1665460260
subZero is a standalone, extensible web server that turns your database directly into a REST/GraphQL api.
This repository is a showcases of it's functionality.
You can use it for free as a docker image where the constraints and permissions in the database determine the api endpoints and operations.
Alternatively, you can use it as a library dependence in your Rust code to bootstrap 90% of your backend and extend it with your custom routes and functionality.
Bring up the docker services
docker-compose up -d
You can interact with the database at the following endpoints
http://localhost:8000/
http://localhost:9000/
The REST API uses PostgREST dialect with additional support for analitical queries (GROUP BY, aggregate functions, window functions).
PostgreSQL backend sample request.
curl -i "http://localhost:8000/projects?select=id,name,tasks(name)&id=gt.1"
SQLite backend sample request.
curl -i "http://localhost:9000/projects?select=id,name,tasks(name)&id=gt.1"
A general overview of the standard commercial license is:
Author: subzerocloud
Source Code: https://github.com/subzerocloud/blue-steel
License: View license
1643176207
Serde
*Serde is a framework for serializing and deserializing Rust data structures efficiently and generically.*
You may be looking for:
#[derive(Serialize, Deserialize)]
Click to show Cargo.toml. Run this code in the playground.
[dependencies]
# The core APIs, including the Serialize and Deserialize traits. Always
# required when using Serde. The "derive" feature is only required when
# using #[derive(Serialize, Deserialize)] to make Serde work with structs
# and enums defined in your crate.
serde = { version = "1.0", features = ["derive"] }
# Each data format lives in its own crate; the sample code below uses JSON
# but you may be using a different one.
serde_json = "1.0"
use serde::{Serialize, Deserialize};
#[derive(Serialize, Deserialize, Debug)]
struct Point {
x: i32,
y: i32,
}
fn main() {
let point = Point { x: 1, y: 2 };
// Convert the Point to a JSON string.
let serialized = serde_json::to_string(&point).unwrap();
// Prints serialized = {"x":1,"y":2}
println!("serialized = {}", serialized);
// Convert the JSON string back to a Point.
let deserialized: Point = serde_json::from_str(&serialized).unwrap();
// Prints deserialized = Point { x: 1, y: 2 }
println!("deserialized = {:?}", deserialized);
}
Serde is one of the most widely used Rust libraries so any place that Rustaceans congregate will be able to help you out. For chat, consider trying the #rust-questions or #rust-beginners channels of the unofficial community Discord (invite: https://discord.gg/rust-lang-community), the #rust-usage or #beginners channels of the official Rust Project Discord (invite: https://discord.gg/rust-lang), or the #general stream in Zulip. For asynchronous, consider the [rust] tag on StackOverflow, the /r/rust subreddit which has a pinned weekly easy questions post, or the Rust Discourse forum. It's acceptable to file a support issue in this repo but they tend not to get as many eyes as any of the above and may get closed without a response after some time.
Download Details:
Author: serde-rs
Source Code: https://github.com/serde-rs/serde
License: View license
1665460260
subZero is a standalone, extensible web server that turns your database directly into a REST/GraphQL api.
This repository is a showcases of it's functionality.
You can use it for free as a docker image where the constraints and permissions in the database determine the api endpoints and operations.
Alternatively, you can use it as a library dependence in your Rust code to bootstrap 90% of your backend and extend it with your custom routes and functionality.
Bring up the docker services
docker-compose up -d
You can interact with the database at the following endpoints
http://localhost:8000/
http://localhost:9000/
The REST API uses PostgREST dialect with additional support for analitical queries (GROUP BY, aggregate functions, window functions).
PostgreSQL backend sample request.
curl -i "http://localhost:8000/projects?select=id,name,tasks(name)&id=gt.1"
SQLite backend sample request.
curl -i "http://localhost:9000/projects?select=id,name,tasks(name)&id=gt.1"
A general overview of the standard commercial license is:
Author: subzerocloud
Source Code: https://github.com/subzerocloud/blue-steel
License: View license
1654894080
Serde JSON
Serde is a framework for serializing and deserializing Rust data structures efficiently and generically.
