Makes a clone of the Weak pointer that points to the same allocation. This creates another pointer to the same allocation, increasing the strong reference count.
Makes a clone of the Weak pointer that points to the same allocation. Copies source's contents into self without creating a new allocation.
Making statements based on opinion; back them up with references or personal experience. I’d say this is an intermediate-level article, since the Rust compiler won’t lead you towards this design, good as its error messages are.
The outer/inner types allowed me to hide the Arc, which means that users of the engine can just declare their variables as Engine and clone as needed before moving the engine into all the threads that need it. In the real code, JobEngineInner has a bunch of fields with Arcs and Condors.
Job_exec_receiver is one end of a channel that also gets moved into the closure, but it’s orthogonal to the discussion because it is not a field of self anyway. You can’t pass self into these closure bodies or you’ll run into lifetime issues.
The design was leading me to a position where all my struct fields had essentially been hoisted into free variables, and instead of methods operating on self I was ending up with a lot of Self:: static functions that took everything they needed as parameters. And I didn’t like the nesting of lots of business logic inside the inline closures.
In later versions I’ll probably have to deal with catching panics and/or restarting the thread.) And finally, the magic in NewJobEngine::new() where I clone myself and pass the copy into the spawned threads.
And the ability to have my worker threads execute methods on my struct fits better with my mental model of the job engine. It’s always satisfying when you discover a relatively simple refactoring that allows you to bring a codebase that was getting out of control back into line.
The last thing that happens before a goes out of scope is drop glue. If c is a reference copied from b then the borrow-checker won't let you use c after a has been dropped because of the conflicting borrow and also the fact that the memory address has been made available for something else.
Memory is organized into cache lines, 64 bytes on PC. They are translated to physical addresses, which allows the operating system to rearrange things (almost) however it wants.
I'm completely ignoring physical addresses because I'm not a device driver and don't have permission to see them even if I wanted to. Eight banks per cache line is typical of AMD and I think it's the case with Intel.
Every time you run this, you will likely see slightly different addresses. Real code would use STR::as_ptr) And because of the machine language the order of the bytes appears backwards.
Originally released in 2013 for early access, Rust is a multiplayer video game with a clear emphasis on survival. Players are expected to scrounge for food, material and other resources in their bid to survive a harsh open-world environment.
No longer will players be able to grow crops just by inserting seeds into the ground. But once the lighting is out of the way, water is the main thing players need to work on.
Players will also likely want to install a fluid switch to control when the plants get watered. While planting seeds in planters is usually the safest and easiest way to ensure that crops are cared for, some players may prefer a more natural approach.
Naturally, biomes with extreme temperatures like the desert are not friendly to plants. But as soon as players get their crops growing, they may notice that their soil quality may be dropping.
The composter can take several organic items like plant fiber, corn, and horse dung and convert it into fertilizer. By far the most advanced and complicated addition to the farming update is that plants now have genes.
Cloning, on the other hand, is used if a player likes a plant’s particular gene strand. When cloning and crossbreeding are used together, the player will be able to cultivate their ideal gene strand.
Graduating from the University of North Texas in Denton, Paige studied English and technical writing for her bachelor's degree. She has written for a few volunteer organizations and published a handful of articles for Muse Media.
-Natural hemp spawns fully grown and when harvested years seeds and cloth, while planted ones don't do any of those. -You should water the plants when the dirt in the planter is orange and doesn't shine with a light, if you have not good enough settings, you should water them every once in a while when they aren't incredibly green.
-EDIT: I forgot to add this one, but, if you give the plants salt water they will die and you'll ruin the genes. -To make your plants grow WAY faster, turn on a lamp on the planter.
Watering the plants will make them grow a lot faster, it boosts the growth rate for a very few seconds. The Complete RUST Farming 2.0 Guide is brought to you by our content partner, Malone.
This RUST farming 2.0 video guide can be used as a solid starting point for future farming guides, as more advanced techniques for setting up automated watering systems and advanced genetics will be just around the corner. If your style is to build in highly remote areas, such as winter biomes and icebergs, take heed on these new changes to the RUST farming 2.0 system.
Today we are taking a look at the brand-new farming system in rust. On the flat ground, you won’t need a water pump; however, when your sprinklers are higher than your water source, a powered pump is required.
Double that for a source of 12 from the water barrel or large catcher. Freshwater will steadily increase the saturation of the soil, whereas saltwater will drain it.
Liquid splitters at the moment don’t have a clearly defined function. At this point, you have enough information to go and start your farming adventure, water source to pump, pump to sprinklers, sprinklers to planters.
It’s not necessary to learn these features, but if you want to increase your yield and speed up the time it takes for plants to grow, you’ll have to take into account the environmental conditions and the plant’s genetics. Once placed in a planter, the plant itself will give you the details of its environment when you look at it.
The more the saturation drops, the lower the overall health and progress of the plants. The quality of the ground is determined largely by the presence of a planter.
So you get yourself a horse, and as you feed it, this thing will slowly fire out poop. You put that along with plant fibers that you get from dead or finished crops into the brand-new composter, and overtime, it’ll turn it into fertilizer automatically.
All the water and fertilizer won’t help if the plant isn’t well lit and vice-versa. Temperature works a little differently in that it restricts the growth of plants with low hardiness.
So ideally, if you’re trying to farm in the snow, you’ll be aiming to get clones with a lot of h genes to improve their hardiness. This is where it gets properly complicated, but if you want the perfect potato, you’re going to have to wrap your brain around this.
Once they reach the crossbreeding phase, the plants will begin to interact and copy genes from their neighbors. This will allow players to mix and match strains to make hardier, faster-growing, and higher-yielding plants.
After the crossbreeding stage, you can see that the genetic code for the plant may have changed, affecting how it’s going to grow from here on out. The plant will fruit based on a combination of its condition and genetics.
After this, the plant will ripen, which is the long period of time in which you have to harvest your crop or make clones. Oh, it’s also worth mentioning that all the new conditions also apply to just planting stuff on the ground.
Additionally, growing in planters appears to be roughly twice as fast, depending on circumstances. Lastly, I want to reiterate that all of this testing was done on staging just prior to release.
Once Face punch finalizes the farming system, I’ll be able to provide more accurate guides on the best setups to use. For the time being, there are a lot of uncertainties that we can only cover once Face punch makes some decisions on how things will work.
Let me know in the comments if you found this helpful, and if there’s enough interest, I can rig up a farm that automatically waters itself for you.