Doods

joined 1 year ago
 

How safe it is to upgrade to Pop!_OS 24.04 by manually editing /etc/apt/sources.list (or whatever it was).

I tried doing it and running sudo apt update, and nothing suspicious seemed to appear. I used the Ubuntu 24.04 repos.

It is worth nothing that I have ran sudo apt remove with the --allow-remove-essential flag.

I want to upgrade; 22.04 is so old Debian stable is more up-to-date. There are also bugs with Sway and Mangohud that I am interested in getting rid of.

I am uninterested in the Rust desktop.

[–] [email protected] 5 points 2 weeks ago (4 children)

This is embarrassing, but when was it not?

I have to add a "." before the name of a css class, I must learn my tools.

[–] [email protected] 5 points 2 weeks ago

If you only need it for the interface, a shit workaround would be to prefix all text with an RLM (RIGHT-TO-LEFT Mark).

Unfortunately no, I expect users to enter Arabic text as well.

Fast iteration is already fixed by using cranelift in your release-dev profile (or whatever you want to call it), and mold as a linker.

Maybe, I didn't try that before, but I don't expect Cranelift to match the speeds gtk-rs is currently giving me; Cranelift also doesn't solve the problem of rust-analyzer acting crazy.

Okay, something helpful instead: Did you try asking in the rust:gnome.org matrix room mentioned in the project page?

No, I prefer public posts to prevent effort duplication, so much so that my mind started filtering out such things on project pages, but thanks for reminding me.

[–] [email protected] 2 points 2 weeks ago (2 children)

Before anyone suggests another library:

  • Iced and Egui both can't handle Arabic, which is a deal breaker.
  • Iced takes forever to compile and iterate, maybe that'll be fixed with dynamic linking.
  • Relm: I didn't know it existed before I started this project.
  • Qt bindings: IDK I forgot Qt existed, I was always more of GNOME* guy.
  • I am already pretty deep into this project, and don't want to learn something else for now.

* GNU Network Object something Environment

17
submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]
 

It might be lack of sleep, but I can't figure this out.

I have a Label, and I want its text to be red when it represents an error, and I want it be green when it represent "good to go".

I found search result for C and maybe a solution for Python, but nothing for Rust.

I tried manually setting the css-classes property and running queue_draw(); it didn't work.

I can have a gtk::Box or a Frame that I place where the Label should go, then declare two Labels, and use set_child() to switch between them, but that seems like an ugly solution.

Do you have a solution?

SOLVED:

I have to add a "." before declaring a CSS "thing" for it to be considered a class.

Ex:

.overlay {
        background: rgba(60, 60, 60, 1);
        font-size: 25px;
}

instead of:

overlay {
        background: rgba(60, 60, 60, 1);
        font-size: 25px;)
}

Just use label.add_css_class(), label.remove_css_class() or label.set_css_classes() and make sure to properly load your CSS style sheets,

Source: the comment of [email protected]

 

I was using Iced as a dependency, but wanted to tweak its source code for some reason, so I jumped into the folder where cargo downloads dependencies, and went into iced_wgpu 13.5 (I think that's the version).

I could make a change, then run

cargo clean -p iced_wgpu && cargo check

in my other project for instant feedback, yet it took rust_analyzer at least 5 whole minutes to stop hallucinating.

Can I disable some functionality of rust_analyzer? I only use it for jump-to-definition, linting and syntax highlighting; I don't even use autocomplete.

Setup:

  • Desktop that thermally throttles only when both the IGPU and the CPU are under full load, and is cool otherwise.

  • CPU: Intel I5-7500

  • RAM: 8 GiB DDR-4

  • Editor: NVIM v0.11.0-dev | Build type: RelWithDebInfo | LuaJIT 2.1.0-beta3 (I had the same issue with other versions as well).

TLDR

What can I disable in rust_analyzer to boost performance while maintaining jump-to-definition, linting and syntax-highlighting, or what can I do to boost rust_analyzer for big projects in general?

