Before you start optimizing you need to really know what you are trying to do and how current implementation works. Something may look not 100% optimal, but it looks that way because there is a good reason for that.
Before you start optimizing you need to really know what you are trying to do and how current implementation works. Something may look not 100% optimal, but it looks that way because there is a good reason for that.
State::Failure => rsx! { RenderGameFailure {} },
State::InProgress => rsx! { RenderGameInProgress { game, input_value } },
State::Success => rsx! { RenderGameSuccess {} },
} It's that simple with Dioxus 😀
State::Failure => rsx! { RenderGameFailure {} },
State::InProgress => rsx! { RenderGameInProgress { game, input_value } },
State::Success => rsx! { RenderGameSuccess {} },
} It's that simple with Dioxus 😀
0.313s INFO Your version is out of date!
0.313s INFO - Yours: 0.7.0-rc.1
0.314s INFO - Latest: 0.6.3
0.316s INFO Downloading update from Github
0.316s INFO | Dioxus v0.6.3"
Ok, that was not expected 🤣
0.313s INFO Your version is out of date!
0.313s INFO - Yours: 0.7.0-rc.1
0.314s INFO - Latest: 0.6.3
0.316s INFO Downloading update from Github
0.316s INFO | Dioxus v0.6.3"
Ok, that was not expected 🤣
Rust 1.89.0 has been released!
This release brings you inferrred array length, new lints, u128/i128 in extern "C", NonZero
Check out the blog post and release notes for all the details: blog.rust-lang.org/2025/08/07/R...
Rust 1.89.0 has been released!
This release brings you inferrred array length, new lints, u128/i128 in extern "C", NonZero
Check out the blog post and release notes for all the details: blog.rust-lang.org/2025/08/07/R...