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Real-world(ish) problem: you are developing, in Rust, a Warcraft-like game which uses very dense data structures for the buildings and the mobs. Your team eventually decides to use the builder pattern to ease the pain of writing and maintaining constructors with 20-ish variables. The two data structures which we are going to study today are reduced versions of the Orc and of the Farm, which you us
ArcadeRS 1.0: The project Oct 17, 2015 2015-07-04: Original article. 2015-07-25: Changed library to rust-sdl2 0.6, no change to rust code. 2015-10-17: Changed library to rust-sdl2 0.9; increased the date of publication. This is the introduction of a series whose objective is to explore the Rust programming language and ecosystem through the development of a simple, old-school shooter. It is comp
Type-checked matrix operations in Rust Jul 28, 2015 I recently started playing with Rust's PhantomData, and decided to implement type-checked matrix operations. It turns out that, not only does it work like a charm, the implementation is also surprisingly self-evident. So, let's see how this works! Integer generics The first problem that I encountered was Rust's lack of support for value parameter
Visualizing Rust's type-system Jul 31, 2015 In a week, I'm giving a talk at the Montréal Rust Language Meetup, called "Rust after borrowing" and, as I'm searching for my words, I thought that putting them down on a screen could ease the process. The talk is going to be about Rust; more specifically, about medium-to-advanced type-system business, such as dynamic dispatch, phantom types and higher-o
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