[–] [email protected] 1 points 1 month ago

Lemmy's written in Rust?! That's cool.

 

Another crazy idea I share with this website.

I was developing a game and an engine in Rust, so I was reading many articles, most of which criticize the 'borrow checker'.

I know that Rust is a big agenda language, and the extreme 'borrow checker' shows that, but if it weren't for the checker, Rust would be a straight-up better C++ for Game development, so I thought: "Why not just use unsafe?", but the truth is: unsafe is not ergonomic, and so is Refcell<T> so after thinking for a bit, I came up with this pattern:

let mut enemies = if cfg!(debug_assertions) {
    // We use `expect()` in debug mode as a layer of safety in order
    // to detect any possibility of undefined bahavior.
    enemies.expect("*message*");
    } else {
    // SAFETY: The `if` statement (if self.body.overlaps...) must
    // run only once, and it is the only thing that can make
    // `self.enemies == None`.
    unsafe { enemies.unwrap_unchecked() }
};

You can also use the same pattern to create a RefCell<T> clone that only does its checks in 'debug' mode, but I didn't test that; it's too much of an investment until I get feedback for the idea.

This has several benefits:

1 - No performance drawbacks, the compiler optimizes away the if statement if opt-level is 1 or more. (source: Compiler Explorer)

2 - It's as safe as expect() for all practical use cases, since you'll run the game in debug mode 1000s of times, and you'll know it doesn't produce Undefined Behavior If it doesn't crash.

You can also wrap it in a "safe" API for convenience:

// The 'U' stands for 'unsafe'.
pub trait UnwrapUExt {
    type Target;

    fn unwrap_u(self) -> Self::Target;
}

impl<T> UnwrapUExt for Option<T> {
    type Target = T;

    fn unwrap_u(self) -> Self::Target {
        if cfg!(debug_assertions) {
            self.unwrap()
        } else {
            unsafe { self.unwrap_unchecked() }
        }
    }
}

I imagine you can do many cool things with these probably-safe APIs, an example of which is macroquad's possibly unsound usage of get_context() to acquire a static mut variable.

Game development is a risky business, and while borrow-checking by default is nice, just like immutability-by-default, we shouldn't feel bad about disabling it, as forcing it upon ourselves is like forcing immutability, just like Haskell does, and while it has 100% side-effect safety, you don't use much software that's written in Haskell, do you?

Conclusion: we shouldn't fear unsafe even when it's probably unsafe, and we must remember that we're programming a computer, a machine built upon chaotic mutable state, and that our languages are but an abstraction around assembly.

[–] [email protected] 2 points 3 months ago

I think it's just because I can't resist running at full speed whenever I get the chance.

[–] [email protected] 2 points 3 months ago

I believe BSD has more servers than macOS.

[–] [email protected] 1 points 3 months ago (2 children)

bad hygiene (for olodumarè’s sake, bathe daily, and if possible brush your teeth at least twice a day).

I know this is popular in this thread, but how to achieve that? I shower 0-3 a day, with 0 being in days waiting for the washing machine for I have showered too much, and have no clothes remaining.

It seems no matter what I do, someone thinks I accidentally opened a shower on myself by how sweaty wet my underwear is, then proceeds to tell me I smell awful and banishes me from society back to my computer, which is what I would be doing anyway, also that person is the only one that complains and they (singular) can't handle heat at all.

I just checked and the temperature goes up to 42*, I don't know how hot that is, since I never look at weather, if it's hot I bear with it, if it's cold I ~~get sick for 3 days~~ bear with it.

Also I only wear winter-y jackets for some reason (A joke that went too far that's been lasting for 3 years?), people underestimate how good they are at shading, and they come with a built-in hat, and protect your body better than any T-shirt ever could.

Wait did I just answer my own question?

