Book Image

Creative Projects for Rust Programmers

By : Carlo Milanesi
Book Image

Creative Projects for Rust Programmers

By: Carlo Milanesi

Overview of this book

Rust is a community-built language that solves pain points present in many other languages, thus improving performance and safety. In this book, you will explore the latest features of Rust by building robust applications across different domains and platforms. The book gets you up and running with high-quality open source libraries and frameworks available in the Rust ecosystem that can help you to develop efficient applications with Rust. You'll learn how to build projects in domains such as data access, RESTful web services, web applications, 2D games for web and desktop, interpreters and compilers, emulators, and Linux Kernel modules. For each of these application types, you'll use frameworks such as Actix, Tera, Yew, Quicksilver, ggez, and nom. This book will not only help you to build on your knowledge of Rust but also help you to choose an appropriate framework for building your project. By the end of this Rust book, you will have learned how to build fast and safe applications with Rust and have the real-world experience you need to advance in your career.
Table of Contents (14 chapters)

Introducing a very simple machine language

Real machine languages and real computers are way too complex to be covered in a single chapter; therefore, we will use a toy machine language that is easier to process and understand. In fact, two machine languages will be used:

  • The first language that we will use is the simpler one. For simplicity, it addresses 16-bit words, instead of memory bytes.
  • The second language presented can address single bytes, as most modern computers do.

Therefore, any program of the first language that we will use is just a sequence of 16-bit words, and any program written in it can only manipulate 16-bit words.

Both machine languages use just one memory segment containing both machine code and data. Here, there is no real distinction between code and data; instructions can read or write both code and data and data can wrongly be executed as if it were instructions. Usually, code, and some data as well (the so-called constants), is not meant to change, but here...