[dependencies]
serde_json = "1.0"
You may be looking for:
#[derive(Serialize, Deserialize)]
JSON is a ubiquitous open-standard format that uses human-readable text to transmit data objects consisting of key-value pairs.
{
"name": "John Doe",
"age": 43,
"address": {
"street": "10 Downing Street",
"city": "London"
},
"phones": [
"+44 1234567",
"+44 2345678"
]
}
There are three common ways that you might find yourself needing to work with JSON data in Rust.
Serde JSON provides efficient, flexible, safe ways of converting data between each of these representations.
Any valid JSON data can be manipulated in the following recursive enum representation. This data structure is serde_json::Value
.
enum Value {
Null,
Bool(bool),
Number(Number),
String(String),
Array(Vec<Value>),
Object(Map<String, Value>),
}
A string of JSON data can be parsed into a serde_json::Value
by the serde_json::from_str
function. There is also from_slice
for parsing from a byte slice &[u8] and from_reader
for parsing from any io::Read
like a File or a TCP stream.
use serde_json::{Result, Value};
fn untyped_example() -> Result<()> {
// Some JSON input data as a &str. Maybe this comes from the user.
let data = r#"
{
"name": "John Doe",
"age": 43,
"phones": [
"+44 1234567",
"+44 2345678"
]
}"#;
// Parse the string of data into serde_json::Value.
let v: Value = serde_json::from_str(data)?;
// Access parts of the data by indexing with square brackets.
println!("Please call {} at the number {}", v["name"], v["phones"][0]);
Ok(())
}
The result of square bracket indexing like v["name"]
is a borrow of the data at that index, so the type is &Value
. A JSON map can be indexed with string keys, while a JSON array can be indexed with integer keys. If the type of the data is not right for the type with which it is being indexed, or if a map does not contain the key being indexed, or if the index into a vector is out of bounds, the returned element is Value::Null
.
When a Value
is printed, it is printed as a JSON string. So in the code above, the output looks like Please call "John Doe" at the number "+44 1234567"
. The quotation marks appear because v["name"]
is a &Value
containing a JSON string and its JSON representation is "John Doe"
. Printing as a plain string without quotation marks involves converting from a JSON string to a Rust string with as_str()
or avoiding the use of Value
as described in the following section.
The Value
representation is sufficient for very basic tasks but can be tedious to work with for anything more significant. Error handling is verbose to implement correctly, for example imagine trying to detect the presence of unrecognized fields in the input data. The compiler is powerless to help you when you make a mistake, for example imagine typoing v["name"]
as v["nmae"]
in one of the dozens of places it is used in your code.
Serde provides a powerful way of mapping JSON data into Rust data structures largely automatically.
use serde::{Deserialize, Serialize};
use serde_json::Result;
#[derive(Serialize, Deserialize)]
struct Person {
name: String,
age: u8,
phones: Vec<String>,
}
fn typed_example() -> Result<()> {
// Some JSON input data as a &str. Maybe this comes from the user.
let data = r#"
{
"name": "John Doe",
"age": 43,
"phones": [
"+44 1234567",
"+44 2345678"
]
}"#;
// Parse the string of data into a Person object. This is exactly the
// same function as the one that produced serde_json::Value above, but
// now we are asking it for a Person as output.
let p: Person = serde_json::from_str(data)?;
// Do things just like with any other Rust data structure.
println!("Please call {} at the number {}", p.name, p.phones[0]);
Ok(())
}
This is the same serde_json::from_str
function as before, but this time we assign the return value to a variable of type Person
so Serde will automatically interpret the input data as a Person
and produce informative error messages if the layout does not conform to what a Person
is expected to look like.
Any type that implements Serde's Deserialize
trait can be deserialized this way. This includes built-in Rust standard library types like Vec<T>
and HashMap<K, V>
, as well as any structs or enums annotated with #[derive(Deserialize)]
.
