r/rust • • 27d ago

๐Ÿ“ข announcement No More Code Dumps

1.6k Upvotes

TL;DR

Code Dumps, ie links to code repositories, are no longer welcome on r/rust.

If you are excited about a project you built, and just wish to share it, consider posting a casual top-level comment in the weekly What's Everyone Working on this Week? thread.

History

When r/rust was created, in December 2010, Rust was a nascent programming language. It was very different, it was also fast-moving, and it was unclear whether it would amount to much, or not.

In these early days, new projects being written in Rust were both a proof that the language was suitable for a variety of purposes, and a cause for celebration in seeing the language being adopted. Code dumps, then, were both cause to rejoice, and an opportunity to see how well (or not) the language was suited to the task. They were even a good opportunity to learn the latest developing idioms of this fast-changing language.

Fast forward 15 years, and code dumps have become boring. Utterly uninteresting. There's nothing exciting, or newsworthy, about a 10th hypervisor project, a 100th webserver project, or a 1000th TUI project. And for the most there's no exciting idiom, or pattern, to be found in their code either... even if some poor soul bothered to look.

And mass AI generation appeared on the scene, and for the past year(s), the already dwindling appeal of code dumps has just completely vanished, buried in AI slop.

Purpose

r/rust is to discuss all things Rust. The language, the ecosystem, the community.

Of late, most code dumps barely foster any discussion. And when they do, apart from AI witch hunts, those discussions are mostly about the domain of the project, rather than about Rust. Depending on the domain, the discussion may or may not be of interest to r/rust users... but whether it is or not is a matter of chance: they did not come here seeking such a topic. Those discussions are tolerated on posts which are on-topic, but if a post only fosters "tolerated" discussions, then that is a sign that the post itself may simply not really be on-topic for r/rust.

And that is not to say that code dumps are, by nature, low-effort. Surely, a project is created for a purpose, to solve a specific problem that is unsolved, or solve it with different trade-offs than the currently available solutions. None of that is elucidated in a code dump.

New rules

Code dumps are no longer welcome on r/rust.

Code dumps of applications or libraries written in Rust are Low-Effort unless otherwise newsworthy. Newsworthy means that the very existence of the application or library is important, for example consider applications or libraries breaking new ground, such as the first hypervisor, first OS, first XXX standard safety-critical application, first Rust application in a major company, etc...

Announcements of new libraries which are not otherwise newsworthy are only welcome if they tick ALL the following boxes:

  • The library has been worked on regularly for at least 4 months.
  • The announcement is a full-fledged text post, or a link to a full-fledged article. A README, or manual, is not an article.
  • The announcement should motivate the relevance of this library to the wider r/rust community.
  • The announcement should articulate the trade-offs differentiating this library from similar popular libraries in the field.

(It goes without saying, but the announcement should NOT be AI-generated, not even in part, as AI-generated posts & articles violate the Low-Effort rule)

Release notes of libraries are still welcome for popular enough libraries, such as libraries with reverse-dependencies on crates.io pointing to sufficient adoption by the wider community to justify notifying said community of a new release.

Developer Tools follow the same rules as libraries, with one extra rule tacked on: they must be relevant to Rust developers in particular. For example, Release Notes of Meson (a build tool) are Off-Topic, unless this specific release improves Rust support.

Of course, text posts, or links to articles, centered on Rust, with an application, library, or developer tool as context are always welcome. For example, said posts or articles could present gnarly problems the author encountered, and how they solved, or which features of the language or a library helped or hindered them in the making of their project.

(It goes without saying, but said text posts & articles should NOT be AI-generated, not even in part, as AI-generated posts & articles violate the Low-Effort rule)

As a reminder, if an author just wishes to share their joy of building something in Rust, they are welcome to use the What's Everyone Working on This Week? thread. And as per the title, it need not even be a complete/mature project, or an open-source project for that matter as links to code are strictly optional there, it's all about casually chatting about your work on Rust projects.

Q & A

See pinned comment below.


