Bhavik Limani 🦀
bhaviklimani.bsky.social
Bhavik Limani 🦀
@bhaviklimani.bsky.social
Software Engineer at Widle
Great 👍🏻
February 19, 2025 at 7:44 AM
Good catch! You're right—cargo add is now built-in. For those using older setups, installing cargo-edit might still help. Thanks for pointing that out!
January 10, 2025 at 4:22 AM
Great point—fat LTO can slow builds for larger projects. For a balance, consider thin LTO:

[profile.release]
lto = "thin"

Smaller binaries without the excruciating build times! What’s your favorite optimization tip? 🚀
January 10, 2025 at 4:20 AM
Let’s build the tools your team needs to stay ahead in the market. Start your transformation today with Widle + Retool
January 9, 2025 at 4:34 PM
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January 9, 2025 at 4:34 PM
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At Widle, we specialize in building custom Retool applications tailored for real estate teams. We’ll help you streamline workflows, improve collaboration, and scale your business efficiently.
January 9, 2025 at 4:34 PM
Here’s how Retool can transform your internal operations and how Widle can help you make it happen:

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⏳ Stick to Timelines and Commitments
January 9, 2025 at 4:34 PM
4️⃣ Optimize builds: Add lto = "fat" in your Cargo.toml under [profile.release] for smaller binaries:

[profile.release]
lto = "fat"

5️⃣ Crate publishing checklist:
✅ Write clear README.md and documentation.
✅ Include tests and examples.
✅ License your crate!

Your favorite crate tips? 🚀 #RustLang
January 9, 2025 at 4:08 PM
2️⃣ Use cargo-edit: Simplify dependency management with commands like cargo add or cargo rm. Install with:

cargo install cargo-edit

3️⃣ Check for security: Use cargo audit to find known vulnerabilities in your dependencies:

cargo install cargo-audit && cargo audit
January 9, 2025 at 4:08 PM
Each of these snippets represents a key concept in GPU programming with Rust, focusing on efficient resource handling and shader interaction.
November 28, 2024 at 8:25 AM
6. Render Pass with Bind Group:
Tip: Set up your render pass to use bind groups for shader inputs.

render_pass.set_bind_group(0, &texture_bind_group, &[]);
November 28, 2024 at 8:25 AM
5. Bind Groups for Compute
let compute_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("compute bind group"),
layout: &compute_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}],
});
November 28, 2024 at 8:25 AM