Once we have p
of type Person
, our IDE and the Rust compiler can help us use it correctly like they do for any other Rust code. The IDE can autocomplete field names to prevent typos, which was impossible in the serde_json::Value
representation. And the Rust compiler can check that when we write p.phones[0]
, then p.phones
is guaranteed to be a Vec<String>
so indexing into it makes sense and produces a String
.
The necessary setup for using Serde's derive macros is explained on the Using derive page of the Serde site.
Serde JSON provides a json!
macro to build serde_json::Value
objects with very natural JSON syntax.
use serde_json::json;
fn main() {
// The type of `john` is `serde_json::Value`
let john = json!({
"name": "John Doe",
"age": 43,
"phones": [
"+44 1234567",
"+44 2345678"
]
});
println!("first phone number: {}", john["phones"][0]);
// Convert to a string of JSON and print it out
println!("{}", john.to_string());
}
The Value::to_string()
function converts a serde_json::Value
into a String
of JSON text.
One neat thing about the json!
macro is that variables and expressions can be interpolated directly into the JSON value as you are building it. Serde will check at compile time that the value you are interpolating is able to be represented as JSON.
let full_name = "John Doe";
let age_last_year = 42;
// The type of `john` is `serde_json::Value`
let john = json!({
"name": full_name,
"age": age_last_year + 1,
"phones": [
format!("+44 {}", random_phone())
]
});
This is amazingly convenient, but we have the problem we had before with Value
: the IDE and Rust compiler cannot help us if we get it wrong. Serde JSON provides a better way of serializing strongly-typed data structures into JSON text.
A data structure can be converted to a JSON string by serde_json::to_string
. There is also serde_json::to_vec
which serializes to a Vec<u8>
and serde_json::to_writer
which serializes to any io::Write
such as a File or a TCP stream.
use serde::{Deserialize, Serialize};
use serde_json::Result;
#[derive(Serialize, Deserialize)]
struct Address {
street: String,
city: String,
}
fn print_an_address() -> Result<()> {
// Some data structure.
let address = Address {
street: "10 Downing Street".to_owned(),
city: "London".to_owned(),
};
// Serialize it to a JSON string.
let j = serde_json::to_string(&address)?;
// Print, write to a file, or send to an HTTP server.
println!("{}", j);
Ok(())
}
Any type that implements Serde's Serialize
trait can be serialized this way. This includes built-in Rust standard library types like Vec<T>
and HashMap<K, V>
, as well as any structs or enums annotated with #[derive(Serialize)]
.
It is fast. You should expect in the ballpark of 500 to 1000 megabytes per second deserialization and 600 to 900 megabytes per second serialization, depending on the characteristics of your data. This is competitive with the fastest C and C++ JSON libraries or even 30% faster for many use cases. Benchmarks live in the serde-rs/json-benchmark repo.
Serde is one of the most widely used Rust libraries, so any place that Rustaceans congregate will be able to help you out. For chat, consider trying the #rust-questions or #rust-beginners channels of the unofficial community Discord (invite: https://discord.gg/rust-lang-community), the #rust-usage or #beginners channels of the official Rust Project Discord (invite: https://discord.gg/rust-lang), or the #general stream in Zulip. For asynchronous, consider the [rust] tag on StackOverflow, the /r/rust subreddit which has a pinned weekly easy questions post, or the Rust Discourse forum. It's acceptable to file a support issue in this repo, but they tend not to get as many eyes as any of the above and may get closed without a response after some time.
As long as there is a memory allocator, it is possible to use serde_json without the rest of the Rust standard library. This is supported on Rust 1.36+. Disable the default "std" feature and enable the "alloc" feature:
[dependencies]
serde_json = { version = "1.0", default-features = false, features = ["alloc"] }
For JSON support in Serde without a memory allocator, please see the serde-json-core
crate.