Edit 2026/10/04:

  • Added paragraph for developer tools, which had been forgotten.
  • Removed "validation rule" for libraries, didn't work in practice.

r/rust • • 4d ago

๐Ÿ™‹ questions megathread Hey Rustaceans! Got a question? Ask here (42/2026)!

10 Upvotes

Mystified about strings? Borrow checker has you in a headlock? Seek help here! There are no stupid questions, only docs that haven't been written yet. Please note that if you include code examples to e.g. show a compiler error or surprising result, linking a playground with the code will improve your chances of getting help quickly.

If you have a StackOverflow account, consider asking it there instead! StackOverflow shows up much higher in search results, so ahaving your question there also helps future Rust users (be sure to give it the "Rust" tag for maximum visibility). Note that this site is very interested in question quality. I've been asked to read a RFC I authored once. If you want your code reviewed or review other's code, there's a codereview stackexchange, too. If you need to test your code, maybe the Rust playground is for you.

Here are some other venues where help may be found:

/r/learnrust is a subreddit to share your questions and epiphanies learning Rust programming.

The official Rust user forums: https://users.rust-lang.org/.

The unofficial Rust community Discord: https://bit.ly/rust-community

Also check out last week's thread with many good questions and answers. And if you believe your question to be either very complex or worthy of larger dissemination, feel free to create a text post.

Also if you want to be mentored by experienced Rustaceans, tell us the area of expertise that you seek. Finally, if you are looking for Rust jobs, the most recent thread is here.


r/rust • • 5h ago

Research that has matured enough for Rust 2.0

56 Upvotes

Do correct me if Im wrong, but I recall that one principle that was used in the development of Rust was to only use tried and tested research material when choosing what to implement. Given weโ€™re more than 10 years out from Rustโ€™s initial development, Iโ€™m curious what research ideas have matured enough to either

  1. Be added in future editions/versions of Rust, or
  2. Be used in whatever successor language might come that follows much of Rustโ€™s philosophy around development.

This is all basically one massive ask about interesting developments in programming and type theory, since Iโ€™d like a few new rabbit holes to fall down.

P.S. whatever successor language does come around, I hope it also cultivates a community that takes ergonomics as seriously as performance, because that, even more than memory safety or other aspects of the language, is why I pay attention to this language and ecosystem.


r/rust • • 14h ago

๐ŸŽ™๏ธ discussion Why is Cornucopiaโ€™s SQL-first approach so rarely used in Rust, when sqlc is so popular in Go?

37 Upvotes

For anyone unfamiliar with Cornucopia or sqlc, they generate type-safe code from plain .sql files.


r/rust • • 17h ago

Hotreload in Rust

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53 Upvotes

r/rust • • 20h ago

๐ŸŽ™๏ธ discussion Why did the zip crate yank all pre 9.x versions?

67 Upvotes

Today I ran cargo update only to realize that all zip crate versions were yanked and a lot of new 9.0.x versions were created. I donโ€™t see any CVE or anything that would explain such a drastic move. There isnโ€™t anything on the GitHub page about it as well.

Does anyone know what is going on there? Is that considered a best practice?


r/rust • • 7h ago

Rust module system?

5 Upvotes

I recently wanted to compile something for a bevy game I was messing around with, then cargo looks me in the eyes and tells me I need to compile hundreds of dependencies, all for the end result to be 30 mb? I was wondering if there were any systems like a .dll for rust? I understand that you would lose some type checking, but I think that could be solved just with a type definitions segment towards the start, then a functions table of all the code for the system, is this something that would work, or am I oversimplifying a major intentional design choice in rust?


r/rust • • 1h ago

๐Ÿ› ๏ธ project bunsen-asr v0.39.0: speech to text via: whisper, qwen3-asr, parakeet, phonon-1/2

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โ€ข Upvotes

This is less an announcement of capability, than a call for timers and tuners. I want a solid ai/tensor development stack in Rust. I'm a big fan of burn, and I'm trying to put effort into moving us towards that world.

I've been developing bunsen (tomorrow's burn problems today!) as a front-runner common library for extensions to the burn tensor ecosystem which aren't solid enough yet for the core.