[–] [email protected] 1 points 3 months ago* (last edited 3 months ago)

It's hard to answer your request because, you see, your statement is like saying: "Everything is just atoms, so everything is basically the same", it is "reductionist" of higher values, which even atheists have, but the statement itself cannot be denied, nor replaced with an alternative.

Edit: I read your other replies, and you seem to not need this one, to ignore it.

[–] [email protected] 6 points 3 months ago (2 children)

Actually, crowdstrike has a very bad record regarding this, their services even managed to break Debian servers one time.

Source: some article.

[–] [email protected] 2 points 3 months ago

[joke] That must be my friend's laptop. [joke]

[–] [email protected] 0 points 3 months ago* (last edited 3 months ago)

Google says you have a Core i7-620M,

No, I have an I5, it even has a sticker, but my I5-7500 desktop has an I7 sticker, so stickers aren't reliable. (I have better evidence than the sticker, trust me)

that’s a Westmere, first-generation Intel HD Graphics, provided everything is configured correctly you should have OpenGL 2.1.

I rechecked 1-2 days after making the post, and Mesa reported 2.1 & 2.0 ES, which is consistent with techpowerup, that website never failed me even when I failed myself.

…and, no, you probably really, really don’t want to use OpenGL 1.x. If your implementation supports shaders at all then it’s going to be some vendor-specific non-standard thing. If you want to do anything 3D then 2.0 or 2.1 is the bare reasonable minimum (2.1 gets you PBOs).

I think shaders are a 3D-only thing? which shouldn't be useful for an isometric game. My favorite game runs on DirectX 3.0a, so I 1.x should work, I guess?

Also I will look up PBOs, that acronym looks cool!

If you’re doing 2D well I don’t think it would be wrong for bevy to have a 2.5D engine that...tightly-timed assembly at that, once upon a time it was considered impossible to get smooth side-scrolling on VGA cards – until Carmack came along...

about 1-1.5 weeks ago I watched some Johnathan Blow hating on programming paradigms and game engines, and to be honest, I had already been viewing pre-built engines as things that produce games that are... familiar... they lack souls, integer/buffer_overflows, and their physics are too well-made. I understand the benefits of a prebuilt 3D engine; I played a 3D game on DOSBox and saved before every jump - except the ones that got me stuck in a wall, in addition to an indie 3D C++ mess on Itch (it's the only game I am excited for its release at the moment, as it's still in beta).

I also saw an attempt at using SDL as a Bevy renderer-backend on Github, and there were problems according to the README.md, but I had lost interest by then, because...

After watching much JBlow, I came away with 3 things:

1- OpenGL isn't worth learning anymore, but don't use SDL to abstract yourself from it, use raylib. That's his opinion, so I decided to build my engine on Macroquad, a raylib-like thing, as using rust-bindgen feels un-ergonomic.

2- ECSes and other pre-forced paradigms are meaningless, just write the game.

3- He doesn't like Rust, which I ignored.

You might think Rust is a bad choice if I like overflowing things, as Rust is safe, but before you is something I wrote semi-seriously (I say "semi-" so I don't get laughed at) a day or two ago:

let mut key = Key::new(500.0, 500.0, 50.0, PINK, unsafe {
        let x = &entities[9] as *const Box<dyn Entity> as *mut Box<dyn Entity>;
        // SAFETY: This is straight up undefined behaviour, I have a solution
        // that is better, simpler and safe, which is seperating the entity list
        // and `GameContext`, but I wanted this to exist in the git history.
        //
        // And before I sleep and forget, the way is passing `&mut door` to
        // `update()` manually, and passing `entities` to `walk`.
        //
        // A `RefCell` wouldn't have complained at runtime anyway.
        #[allow(invalid_reference_casting)]
        &mut *x
    });

As you can see, using anything remotely similar to Arc<Mutex<T>> would get me accused of having skill issues, which is extremely bad considering I am one of those 'I use NeoVim/Colmack-DH/Rust/Linux BTW' people, so I prefer extreme measures, AKA just regular-C-code style of writing, so it won't be long before I meet some REAL undefined behavior.