1663559281
Learn how to create a to-do list app with local storage using HTML, CSS and JavaScript. Build a Todo list application with HTML, CSS and JavaScript. Learn the basics to JavaScript along with some more advanced features such as LocalStorage for saving data to the browser.
<!DOCTYPE html>
<html lang="en">
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>To Do List With Local Storage</title>
<!-- Font Awesome Icons -->
<link
rel="stylesheet"
href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.2.0/css/all.min.css"
/>
<!-- Google Fonts -->
<link
href="https://fonts.googleapis.com/css2?family=Poppins:wght@400;500&display=swap"
rel="stylesheet"
/>
<!-- Stylesheet -->
<link rel="stylesheet" href="style.css" />
</head>
<body>
<div class="container">
<div id="new-task">
<input type="text" placeholder="Enter The Task Here..." />
<button id="push">Add</button>
</div>
<div id="tasks"></div>
</div>
<!-- Script -->
<script src="script.js"></script>
</body>
</html>
* {
padding: 0;
margin: 0;
box-sizing: border-box;
}
body {
background-color: #0b87ff;
}
.container {
width: 90%;
max-width: 34em;
position: absolute;
transform: translate(-50%, -50%);
top: 50%;
left: 50%;
}
#new-task {
position: relative;
background-color: #ffffff;
padding: 1.8em 1.25em;
border-radius: 0.3em;
box-shadow: 0 1.25em 1.8em rgba(1, 24, 48, 0.15);
display: grid;
grid-template-columns: 9fr 3fr;
gap: 1em;
}
#new-task input {
font-family: "Poppins", sans-serif;
font-size: 1em;
border: none;
border-bottom: 2px solid #d1d3d4;
padding: 0.8em 0.5em;
color: #111111;
font-weight: 500;
}
#new-task input:focus {
outline: none;
border-color: #0b87ff;
}
#new-task button {
font-family: "Poppins", sans-serif;
font-weight: 500;
font-size: 1em;
background-color: #0b87ff;
color: #ffffff;
outline: none;
border: none;
border-radius: 0.3em;
cursor: pointer;
}
#tasks {
background-color: #ffffff;
position: relative;
padding: 1.8em 1.25em;
margin-top: 3.8em;
width: 100%;
box-shadow: 0 1.25em 1.8em rgba(1, 24, 48, 0.15);
border-radius: 0.6em;
}
.task {
background-color: #ffffff;
padding: 0.3em 0.6em;
margin-top: 0.6em;
display: flex;
align-items: center;
border-bottom: 2px solid #d1d3d4;
cursor: pointer;
}
.task span {
font-family: "Poppins", sans-serif;
font-size: 0.9em;
font-weight: 400;
}
.task button {
color: #ffffff;
padding: 0.8em 0;
width: 2.8em;
border-radius: 0.3em;
border: none;
outline: none;
cursor: pointer;
}
.delete {
background-color: #fb3b3b;
}
.edit {
background-color: #0b87ff;
margin-left: auto;
margin-right: 3em;
}
.completed {
text-decoration: line-through;
}
//Initial References
const newTaskInput = document.querySelector("#new-task input");
const tasksDiv = document.querySelector("#tasks");
let deleteTasks, editTasks, tasks;
let updateNote = "";
let count;
//Function on window load
window.onload = () => {
updateNote = "";
count = Object.keys(localStorage).length;
displayTasks();
};
//Function to Display The Tasks
const displayTasks = () => {
if (Object.keys(localStorage).length > 0) {
tasksDiv.style.display = "inline-block";
} else {
tasksDiv.style.display = "none";
}
//Clear the tasks
tasksDiv.innerHTML = "";
//Fetch All The Keys in local storage
let tasks = Object.keys(localStorage);
tasks = tasks.sort();
for (let key of tasks) {
let classValue = "";
//Get all values
let value = localStorage.getItem(key);
let taskInnerDiv = document.createElement("div");
taskInnerDiv.classList.add("task");
taskInnerDiv.setAttribute("id", key);
taskInnerDiv.innerHTML = `<span id="taskname">${key.split("_")[1]}</span>`;
//localstorage would store boolean as string so we parse it to boolean back
let editButton = document.createElement("button");
editButton.classList.add("edit");
editButton.innerHTML = `<i class="fa-solid fa-pen-to-square"></i>`;
if (!JSON.parse(value)) {
editButton.style.visibility = "visible";
} else {