A big part of that has been porting existing pretrained model families; and working to modularize their internals into reusable components, strong tests, and flexible rust-oriented configs.

I've been working to port a number of modern ASR (automatic speech recognition) models to bunsen; and wire up the pull/cache/load pathway for several ASR families.

bunsen-asr is a binary crate released against the bunsen library, against the burn library, showcasing drivers for these ASR stacks.

Currently, this has support for:

  • whisper - openai public models through turbo, huggingface loads.
  • qwen3-asr - qwen3-asr public models, phonon-1, huggingface loads.
  • parakeet - nvidia public models, phonon-2, huggingface loads.

But it's slower than the released pytorch-based asr tools. Weights load slower, some internal buffering is worse, probably half a dozen tiny issues I haven't found yet.

The core burn team is very busy with GPU correctness; and edge utility stuff. I'm targeting what comes next: tensor shape contracts, path-based parameter selectors, complex sub-graph combinators, and now, timers.

I'm looking for approaches to make asr calls through this toy binary faster; and to instrument it in ways which are useful for determining where to work.

  • should we implement `tracing` + otel on ... everything?
  • when downloading weights, should they be loaded from source, then re-saved as burnpak files?
  • how do we time repeated chunk calls? histogram on call delay?
  • etc.

r/rust • • 21h ago

๐ŸŽ™๏ธ discussion What agents mean for Rust (and vice versa)

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17 Upvotes

r/rust • • 1d ago

๐Ÿ—ž๏ธ news Rust 1.99.1

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247 Upvotes

r/rust • • 1h ago

๐Ÿ› ๏ธ project Built a native Vulkan inference engine from scratch using Rust (FFI + OnceLock) to run AI models locally without CUDA.

โ€ข Upvotes

Hi fellow Rustaceans ๐Ÿฆ€,

I was tired of the heavy reliance on NVIDIA/CUDA for local AI generation, especially since I run an AMD RX 580. To solve this, I decided to build my own inference engine from scratch using Rust as the core orchestrator.

How Rust made this possible: The backend is a heavily modified C++ Vulkan environment, but the entire lifecycle, memory management, and routing are handled safely in Rust.

FFI & libloading: I used libloading to dynamically bind the Vulkan .dll.OnceLock for VRAM Safety: To prevent massive VRAM leaks and crashes when switching between image generation (Flux) and video generation (Wan 2.1 I2V), I wrapped the dynamic library load in a

OnceLock. This ensures the .dll is statically loaded into memory only once, allowing Rust to safely spin up and tear down the Vulkan context (sd_ctx) per thread without ever reloading the binary.Concurrency: Rust's fearless concurrency handles the background NLP processing (via a local LLM acting as a router) and safely passes the extracted directives directly to the Vulkan C-pointers.

It's completely open-source. You can check out the repo here:https://github.com/Yanko0615/Xyron_Vulkan_Core

I would love to hear your thoughts on my FFI implementation or any tips on optimizing the unsafe blocks!


r/rust • • 1d ago

๐Ÿ—ž๏ธ news Rust compiler can't tell apart different file paths

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579 Upvotes

The rust compiler thinks that `data/baselines/table.rs` and `database/line/stable.rs` are the same file, causing a miscompilation if a crate has both files in it. (Note that having the same non-slash text isn't enough. There needs to be an additional hash collsion for a bug to happen.)

Probably not gonna happen in practice unless someone does it as a prank, but still... lol. (I'm sure they're gonna fix it soon.)


r/rust • • 1d ago

๐Ÿ“… this week in rust This Week in Rust #673

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39 Upvotes

r/rust • • 15h ago

๐Ÿ™‹ seeking help & advice C#/Java Intro novice wants to make a physics game

1 Upvotes

Large scale physics, using Bevy, though Bevy themselves suggest using Godot, whereas I was told that UI-based engines tend to be more annoying and reduce motivation to work on the project, which I agree with, but the inspiration game (Terratech) suffers from outdated libraries and such, and killed the game which I don't want to happen here.

