sublime-rust
cargo-make
sublime-rust | cargo-make | |
---|---|---|
2 | 26 | |
770 | 2,397 | |
0.4% | - | |
5.6 | 9.2 | |
13 days ago | 4 days ago | |
Python | Rust | |
MIT License | Apache License 2.0 |
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.
sublime-rust
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Hey Rustaceans! Got an easy question? Ask here (4/2022)!
You might have to make your own syntax rule, I rate. Did you have a look at rust-enhanced?
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I have decided to learn rust any tips?
Use a real IDE with integration for Rust. There's Rust for VSCode, Rust for Vim/CoC, Rust for Sublime Text, and Rust for IntelliJ (my personal favorite).
cargo-make
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Rust Tooling: 8 tools that will increase your productivity
cargo-make aims to be an extensive Rust-written task runner that additionally lets you define workflows to execute your tasks. You can install it using cargo install cargo-make.
- Cargo make: Rust task runner and build tool
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Hey Rustaceans! Got a question? Ask here (49/2023)!
You might be interested in cargo-make, which is based on TOML, or Just, which has a syntax that is vaguely inspired by Make but much less weird sigils and more suited to non-file-based tasks.
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Makefile equivalent in Rust ecosystem
I would like to rewrite this project in Rust, but I am not so familiar with Cargo as I am with Make. Is it possible to declare these kinds of rules and targets ? Should I use a build script, a custom tool like cargo-make or something else ? What do you think ?
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Including a cargo command as a dev dependency
I use just myself, and I personally don't want projects' codebase to decide when something gets cargo installed on my system. For people who feel that's more acceptable, I'll note that cargo-make has first class support for the idea of expressing a task that depends on a cargo plugin:
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Pain points using Rust for game dev ?
Thank you for the help, created ticket #787 and #788!
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Just: A Command Runner
https://github.com/sagiegurari/cargo-make
I ended up using it over just because it felt easier to use cross platform, and toml seemed like a right choice
- Run python scripts before compilation using Cargo?
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Created a simple tool for task automation in Rust
cargo make is used pretty extensively in Bottlerocket OS
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Anyone use Rust to build SaaS web apps professionally?
Cargo is a pretty robust build tool on it's own, but for that extra automated workflow oomph, I also use cargo-make
What are some alternatives?
Clippy - A bunch of lints to catch common mistakes and improve your Rust code. Book: https://doc.rust-lang.org/clippy/
just - 🤖 Just a command runner
rust-analyzer - A Rust compiler front-end for IDEs [Moved to: https://github.com/rust-lang/rust-analyzer]
cargo-release - Cargo subcommand `release`: everything about releasing a rust crate.
rust-analyzer - A Rust compiler front-end for IDEs
cargo-benchcmp - A small utility to compare Rust micro-benchmarks.
rustfmt - Format Rust code
rst - The open source design documentation tool for everybody [Moved to: https://github.com/vitiral/artifact]
Rust for Visual Studio Code
cargo-ebuild - cargo extension that can generate ebuilds using the in-tree eclasses
Module Linker - browse modules by clicking directly on "import" statements on GitHub
cargo-deb - A cargo subcommand that generates Debian packages from information in Cargo.toml