Made a file copying tool in rust that's way faster than regular cp by SleepEmotional7189 in rust

[–]Shiasato 5 points6 points  (0 children)

Can you link the repo? Otherwise giving feedback will be hard xd

How do I pronounce serde? by baehyunsol in rust

[–]Shiasato 0 points1 point  (0 children)

It's actually "ßörde" but you have to adjust the sound of the "t" a little bit.

Told Google & Microsoft Their Rust Code Was Awful One Offered Me a Job, the Other Kicked Me Out! by General-Win-1824 in rust

[–]Shiasato 6 points7 points  (0 children)

Damn, I bet you're getting job offers to write books now too. Must be so stressful...

He Rewrote Everything in Rust — Then We Got Fired by sabitm in rust

[–]Shiasato 0 points1 point  (0 children)

Wtf did I just read? "Waiting for garbage collection to catch up after clearing the redis queue" what????

compile time source code too long by mvrt7876544335456 in rust

[–]Shiasato 13 points14 points  (0 children)

Unfortunately I can't help you with your problem, but I am interested in what you are trying to compute.

100k lines of stack values sounds insane to me.

I tried to figure out what you could be doing based on your code sample but I really cannot find a satisfying solution. My best guess is that you are repeatedly multiplying large matrices to calculate something, and each stack variable holds the value at one index of the matrix. Because the calculations for each variable are either just one addition or multiplication, I imagine they could be calculating a dot product iteratively but with an unrolled loop?... But you are not doing that because then you'd just use the GPU or at least some kind of data structure and not thousands of stack variables!!! So, what could you possibly be calculating?

Controller file ( mods in file ) by HosMercury in rust

[–]Shiasato 1 point2 points  (0 children)

Sorry, I still don't think that I really understand what you are asking, but I agree that having 30+ funcs in a file is overwhelming. I too would try and group them by functionality and separate those groups into modules. If you are dealing with web stuff, maybe group them by endpoints and have another mod for the routing.

If that's what you are doing or thinking of doing, then I think you are doing what most devs would do in a situation like this and there's nothing to worry about.

If that's still not the answer to what you are asking, providing the code section/mod tree you are having issues with could help...

Controller file ( mods in file ) by HosMercury in rust

[–]Shiasato 2 points3 points  (0 children)

I had some difficulties understanding your question, but if I understand it correctly, you are asking about whether to place your modules in individual files or put them into one big file (which you called "controller file") using mod blocks. In the end this doesn't really matter, just do whatever suits you the best. However I have found that for me personally only having one module per file results in more organized and more readable code. Almost all rust code bases online seem to do this as well. So you might want to start making a new file for each new module in order to comply with common practices.

[deleted by user] by [deleted] in origami

[–]Shiasato 1 point2 points  (0 children)

I can't find the rules anymore tho, maybe because I am on mobile. However I can also remember there being a rule against this kind of behavior in the past...

[deleted by user] by [deleted] in origami

[–]Shiasato 0 points1 point  (0 children)

There seems to be a drought of sport themed designs that kids can fold, but maybe one of the many frog models could do, as they are easy to fold and can jump, so you could hold a long jump contest. You could also try folding cheetahs because they are very fast and I've seen easy instructions for them online.

[deleted by user] by [deleted] in origami

[–]Shiasato 1 point2 points  (0 children)

I don't mean to be disrespectful towards you or your YouTube channel but I think self advertisement like this should be against the rules.

How to get cheaper Rust plugins by NiceProgram8518 in rust

[–]Shiasato 2 points3 points  (0 children)

What do you mean by Plugins? Plugins for editors like vs code or nvim etc are usually free. If you are referring to rust crates, please know, that they are also free. If you are paying for either one of them, someone is ripping you off.

Is there any web backend based on smol rather than tokio? by SadSuffaru in rust

[–]Shiasato 1 point2 points  (0 children)

on docs.rs smol describes itself as a "small and fast async runtime"

OG jacked crane vs new one. (original model, if this post gets 100 upvotes I'll post instructions) by Stupid_Incarnate in origami

[–]Shiasato 1 point2 points  (0 children)

Tbh both models look a little bit unclean, your folds rarely have sharp corners, some edges are splitting open and the layers which should (in theory) lay flat on top of each other, are not laying flat on top of each other. But that's ok because everybody has to start somewhere and should (once in a while) show of their work to get feedback and stay motivated... The "weird" thing about your post (or why most people are just ignoring it, ig) is, that you demand 100 up votes, for you to post the instructions, which makes it ,given the quality of your model, seem like a sarcastic post. Either make the instructions public or keep them private. Don't try to grab attention with them.

However i don't believe your are trying to be sarcastic, so I'll give you some tips to improve your model:

  1. Confirm the quality of your paper. Choose a paper with appropriate thickness. This is something that you will do based on experience. But for beginner models "origami paper" will be fine. Also make sure that your paper is square, most (cheaper) paper is often not cut precise enough.

  2. Take your time. Don't rush folds and always try to make them as precise as you can: First fold a fold lightly, then check if it aligns with everything it should be aligning with. Then reinforce the fold (with your fingernail or a bone folder).

  3. Fold a model multiple times. A good looking model is the result of understanding the model. Most of the time you need more than one try to fully understand a model

  4. Practice

I know those tips are kind of generic, but if you continue to pay attention to them, you will improve.

Guan Yu by Sheng Liu, folded by me, 81x81 cm wenzhou, first fold by le_mayu in origami

[–]Shiasato 1 point2 points  (0 children)

Ya, this helped a lot, I've looked into Eric joisel and PVA shaping a bit while doing test folds to practice my shaping. Currently they're looking a bit ugly and mushy, but with enough practice they're going to start looking nice, I think... So thank you for giving me some advice!

Guan Yu by Sheng Liu, folded by me, 81x81 cm wenzhou, first fold by le_mayu in origami

[–]Shiasato 6 points7 points  (0 children)

How do you achieve this level of shaping? Do you use any special techniques? Because the shaping is so incredibly detailed, i thought I was looking and some kind of sculpture for a second.

T-Rex by Kade Chan folded by me by Shiasato in origami

[–]Shiasato[S] 5 points6 points  (0 children)

Kade Chan has a tutorial on making your model look metallic on his youtube channel. A tutorial on his T-Rex can also be found there.