(Competitors in the space, Trailmakers, 2017, still relevant, Scrap Mechanic, 2015, still more relevant than TerraTech, 2016, it was the studio's first game.)

Note that all of these are open world and varying numbers of physics collisions.

Background stuff aside (can you tell I have ADHD) The structure of rust feels overwhelming. I know a tutorial can help but I want to get advice from people who daily drive this or may have switched from the more OOP-heavy C# and Java into the DOD-oriented space. It feels illegible compared to Lua and Java, and Java is already a bit messy in my opinion. I AM still a novice, but I get basics, though stuff like Arrays in java are weird, and I don't get things like why and when you would have Java return Null? You can kind of see where my knowledge is. Lots of hours ingame and poking at game systems, not too much writing myself, though I am capable of it, made a couple of Lua mods.

Should I skip Bevy and go Godot with custom ECS implementation and skip their gameobjects? I really don't know enough to make an informed choice and one person understood my issue best:

"Everyone who says this is premature optimization doesn't understand your goal; Your game IS optimization, and bad architecture isn't free."

So hopefully this explains enough about my situation to get good replies.

TLDR;
I like Lua and I can do Java but Rust is foreign and overwhelming and I'm scared of the compiler :(

I'll be doing a quick silly gun game to get used to the tool.

I don't have delusions of doing this quickly, I just want to know I'm not wasting my time. I don't want sunk cost fallacy to be a potential issue by starting with an inherently flawed system, or something I simply won't be able to use effectively.

Should I use Rust in Godot or Bevy, or should I skip rust entirely and go with an ECS in a language I'm familiar with?


r/rust • • 1d ago

๐Ÿ—ž๏ธ news First Test & Evaluation Report for TRACTOR C to Rust Translators

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28 Upvotes

Two years ago, DARPA announced the TRACTOR program, which aims to automate the translation of legacy C code into Rust (original announcement on Reddit).

I recently wondered whether there had been any updates, and discovered that the program's first report was published back in February. Sharing it here for anyone interested in the project's progress.

The project website, where I found the report: https://www.ll.mit.edu/r-d/projects/translating-all-c-rust-tractor-benchmarks


r/rust • • 1d ago

I still hate acrobat

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48 Upvotes

r/rust • • 1d ago

๐ŸŽ™๏ธ discussion how much space are your target folders taking? mine was 13 gb for one project

9 Upvotes

was cleaning up my mac and found one projects target folder sitting at 13 gb. debug and release builds, incremental cache, deps for every feature combo i ever tried, all for one project

things that actually helped. `cargo clean` in projects youre not touching right now is the obvious one, it all rebuilds when you come back. cargo sweep is nice if you want to keep recent stuff and drop artifacts older than a few days, `cargo sweep --time 14` for example. and if you have a lot of small projects, pointing `CARGO_TARGET_DIR` at one shared folder stops every repo from compiling its own copy of the same deps, though parallel builds can block each other on it

to see whats there, `find ~/code -name target -type d -prune -exec du -sh {} +` works, just swap in wherever you keep projects. heads up it also catches maven target folders if you have java stuff

curious what other people do, especially anyone with a big workspace


r/rust • • 16h ago

Whatโ€™s a realistic baseline latency for processing 10k concurrent webhooks?

0 Upvotes

I've been building a sandboxed microVM execution engine to test/benchmark backend architectures under heavy load.

I set up a stress test: process a synchronized burst of 10,000 out-of-order payloads with a strict 128MB memory cap and hidden concurrency invariants.

Right now, the fastest verified execution time on my engine is 34ms using Rust. I feel like it could be pushed under 30ms, but I'm maxing out my own lock management skills.