If you're interested in my little project, it's about a yellow square in rooms of yellow walls, which I planned to write in 3 days, which I finished today, a few hours after Fajr prayer, one week after I set the deadline to 3 days.

Time to add a 3D turn-based combat system to it for reason, I first need a flat yellow cube, and some doom-like fake-3D enemies.

In case you’re into the arcane craft of the elders, here’s a book.

Thanks, I wish to write assembly sometime down the road, and discover these treasures of knowledge.

Edit: in case you're wondering how I solved the code problem, I started thinking and realized that I wanted to pass a &mut T to Key.Update(), but I was also holding a &T inside of GameContext, which is impossible in safe Rust, so I changed it hold a &mut T instead.

They say: "Make it work, then make it right, then make it fast", but maybe they didn't mean jumping to unsafe when they said "work".

Edit2: I forgot to say something about prebuilt engines. In addition to creating an inconsistency between quality of the engine (physics and UI interactions), and the quality of the game-specific code, they are also very bloated and that's reflected in binary sizes and the performance penalty of being a general-purpose engine.

Macroquad is also an offender of this, as a mere cargo add bloats the release binary up to 70 whole Mibs, but I managed to shave off 10 Mibs in a few hours by cloning the repo and "forking" Macroquad and it's huge math library, grim, and "de-bloating" them, and my game would still compile fine, so there's much room for optimizing the binary size, as well as performance, since I am low-level enough to implement my own delta time.

Also I am crazy about performance, which can be traced back to trying to run games on an HP compaq DC 5800 for 4 painful years, whose GPU is even worse than the laptop's.

PBO

13
OpenGL 1.5 support? (infosec.pub)
submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 

I know the title looks insane, but hear me out.

I wanted to make a game, specifically an isometric 2.5D RPG game, nothing that fancy.

So I decided to write it in Rust because I... like Enums, or something, and I had already finished the concurrency chapter, so I should be able to hang on.

Bevy seemed like the most complete engine out there, if overkill for my use case, but it's presumably so modular I could de-bloat it adequately, But...

Someone I know has a laptop; it is old.

It is not super old, a Toshiba Portege R700 with a locked BIOS which took me 3 days to trick its Windows 10 boot loader into booting Debian, and accidentally, yet irresponsibly, broke Windows and installed Grub.

There is no reason the thing shouldn't be able to run my hypothetical game. I've personally seen it LANning Sven Co-Op (Half-Life Co-Op) not long ago; the beast could maintain 60FPS for a solid few minutes, before overheating and dropping to 5, but it should hold on better now that I installed GNU/Linux.

So I, just to make sure, ran the command that exposes the OpenGL version used by Mesa, and... Open GL (ES?) 1.5? I surely, need a plan.

I noticed this issue with many indies. Many would-run-on-a-2005-thinkpad games sacrifice this untapped market for features they never use, or worse, go against the artistic vision.

So, since Bevy is modular, can I, a humble would-be-intern, write a rendering backend for the 2003 specification, but not before learning what a rendering backend is?

Or can I, a seasoned searcher, find a premade solution solution for Bevy or any other Rust engine, made to use the 2003 spec, or even the 1992 1.0 spec?

Or would it be worthwhile, to construct an engine of mine?

Edit: Or can I, a man of determination, write an FFI for an existing C solution?

[–] [email protected] 0 points 4 months ago* (last edited 4 months ago)

It's always funny when 2 people politely agree that they more or less hate each other. Good day.

NAMBLA people just seem like less disgusting Americans. Uninterested!

22
submitted 5 months ago* (last edited 5 months ago) by [email protected] to c/[email protected]
 

I have written a calculator in Rust and libcosmic, the design is copied from gnome-calculator; I discovered 2 things:

  1. I don't like working on UIs.
  2. I have no idea how to transform

cosmic::widget::button::Builder

to

cosmic::widget::Button;

this code would be so much cleaner if I could return a button::standard() from a function.