editButton.style.visibility = "hidden";
taskInnerDiv.classList.add("completed");
}
taskInnerDiv.appendChild(editButton);
taskInnerDiv.innerHTML += `<button class="delete"><i class="fa-solid fa-trash"></i></button>`;
tasksDiv.appendChild(taskInnerDiv);
}
//tasks completed
tasks = document.querySelectorAll(".task");
tasks.forEach((element, index) => {
element.onclick = () => {
//local storage update
if (element.classList.contains("completed")) {
updateStorage(element.id.split("_")[0], element.innerText, false);
} else {
updateStorage(element.id.split("_")[0], element.innerText, true);
}
};
});
//Edit Tasks
editTasks = document.getElementsByClassName("edit");
Array.from(editTasks).forEach((element, index) => {
element.addEventListener("click", (e) => {
//Stop propogation to outer elements (if removed when we click delete eventually rhw click will move to parent)
e.stopPropagation();
//disable other edit buttons when one task is being edited
disableButtons(true);
//update input value and remove div
let parent = element.parentElement;
newTaskInput.value = parent.querySelector("#taskname").innerText;
//set updateNote to the task that is being edited
updateNote = parent.id;
//remove task
parent.remove();
});
});
//Delete Tasks
deleteTasks = document.getElementsByClassName("delete");
Array.from(deleteTasks).forEach((element, index) => {
element.addEventListener("click", (e) => {
e.stopPropagation();
//Delete from local storage and remove div
let parent = element.parentElement;
removeTask(parent.id);
parent.remove();
count -= 1;
});
});
};
//Disable Edit Button
const disableButtons = (bool) => {
let editButtons = document.getElementsByClassName("edit");
Array.from(editButtons).forEach((element) => {
element.disabled = bool;
});
};
//Remove Task from local storage
const removeTask = (taskValue) => {
localStorage.removeItem(taskValue);
displayTasks();
};
//Add tasks to local storage
const updateStorage = (index, taskValue, completed) => {
localStorage.setItem(`${index}_${taskValue}`, completed);
displayTasks();
};
//Function To Add New Task
document.querySelector("#push").addEventListener("click", () => {
//Enable the edit button
disableButtons(false);
if (newTaskInput.value.length == 0) {
alert("Please Enter A Task");
} else {
//Store locally and display from local storage
if (updateNote == "") {
//new task
updateStorage(count, newTaskInput.value, false);
} else {
//update task
let existingCount = updateNote.split("_")[0];
removeTask(updateNote);
updateStorage(existingCount, newTaskInput.value, false);
updateNote = "";
}
count += 1;
newTaskInput.value = "";
}
});
#html #css #javascript
1653532980
Rust has been something of a rockstar language in recent times as it continues to grow in popularity, thanks to its numerous benefits; like being very close to C/C++ in terms of performance and its ability to compile to WebAssembly.
The current state of gaming industry has primarily focused on programming languages such as C/C++, Java, and C# for both development and for game engines.
That was until the rise of Rust, which came with a different approach insofar as creating suitable programming languages that are flexible enough for games with respect to high performance, interfacing with other languages, and much more.
I will walk you through eight scripting languages developed for gaming in Rust which are categorized based on the following:
GameLisp is a scripting language that has a unique garbage collector designed to run once per frame without causing latency spikes.
It works by loading the glsp file with the .glsp
extension in Rust code. GameLisp is used for building 2D games as it also comes with common features available in modern languages.
Features include the following:
GameLisp was developed to handle garbage collection; this way it’s able to collect or gain memory back which has been allocated to objects.
