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+<!DOCTYPE html>
+<html>
+<head>
+ <title>1: Solar Systems</title>
+
+ <link rel="stylesheet" href="/style.css"/>
+ <link rel="stylesheet" href="/prism/prism.css"/>
+ <script src="/prism/prism.js"></script>
+</head>
+<body>
+ <div class="window">
+ <div class="window-title"><h2 style="padding: 0px; margin: 0px;">Learning Rust : Solar Systems</h2></div>
+ <i>How do I store non-owning references to collection members?</i>
+ <div class="window-content">
+ <a class="link-button" href="/projects/learning-rust">&lt;</a>
+ <p>I want to make a data-driven viewer for the solar system, as part of a game inspired by <a href="https://www.aurora2.pentarch.org/">Aurora 4x</a> but Rust is an entirely different beast from C.</p>
+ <p>I have prior experience writing systems like this, so I figured it would be as easy as:</p>
+ <pre><code class="language-rust">
+pub struct Orbital {
+ //Some optional non-owning reference to the parent orbital
+ mass : f64,
+ semi_major_axis : f64,
+ eccentricity : f64,
+ inclination : f64,
+ long_asc_node : f64,
+ argument_periapsis : f64,
+ mean_anomaly_epoch : f64
+}
+ </code></pre>
+ <p>The question then is: How do we store the reference to the parent orbital?</p>
+ <p>note: by parent orbital, I mean the orbital body that the given orbital body orbits.</p>
+ <p>In C, we would just store a pointer into the data of the owning container (i.e. a dynamic array).</p>
+ <p>I understand that the method above could cause problems with object lifetimes and dead references, but in this case we are assuming a static lifetime with a fixed-width container.</p>
+ <p>So my first instinct is to look in the Rust docs for a non-owning reference type.</p>
+ <p>I wasted about a day researching Rc's and RefCell's when I had a revelation; what I wanted was over-engineered. Instead of storing a reference to the parent orbital, I could just store an index into the system's orbital container. All I need to do to make this work is pass a borrowed ref to the system object to the orbital's update function.</p>
+ <p>But not every part of the update function needs the parent orbital's position, so I can split the update into two parts:</p>
+ <p>1: Update the orbital elements relative to the parent object</p>
+ <p>2: Use the parent orbital's position to transform the relative coordinates into absolute coordinates</p>
+ <p>So here's what I came up with.</p>
+ <pre><code class="language-rust">
+pub struct Orbital {
+ parent_index : usize,
+ //Temporary state variables for later update.
+ rel_pos : (f64, f64, f64)
+ //Orbital parameters
+ mass : f64,
+ semi_major_axis : f64,
+ eccentricity : f64,
+ inclination : f64,
+ long_asc_node : f64,
+ argument_periapsis : f64,
+ mean_anomaly_epoch : f64
+}
+//...
+impl Orbital {
+//...
+ pub fn update_rel(&mut self) -> Orbital {
+ //...
+ }
+
+ pub fn update(&self, &system : System) -> (f64, f64, f64) {
+ //...
+ }
+}
+ </code></pre>
+ </div>
+ </div>
+</body>
+</html>
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+<!DOCTYPE html>
+<html>
+<head>
+ <title>Learning Rust</title>
+
+ <link rel="stylesheet" href="/style.css">
+</head>
+<body>
+ <div class="window">
+ <div class="window-title"><h2 style="padding: 0px; margin: 0px;">Learning Rust</h2></div>
+ <div class="window-content">
+ <p>I am a long-time proponent of C. I have been using it for most of my life, and change is scary.</p>
+ <p>However, I also believe in broadening my skillset and learning new things.</p>
+ <p>This defines my dilemma. I want to learn something new, but I want to keep using C.</p>
+ <p>And then the US government decree'd that us C plebs should move on to rust</p>
+ <p>So without further adieu, as my first foray into "blogging", welcome to my attempt to document my journey into the Rust ecosystem</p>
+ </div>
+ </div>
+ <div class="window">
+ <div class="window-title"></div>
+ <div class="window-content">
+ <a class="link-button" href="1.html">1: Solar Systems</a>
+ <p style="display: inline-block"> : How do I store non-owning references to other objects?</p>
+ </div>
+ </div>
+</body>
+</html>