError> { let dyn_seg = self.segments.find(SegmentType::Dynamic
Thumbnail for A static poppler build: the easy way

A static poppler build: the easy way

So! Now our asset processing pipeline is almost complete. But we’ve just traded dependencies against CLI tools, for dependencies against dynamic libraries: $ ldd ./target/debug/pdftocairo linux-vdso.so.1 (0x00007ffd615be000) libpoppler-glib.so.8 => /lib64/libpoppler-glib.so.8 (0x00007f2ba1bb4000) libgobject-2.0.so.0

Cross-platform game distribution

hassle. Summary Distributing games mean making sure it can find assets and the dynamic libraries it needs. Often, it means distributing dynamic libraries (.dll on Windows, .dylib on OSX, .so on Linux) in your application’s folder or a subfolder. On Windows, the OS will look for .dlls alongside your executable. On Mac, the best thing to do is to

Cross-compilation notes

MINGW_INSTALL_PREFIX}) SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) Cross-compiling for OSX with CMake Same principle, you can find toolchains on the internet. Runtime dependencies Find dynamically linked libraries on Linux To know which dynamic libraries a
Thumbnail for Async fn in trait... not

Async fn in trait... not

MigrationPostgres` cannot be made into an object | note: for a trait to be "object safe" it needs to allow building a vtable to allow the call to be resolvable dynamically; for more information visit <https://doc.rust-lang.org/reference/items/traits.html#object-safety> --> crates/futile-db/src/migrations/mod.rs:135:14 | 133 | pub trait
Thumbnail for Position-independent code

Position-independent code

problem is that the code in hello assumes there’s going to be some data at 0x402000. I don’t suppose there’s a way to… allocate memory at a given address, right? $ man malloc NAME malloc, free, calloc, realloc - allocate and free dynamic memory SYNOPSIS #include <stdlib.h> void *malloc(size_t size); Yeah, okay, no
Thumbnail for More ELF relocations

More ELF relocations

In our last installment of “Making our own executable packer”, we did some code cleanups. We got rid of a bunch of unsafe code, and found a way to represent memory-mapped data structures safely. But that article was merely a break in our otherwise colorful saga of “trying to get as many executables to run with our own dynamic loader”. The

Android development with rock 0.9.5

your .c sources in the jni/ folder (might depend on your project setup), and have an Android.mk file, which is the bastard child of a Makefile and a CMakeLists.txt. Then, instead of running make, you run ndk-build, which builds your code into a dynamic library, and then from your Java Android activity, you can load native code like so: package com

AOT vs JIT: Why don't we do both?

rock launches a C compiler (GCC, Clang/LLVM, etc.) the C compiler generates an executable or a library Then, when you launch it, it’s always the same code that’s executed. This is called AOT (Ahead-Of-Time) compilation. By contrast, when launching a a program written in a dynamic language, here’s roughly what happens: The interpreter parses
Thumbnail for Setting up a local Ubuntu Server VM

Setting up a local Ubuntu Server VM

default type: The VDI image type is preselected Default allocation strategy (dynamic): We have a choice between Dynamically allocated, the default, and Fixed size Then it tells us where the disk will be stored, and we can pick its maximum size. I’m going to pick 100GiB because it’s dynamically allocated anyway: File location and size part of