GameLisp is a Rust crate that can be installed and instantiated in a Rust program by loading the GameLisp file — this process makes it easy for GameLisp to be integrated in Rust code.
GameLisp doesn’t implement unsafe code since the core logic of GameLisp is entirely written in Rust with few dependencies.
The other benefit of GameLisp is the object system that is built around mixins and state machines specifically for game development entities.
Example of GameLisp:
# GameLisp
(let fibs (arr 0 1))
(while (< (len fibs) 31)
(push! fibs (+ \[fibs -1\] [fibs -2])))
(prn [fibs -1]) ; // Rust
use glsp::prelude::*;
fn main() {
let app = Runtime::new();
app.run(|| {
glsp::load("external.glsp")?;
Ok(())
});
}
Throne is a scripting language for game prototyping and story logic; in other words, Throne is used to create syntax rules for a game which can be embedded in other engines.
It is developed to interface with JavaScript via WebAssembly. Throne can be used for storytelling and prototyping the concept of a game. It has the file extension .throne
.
Its features includes:
Throne prototyping uses a variety of contexts, including semantics, syntax, etc., to express and evaluate the precision of game development analysis.
Logic in storytelling is based on a narrative, character’s actions, events, etc., of a user’s point of view for a particular game.
Example of Throne:
// Throne file
// initialize state
fall-time 5 . default-fall-time 5 . block-id 0 . gravity-shape-id 0 . max-width 10 . max-height 20
#update . !shape _X _Y _BLOCKS . gravity-shape-id ID . + ID 1 ID' = gravity-shape-id ID' . #new-shape
#new-shape . $max-height H = new-shape 4 H ((block -1 0) ((block 0 0) ((block 1 0) ((block 0 1) (cons))))) . #shape-to-blocks (#input-lr)// Rust
#[cfg(not(target_arch = "wasm32"))]
fn main() {
let mut context = throne::ContextBuilder::new()
.text(include_str!("blocks.throne"))
.build()
.unwrap_or_else(|e| panic!("{}", e));
}
Wgpu is a cross-platform Rust graphics WebGPU standard API that runs on Vulkan, Metal, D3D12, D3D11, and OpenGLES — and likewise on WebGPU via WebAssembly (wasm).
It is built to allow web code access to GPU functionality in a safe and reliable paradigm, which also has binding support for languages via wgpu-native.
The features include:
Wgpu comes with WebGL as its core standard API, which is also used for rendering graphics such as 2D and 3D on a web browser without external plugins.
The performance of Wgpu solely relies on a GPU (graphics processing unit) abstract layer designed to augment the rendering process of graphics.
Example of Wgpu:
// wgsl file
@vertex
fn main_vs(
@location(0) particle_pos: vec2<f32>,
) -> @builtin(position) vec4<f32> {
let angle = -atan2(particle_vel.x, particle_vel.y);
let pos = vec2<f32>(
position.x * cos(angle) - position.y * sin(angle),
position.x * sin(angle) + position.y * cos(angle)
);
return vec4<f32>(pos + particle_pos, 0.0, 1.0);
}
@fragment
fn main_fs() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
fn main() {
let draw = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("draw.wgsl"))),
});
}
Mlua is a high-level binding for the Lua language to provide a safe and flexible API. It has the following features:
This allows other Lua versions API modules to be accessed in Rust as well as Lua in a standalone environment.
It enables async/await support in which executors like Tokio and asyn-std can be used.
Support for serialization and deserialization that support mlua
types with Serde.
The standalone mode is the declaration of Lua’s code directly in the Rust program, without the need for external import.
Example of Mlua:
fn main() {
let mut lua = hlua::Lua::new();
lua.execute_from_reader::<()>(File::open(&Path::new("script.lua")).unwrap())
lua.set("add", hlua::function2(add));
lua.execute::<()>("local c = add(2, 4)"); // calls the `add` function above
let c: i32 = lua.get("c").unwrap();
//standalone mode
lua.set("a", 12);
let val: i32 = lua.execute(r#"return a * 5;"#).unwrap();
}
Dyon is a dynamically-typed language designed for game engines and interactive applications with the extension .dyon.
