1 Rust Esp Only
The ESP-RS Book, Installation Chapter says that Xtensa targets require the esp-rs/rust fork. If I read the Wikipedia article correctly, my ESP-WROOM-32 modules do feature Xtensa CPUs. The instructions to install the esp-rs/rust fork changed:
1 Rust Esp Only
I've found a few esp32-rust projects that seem to have OTA already implemented, I'm gonna have a close look at those to see if I can copy some code from them or even fork one of those projects and adept it to my needs:
NoteConfiguration can only come from the root crate's Cargo.toml. The root crateis the package in the workspace directory. If there is not root crate in case of avirtualworkspace,its name can be specified with the ESP_IDF_SYS_ROOT_CRATE environment variable.
Note: native builder onlyThe cargo optimization options (debug and opt-level) are used by default todetermine the compiler optimizations of the esp-idf, however if the compileroptimization options are already set in the sdkconfig they will be used instead.
NoteBy only specifying the bindings_header field, one can extend the set of esp-idfbindings that were generated fromsrc/include/esp-idf/bindings.h. To do this you need to createa *.h header file in your project source, and reference that in the bindings_header variable. You canthen include extra esp-idf header files from there.
For the first few months of Rust's "experimental" development, most player variables such as the nudity censor and mouse sensitivity were controlled only by console commands (aka "cvars"). Thankfully, most of these controls are now in the game menu for your tweaking pleasure. Simply hit the escape key and open the options tab!
The long running replacement for fps.graph, perf is the Newman's go-to tool for figuring out how much abuse their PC is under. This tool has two (viable) options "perf 1" & "perf 2". Perf 1 will display FPS only while Perf 2 will show you FPS + RAM usage.
inventory.give ITEM AMOUNT (example: inventory.give wood 1000)This command allows you to give items to yourself. However with the items menu now being available from the F1 interface, this command is really only useful for spawning massive amounts of resources. The item name needs to be in the short name form or item ID. Oxide has a great list which is updated regularly, check it out here!
rust-minidump includes a synthetic minidump generator which lets you come up with a high-level description of the contents of a minidump, and then produces an actual minidump binary that we can feed it into the full parser:
A brief aside for some history: this testing framework was started by the original lead on this project, Ted Mielczarek. He started rust-minidump as a side project to learn Rust when 1.0 was released and just never had the time to finish it. Back then he was working at Mozilla and also a major contributor to Breakpad, which is why rust-minidump has a lot of similar design choices and terminology.
It then runs a local rust-minidump (minidump-stackwalk) implementation on the minidump and does a domain-specific diff over the two inputs. The most substantial part of this is a fuzzy diff on the stackwalks that tries to better handle situations like when one implementation adds an extra frame but the two otherwise agree. It also uses the reported techniques each implementation used to try to identify whose output is more trustworthy when they totally diverge.
Will spent a bunch of time getting a bunch of machinery setup to manage the deployment and monitoring of rust-minidump. He also did a lot of the hard work of cleaning up all our server-side configuration scripts to handle any differences between the two implementations. (Although I spent a lot of time on compatibility, we both agreed this was a good opportunity to clean up old cruft and mistakes.)
Will did a great job here in monitoring and reporting the issues. Thankfully they were all fairly easy for us to fix. Eventually, everything smoothed out and things seemed to be working just as reliably as the old implementation on the production server. The only places where we were completely failing to produce any output were for horribly truncated minidumps that may as well have been empty files.
We optimized the ePulse dev board for use cases where the micro-controller sleeps most of the time, wakes up, sends the message and goes back to sleep. With only 25uA power consumption in deep sleep, the ePulse is in the top league of development boards.
There are three SPI controllers, but SPI0 is dedicated to interfacing to the Flash memory, and SPI2 is not connected to anything at all. SPI1 is available on the pin headers and is also directly wired to the ESP32. Each SPI controller can theoretically control 4 chip-select lines, but only 3 are actually available on SPI1, and one of those is dedicated to the ESP32.
This applies whether you're pushing a register or an immediate, and regardless of whether the immediate fits in a sign-extended imm8 or it needs an imm32 (or imm16 for 16-bit pushes). (A 64-bit push imm32 sign-extends to 64-bit. There is no push imm64, only mov reg, imm64)
The address-size prefix only affects the explicit addressing mode used for push with a memory-source, e.g. in 64-bit mode: push qword [rsi] (no prefixes) vs. push qword [esi] (address-size prefix for 32-bit addressing mode). push dword [rsi] is not encodeable, because nothing can make the operand-size 32-bit in 64-bit code1. push qword [esi] does not truncate rsp to 32-bit. Apparently "Stack Address Width" is a different thing, probably set in a segment descriptor. (It's always 64 in 64-bit code on a normal OS, I think even for Linux's x32 ABI: ILP32 in long mode.)
Fun-fact: only stack instructions and a few others default to 64-bit operand size in 64-bit mode. In machine code, add rax, rdx needs a REX prefix (with the W bit set). Otherwise it would decode as add eax, edx. But you can't decrease the operand-size with a REX.W=0 when it defaults to 64-bit, only increase it when it defaults to 32.
It's strange that Intel's instruction reference manual entry for push (HTML extract: )shows what would happen for a 32-bit operand-size push in 64-bit mode (the only case where stack address width can be 64, so it uses rsp). Perhaps it's achievable somehow with some non-standard settings in the code-segment descriptor, so you can't do it in normal 64-bit code running under a normal OS. Or more likely it's an oversight, and that's what would happen if it was encodeable, but it's not.
Except segment registers are 16-bit, but a normal push fs will still decrement the stack pointer by the stack-width (operand-size). Intel documents that recent Intel CPUs only do a 16b store in that case, leaving the rest of the 32 or 64b unmodified.
x86 doesn't officially have a stack width that's enforced in hardware. It's a software / calling convention term, e.g. char and short args passed on the stack in any calling conventions are padded out to 4B or 8B, so the stack stays aligned. (Modern 32 and 64-bit calling conventions such as the x86-32 System V psABI used by Linux keep the stack 16B aligned before function calls, even though an arg "slot" on the stack is still only 4B). Anyway, "stack width" is only a programming convention on any architecture.
Don't be confused when using modern x86/x86_64 systems; if the system is running in a 32 bit mode, the stack width and register size is 32 bits or 4 bytes. If you switch to 64 bit mode, then and only then will the register and stack size change.
The crab might be interesting for you for other reason than crabby-looks.The MCU inside is very energy efficient, compact, and only needs one external componentto work. It is also 32-bit, it is arm-v6, and you can upload your code as usual (except afew caveats that will be solved with time, discussed later). Perfect for a projectthat needs a simple, efficient MCU.
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The NetHack 3.0 series is notable for its frequent releases, and NetHack 3.0.6 came out only weeks after NetHack 3.0.5. This is perhaps because NetHack 3.0.0 so vastly expanded the game that it contained many bugs.
Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. 041b061a72