The source code.

-1
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

Tabs are 8 characters, and thus indentations are also 8 characters. There are heretic movements that try to make indentations 4 (or even 2!) characters deep, and that is akin to trying to define the value of PI to be 3.

I am in love with this awsome document; I love its guidelines, and coding conventions.

However, when Rust was introduced into the kernel, they butchered these beautiful guidelines, I know it's hard to look at such heretic actions, but you have to see this:

The default settings of rustfmt are used. This means the idiomatic Rust style is followed. For instance, 4 spaces are used for indentation rather than tabs.

How can this even relate to the ideology of the first document? I am deeply saddened by these new rules.

I know this is "The Rust experiment", but this must be fixed before it's too late! This has to reach someone.

A counter-argument might be:

The code should be formatted using rustfmt. In this way, a person contributing from time to time to the kernel does not need to learn and remember one more style guide. More importantly, reviewers and maintainers do not need to spend time pointing out style issues anymore, and thus less patch roundtrips may be needed to land a change.

And to that I say that rustfmt is configurable per project, and if it isn't, then it has to be. Doesn't something like .editorconfig exist?

Edit: I think I read enough comments to come up with a conclusion.

At first, forcing another language's code style upon another sounds backwards, but both styles are actually more similar than I originally though, the kernel's C style is just rustfmt’s default with:

  • 80 character line.
  • 8-space hard tabs.
  • Indentation limited to 3.
  • Short local-variable names.
  • Having function length scale negatively with complexity.

The part about switch statements doesn't apply as Rust replaced them with match.*

The part about function brackets on new lines doesn't apply because Rust does have nested functions.

The bad part about bracket-less if statements doesn't apply as Rust doesn't support such anti-features.

The part about editor cruft is probably solved in this day & age.

The rest are either forced by the borrow checker, made obsolete by the great type system, or are just C exclusive issues that are unique to C.

I left out some parts of the standard that I do not understand.

This all turned up to be an indentation and line-size argument. Embarrassing!

*: I experimented with not-indenting the arms of the root match expression, it's surprisingly very good for simple match expressions, and feels very much like a switch, though I am not confident in recommending to people. Example:

match x {
5 => foo(),
3 => bar(),
1 => match baz(x) {
	Ok(_) => foo2(),
	Err(e) => match maybe(e) {
		Ok(_) => bar2(),
		_ => panic!(),
		}
	}
_ => panic!(),
}

 
 

I have a huge library of game EXEs on my computer, but they run at a 4:3 aspect ratio as they're old, Proton/Proton-GE/WINE-GE keep the aspect ratio and place black bars left and right, which is desireble, unlike wine who stocks them to the left side of the screen.

 

I might clean under a non-functioning button after this.

I used an old charging cable with a broken micro USB port.

17
Is this fixable? (infosec.pub)
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

My 9yr old sister felt something is preventing her leg from moving, so she used violence.

A joystick USB cable.

*Without buying - or ripping off - another USB head of course.

 

This might seem stupid, but hear me out.

Fallout 3 on Epic is 39 GiB, the reason for that huge size is you're forced to download all the language packs, same story for Tomb Raider and FFXIII.

As someone with a monthly data limit of 140 Gib, and who has to share it with a family, these - unnecessary - download sizes are unacceptable and make me want - and plan - to pirate the game -which even though I didn't play for I still legally own*- and only having to download 7 GiB.

I would've complained about disk space but you can just remove the extra languages conveniently located in saperate folders**.

This also applies to single player games with privacy-invasive DRM and usability-hurting DRM***, and for people who hate the idea of DRM in general.

*Own as a service and a using license.

**Unless you are tight on disk space and cannot fully download the game before removing the files.

**DOOM 2016 didn't work on Linux duo to the DRM being incompatible with proton.

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