dvorak
mold
dvorak | mold | |
---|---|---|
6 | 179 | |
61 | 13,340 | |
- | - | |
5.5 | 9.7 | |
13 days ago | about 16 hours ago | |
C | C++ | |
Apache License 2.0 | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
dvorak
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A month of Dvorak, my experience and my practice methods
Finally, if you're worried about shortcuts such as Ctrl + C, don't worry. On Mac there's a layout called Dvorak-Qwerty ⌘, which changes to Qwerty when you hold down the ⌘ key. For Linux and Windows, there's this, https://github.com/kentonv/dvorak-qwerty, this one is linux only: https://github.com/tbocek/dvorak, and this one is windows only: https://github.com/chid/dvorak-qwerty/tree/master/dverty. I can't verify the windows ones but the linux ones work great.
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Has anyone gotten Dvorak Control Qwerty to run on Android?
There are three installs mentioned, the X grabs method, the system tap method, and the udev method in this linked repository https://github.com/tbocek/dvorak
- I'm learning Unity on Linux with Dvorak and all the shortcuts are fubar. Anyone have experience remapping all the unity shortcuts to dvorak that may have some tips?
- Coolest projects, GO!
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I can type 120-140 wpm with QWERTY, should I bother switching to Dvorak?
My main problem has been with my dwm binds, I can't function without them, but I've found a fix! https://github.com/tbocek/dvorak this changes to qwerty when you hold alt, which is a lifesaver for me.
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Should i first learn QWERTY or directly jump to DVORAK
It is possible to emulate Dvorak with QWERTY commands on Linux, though it's a but hacky. I've found this to work flawlessly in every app I've tried: https://github.com/tbocek/Dvorak. I hear it may not work with some apps like games that just read scan codes directly but then one doesn't tend to use shortcuts combos in most games.
mold
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I reduced (incremental) Rust compile times by up to 40%
I think this is unlikely to gain traction. I say that no to discourage you, just to explain.
- The community has an instinctive distrust of closed source or a compiler from an untrusted source. If you’re familiar with the Trusting Trust attack you’ll understand why.
- Dev tools in every language ecosystem are almost always free, unless they involve some kind of hosting. People aren’t used to opening their wallets. Look the experience of the guy who built the mold linker(https://github.com/rui314/mold). Far superior to the state of art, improves incremental compiles a lot, widely applicable across ecosystems (C, C++, Rust), CPU architectures and Operating Systems. You don’t even have to modify your compiler, just need to point to his linker. He’s even giving it away for free for personal use. But still, almost no one uses it. The inertia of the established options is really high.
- It’s not complex enough. Think about the complexity involved in the cranelift backend. No one can seriously recreate the efforts of bjorn3. If we could have, we would have. But the idea idea here can be recreated, especially by the experts who already built incremental compilation into rustc.
- But if your solution is truly complex, like the parallel frontend, the burden of maintaining a fork would be too high. You’d have to spend all your time rebasing.
Again I’m not trying to discourage you, just stating the difficulties of making a business in the dev tools space. You would be better off contributing this excellent work to the community and trying a different tack.
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Mold Course
I initially thought this would be about the mold linker (https://github.com/rui314/mold)
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Monetizing Developer Tools
I assume this submission is trying to highlight the specific message (2023-01-24) : https://github.com/rui314/mold/issues/190#issuecomment-14028...
Fyi... the author wrote a more expansive blog post about selling dev tools a few months later (2023-06-06) and there was a related HN thread about it: https://news.ycombinator.com/item?id=36225016
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mold 2.1.0 - rui314/mold
Loongson's LoongArch CPU has been supported. (03b1a1c)
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Mold 2.0.0
I'm amazed at how quickly the author responds to requests: https://github.com/rui314/mold/issues/1057
From the report to the fix in less than two days.
I'm not sure how competitive it will be with lld, especially if we consider ThinLTO (which takes multiple minutes on 64-core machine) - it can make the advantages of mold insignificant.
- Mold 2.0 released - MIT license
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Linking many files significantly increases build time. Is there an editor that allows you to write a single file but present the file to the screen as multiple 'virtual' files for better organization?
What other solutions have you tried for the problem of slow linking? You haven't even said which linker and what flags you're using. I haven't actually tried it, but the author of gold has an even faster linker called mold: https://github.com/rui314/mold
- Design and Implementation of the Mold Linker
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Apple's new library format combines the best of dynamic and static
> Mold did it first, though: https://github.com/rui314/mold
Before LLD?
What are some alternatives?
BigBagKbdTrixPKL - "DreymaR's Big Bag of Keyboard Tricks" for Windows with EPKL
zld - A faster version of Apple's linker
dvorak-qwerty - "Dvorak-Qwerty ⌘" (DQ) keyboard layout for Windows and Unix/Linux/X
wasmtime - A fast and secure runtime for WebAssembly
osxcross - Mac OS X cross toolchain for Linux, FreeBSD, OpenBSD and Android (Termux)
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
chibicc - A small C compiler
sccache - Sccache is a ccache-like tool. It is used as a compiler wrapper and avoids compilation when possible. Sccache has the capability to utilize caching in remote storage environments, including various cloud storage options, or alternatively, in local storage.
gccrs - GCC Front-End for Rust
cargo-chef - A cargo-subcommand to speed up Rust Docker builds using Docker layer caching.
bevy - A refreshingly simple data-driven game engine built in Rust
tonic - A native gRPC client & server implementation with async/await support.