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Submit a Base Namedrop Sizes(Hover for S/M/Him cost)Rockets to Raid Efficiency Scores The Destroyer by TrueNader5230.07187Adequate StorageExpandableUnique The Prometheus by 2Troo4300.10239BunkerPeekdownsOnline Oriented The Prometheus by 2Troo4300.10239BunkerPeekdownsOnline Oriented Most Efficient Car Garage Base by 2Troo480.09091BudgetAdequate StorageUnique How to expand a 2×1 w/ bunker` by Just Another Gamer4300.017Offline OrientedBunkerOnline Oriented Disclaimer Rust Base finder is simply a collection of YouTube videos.
We have no intellectual right over the videos linked on our site, and similarly we are not responsible for any of the views or actions presented in videos linked on this site. This week we’re looking at System Sydney , a graphical puzzle game written using Rust and SDL2.
As the summary is displayed in the command line output of snap info it’s worth keeping it short and sweet. The description can be more meaty, covering details about the application, command line options, keyboard shortcuts and links to help.
Once published however, the summary and description can also be maintained via the Snap Store listing page, but this is a good starting point. It needs access to take input from the keyboard and mouse, display things on the screen, and play back audio.
As System Sydney is a game written in Rust, and is hosted externally on GitHub, we can list the plugin and the URL to the source repository here. System Sydney makes an assumption about where to load some required libraries or assets.
We can override this by simply patching the line in the source such that it now points into the directory the snap will be installed to. Most applications use standard build tools and common patterns for compiling and installing files.
The developer may omit installation steps for example, assuming the user will simply run the application directly from the build folder. In the case of System Sydney, we need to copy the game assets (fonts, sprites and background images) into the right place.
Later in the snap craft lifecycle the contents of this folder will be assimilated into the final snap. Once built, the game leverages a few libraries to draw on the screen and play audio.
The snap is strictly confined, so cannot see any external libraries, so we list them here to bundle them with the game. Snap craft will introspect the binaries shipped in the snap, and list the best -guess array of required packages.
The apps' stanza is where we set up the environment and expose the binary inside the snap to the outside world. This includes ensuring the binary can find the GL drivers required to paint the game window, and extend the library search path to include the pulse audio libraries for audio playback.
We use the SNAP runtime environment variable to construct the correct path to the game files configured earlier. Finally, we specify the required plugs to enable the game to draw on the screen, play audio, access the GPU via OpenGL, and suppress the screensaver.
Building and publishing snaps of applications written in Rust is pretty straightforward. The example above highlights how we can be flexible if the build system requires tweaking, or where an application needs minor patching.
A non-graphical Rust app would be simpler than this example by virtue of not needing the SDL, GL and pulse libraries and environment configuration. Join us there if you have any questions or comments about this article or need assistance building a new snap.
We use rust -analyzer as a workbench and a laboratory for investigating approaches to lazy and incremental compilation. We try to modularized the existing rust compiler and extract production ready components for sharing with rust -analyzer.
Concretely, after every keystroke RLS looks at every function body and re-typechecks it; rust -analyzer generally processes only the code in the currently opened file(s), reusing name resolution results if possible. The manual contains detailed documentation, so in this blog post I want to just quickly run through the most exciting features.
Rust -analyzer is compatible with any editor that supports LSP, and has dedicated plugins for Vim, Emacs and VS Code. For this reason, the following info takes a VS Code-centric point of view, but should be translatable to equivalent concepts in other editors.
You should see the Run | Debug code lens, and editor symbols should show the main function: I suggest, first and foremost, to familiarize oneself with many navigation capabilities, as we spend more time reading code than writing it.
One rust -analyzer specific trick is that F12 on a mod submodule; brings you to the submodule.rs file. It is a fuzzy-search interface for all “symbols” (structs, ends, functions, field) in the project, its dependencies and the standard library.
The search tries to be smart, in that, by default, it looks only for types in your project, and, failing that, for functions. Unfortunately, this doesn’t work in VS Code at the moment, as it stopped passing these symbols to the language server since the last update.
The same underlying LSP request powers file outline and breadcrumbs. Implementation Ctrl + F12 This shortcut works on structs, ends and traits, and will show you the list of corresponding imply.
What’s more, with a shortcut you can re-run the last command, which is hugely useful when you are debugging a failing test. Extend selection Shift + Alt + This is again a feature which is relatively simple to implement, but a huge helper.
Assists More generally, there are a lot of cases where the light bulb can write some boring code for you. The most significant one is that we are not at the moment using rust directly, so our capabilities for detecting errors are limited.
For bigger projects though, I feel like cargo check in background gets in the way. Another big issue is that at the moment we, for simplicity, don’t persist caches to disk.
That means that every time you open a project with rust -analyzer, it needs to analyze, from source: This takes time, tens of seconds for medium-sized projects.
Similarly, because we never save anything to disk, we need to keep analysis results for all crates in memory. At the moment, rust -analyzer process might require gigabytes of ram for larger projects.
Finally, because analysis is not complete, features are not working correctly every time. Sometimes there are missing completions, sometimes got definition is wrong, we may even show false-positive errors on occasion.
We have a long road ahead of us towards solid and reliable IDE support. Many people like starting contributing to the project with docs, and we certainly can use some help as well.
For user-visible documentation, we have a manual which is pretty bare bones at the moment. If you want to contribute code, the best way to start is the aforementioned architecture document.