Is 34ms actually a good baseline for this, or am I leaving performance on the table? If anyone wants to try and beat the 34ms record to test their concurrency skills, let me know and Iโ€™ll drop the sandbox link in the comments.


r/rust • • 12h ago

๐Ÿ› ๏ธ project Built my first #![no_std] lock-free hash map in Rust to learn systems programming feedback & code review appreciated ๐Ÿฅ€

0 Upvotes

Hey everyone Iโ€™ve been experimenting with low-level systems programming in Rust and built a tiny, #![no_std] lock-free map using atomic CAS and open addressing. First time sharing an open source systems project, Iโ€™d love to hear your thoughts or code critiques! โค the link https://github.com/voryiex/Titan-Cache-Engine


r/rust • • 13h ago

Kavro project

0 Upvotes

Hi, i just wanted to share my project for ImGui that also uses Rust, you can create windows with imgui just by drag & drop no code, exporting to Rust code or applying it into your project : D
https://kavro.pro


r/rust • • 17h ago

Rust IPC - Types, Crates, Patterns

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0 Upvotes

Here is a video I made to explain the various IPC patterns in Rust.

The lesson is that just because a communication technique is newer doesn't mean it's necessarily the right one.

For example, for my custom coding harness, I went with Unix Domain Sockets, and the speed and reliability are through the roof for that particular use case.

Also, I've started making interactive videos these days, and feedback is more than welcome.


r/rust • • 18h ago

Leptos islands + htmx: dropped hydration comments, dead islands, a memory leak

0 Upvotes

My first post on this was removed for being too much of a code dump, which was fair. It was some code and pointers to where to find the solutions. Sorry about that, all. Lesson learned, so this time it's the problem and a question.

Leptos leaves HTML comments in the page to connect the server's HTML to the wasm. htmx's parser drops them, so the island can't hydrate.

Some 30 LoC JS glue keeps the comments and wakes the island. But Leptos never frees an island it woke, so when htmx removes it, its state stays in memory.

About 200 lines of Rust keep every woken island's state. Every 30 seconds they check which islands are still on the page, and free the ones that are gone.

It works, any other solution or idea?


r/rust • • 16h ago

I built a microVM benchmark. Currently, no one has beaten 34ms on this webhook ingestion test. Can Rust break 30ms?

0 Upvotes

Iโ€™ve been building an isolated microVM execution engine designed to benchmark actual production constraints (latency, memory limits, thread safety) instead of just testing standard algorithms.

I just deployed a new benchmark quest: process a burst of 10,000 out-of-order webhooks under a strict 128MB memory cap, with hidden concurrency invariants meant to trigger race conditions.

Right now, the top verified execution is 34ms.

I wanted to see how [Go / Rust] handles this specific adversarial load compared to the baseline. If you want to stress-test your concurrency chops, you can run your code against the microVM runner here: https://meritual-meritual.vercel.app/quests/2c351db0-0ebf-4c47-a49d-db0ae3637d85

Warning: The test suite will fail you instantly if your lock management isn't flawless. Iโ€™ll be monitoring the ledger to see if anyone claims the #1 spot today.


r/rust • • 18h ago

๐Ÿ› ๏ธ project Slint UI Dev Harness

0 Upvotes

Hey everyone,

My project Indicatrix kept growing, and I wanted a way to verify its Slint UI end to end without clicking through it by hand. The result is slint-harness:

  • runs your real app headless on Slintโ€™s testing backend
  • scripts whole flows as scenarios (open a file, set values, press buttons, wait for results)
  • checks the outcome and takes screenshots along the way
  • writes a pass/fail report (Markdown + JSON), so it fits into CI

In Indicatrix it has already caught several end-to-end bugs that unit tests missed, and after every app update I use it to regenerate all the screenshots for the website, so they never go stale. My smaller project z-stackr uses it too.

Repository: https://github.com/suitable-name/uiprobe

Full disclosure: I built it with AI assistance. Twenty years ago Iโ€™d have had the time to write it all myself. Today I have the experience to know what to look out for when redirecting it. If you have an issue with AI-created stuff, nevertheless it could help you or not, this project just isn't for you, but that's ok :)

Have fun!

Edit:

It's also published on crates.io, so you can easily import it via the dependencies.


r/rust • • 2d ago

๐Ÿ—ž๏ธ news Another Rust rewrite, the new Epic Games Launcher uses Tauri

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466 Upvotes