It is designed to work around limited memory model because it lacks a garbage collector. It has the following features:
This allows more flexibility with types which can be used in Rust.
This is a multi-threaded concept but with Go-like style which specifies go
before the function name.
It also comes set of macros which makes embedding code with Rust much easier.
Example of Dyon:
fn main() {
shape := unwrap(load("src/shape.dyon"))
game := unwrap(load(source: "src/game.dyon", imports: [spape]))
call(game, "main", [])
}
Ketos is a scripting language developed to provide an interface for accessing Lisp APIs. It is compiled into bytecode and interpreted by Rust code. It has the .ket
extension. with the following features:
Ketos supports the compilation of .ket files to bytecode, which improves performance during runtime.
It provides macro support for extracting arguments from Ketos values and value conversion from Rust.
It also provides support for modification of bytecode instructions by dissecting data into opcodes.
Example of Ketos:
//ket
(define (range a :optional b (step 1))
(cond
((null b) (range 0 a))
((> step 0) (range-pos a b step ()))
((< step 0) (range-neg a b step ()))
(else (panic "`range` got 0 step"))))// Rust
fn main() {
let interp = Interpreter::new();
interp.run_code(r#"
(define (factorial n)
(cond
((< n 0) (panic "factorial got negative integer"))
((<= n 1) 1)
(else (* n (factorial (- n 1))))))
"#, None).unwrap();
}
Mun is an innovation of Lua JIT designed for productivity and speed. It is built to easily detect errors during compiling ahead of time (AOT), as opposed to being interpreted or compiled with JIT (just in time) in mind.
It has the .munlib
extension with the following features:
It is compiled ahead of time (AOT) by detecting errors in the code during this process; with this, developers can easily debug runtime errors on their IDEs (integrated development environment).
It resolves type check at compilation time instead of runtime which results in instant feedback for correction when not properly specified.
Ahead of time (AOT) with static typing and LLVM (low-level virtual machine) for optimization enforces Mun to be compiled to machine code and be executed cross-platform for optimal runtime performance.
It has support for IDE integrations for code completion and refactoring tools, which makes life easier for developers.
Mun offers support for compiling to all targeted platforms from any supported compiler.
Example of Mun:
// munlib
extern fn random() -> i64;
pub fn random_bool() -> bool {
random() % 2 == 0
}// Rust
fn main() {
let app = RuntimeBuilder::new("main.munlib")
.spawn()
.expect("Failed to spawn Runtime");
let app_ref = app.borrow();
let result: bool = invoke_fn!(app_ref, "random_bool").unwrap();
println!("random bool: {}", result);
}
LuaJIT is developed to interface Lua code from Rust by easily accessing the functions that correspond directly to the underlying Lua C native-code API. It has the following features:
It supports other languages via native binding, since the native API is written in C.
LuaJIT also provides support for macro to easily communicate/interface directly with C.
Example of LuaJIT:
pub fn main() {
let mut state = State::new();
state.open_libs();
state.do_string(r#"print("Hello world!")"#);
state.push(lua_fn!(return_42));
state.set_global("return_42");
state.do_string(r#"print(return_42())"#);
}
We’ve been able to look at several scripting languages for gaming in Rust, most of which are still in their infancy.
The most significant and popular one on this list is Wgpu, because it serves as the core of the WebGPU integration in Firefox, Servo, and Deno.
Elsewhere, Dyon serves as a dynamic language built with support for 4D vectors data type to augment 2D and 3D programming, mathematical iterations and Unicode symbols to improve readability and so much more. Others are built for interfacing with other platforms for performance optimization and more.
What Rust scripting language do you use for your game projects and why do you use it? I’d love to know in the comments section. Gracias!
Source: https://blog.logrocket.com/comparing-rust-scripting-language-game-development/