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Gankra /
Last active Feb 8, 2022
Getting GeckoView to Build+Run On Your Phone Under WSL2

Building GeckoView on WSL(2) basically works out of the box like building it natively on Linux with mach.

Running your build is the real issue.

You generally have two options for running:

  • Run GeckoView in an emulator
  • Run GeckoView natively on a phone

Trying to launch an emulator is likely to run into KVM errors, although apparently this has been fixed in the latest versions of Windows 11 (haven't confirmed).

View gist:bf1727f62a55024e48185b4c601705b9
echo "hello 😺 मनीष بسم 好あaa" && echo "aaaaaaaaaaaaaaaaaaaaaaaa"

% Swift and the Price of ABI Stability

For those who don't follow Swift's development, ABI stability has been one of its most ambitious projects, and it finally shipped in Swift 5. The result is something I find endlessly fascinating, because I think Swift has pushed the notion of ABI stability farther than any language with minimal compromise.

This article is broken up into two sections: background and details. Feel free to skip to the details if you're very comfortable with the problems inherent to producing a robust dynamically linked system interface.

If you aren't comfortable with the basic concepts of type layouts, ABIs, and calling conventions, I recommend reading the article I wrote on [the basic concepts of type layout and ABI as they pertain to Rust][rust-abi].

View layer-dump.txt
Painting --- compositing layer tree:
LayerManager (0x164ce420400) --- in 3D-sorted rendering order
ContainerLayerMLGPU (0x164c4441800) [shadow-visible=< (x=0, y=0, w=3205, h=2017); (x=0, y=2017, w=3162, h=4826); >] [visible=< (x=0, y=0, w=3205, h=2016); >] [opaqueContent] [metrics0={ [metrics={ [cb=(x=0.000000, y=0.000000, w=3205.000000, h=2016.000000)] [sr=(x=0.000000, y=0.000000, w=1282.000000, h=806.400024)] [s=(0,0)] [dp=(x=0.000000, y=0.000000, w=1282.000000, h=806.400024)] [cdp=(x=0.000000, y=0.000000, w=0.000000, h=0.000000)] [scrollId=3] [z=2.5] }] [color=rgba(0, 0, 0, 0.000000)] }] [presShellResolution=1]
PaintedLayerMLGPU (0x164c4445800) [shadow-visible=< (x=0, y=0, w=3205, h=2016); >] [visible=< (x=0, y=0, w=3205, h=2016); >] { hitregion=< (x=0, y=0, w=3205, h=2016); > dispatchtocontentregion=< (x=100, y=2, w=2660, h=83); >} [opaqueContent] [valid=< (x=0, y=0, w=3205, h=2016); >]
ContentHost (0x164c440da60) [buffer-rect=(x=0, y=0, w=3205, h=2016)] [buffer-rotation=(0,0)]
/// Generate a color ramp filling the indices in [start_idx, end_idx) and interpolating
/// from start_color to end_color.
fn fill_colors(
start_idx: usize,
end_idx: usize,
start_color: &PremultipliedColorF,
end_color: &PremultipliedColorF,
entries: &mut ArrayVec<[GradientDataEntry; GRADIENT_DATA_SIZE]>,
) {
debug_assert_eq!(start_idx, entries.len());
Gankra /
Last active Jun 28, 2019 — forked from 0xabad1dea/
Speedrunning FAQ/Glossary

Speedrunning FAQ/Glossary

by 0xabad1dea September 2018

You may notice a decidedly Nintendo bias to the examples. I can't change who I am.

What is Speedrunning?

Speedrunning is:

  • Completing a video game

My mental model of Initialization and Deinitialization:

This is kind've a brain dump of concepts, and does not necessarily represent a well-defined and minimized model. For instance, it's not clear to me if deinitialized memory is a "real" thing, or just a concept I like to have to think about dropped memory.

There are 3 (5) states a bit can have: uninit, init (0 or 1), deinit (0 or 1)

Freshly allocated memory is uninit. mem::unitialized() produces uninit.

Initializing memory makes it init with a definite value.

#[cfg(not(target_os = "freebsd"))]
pub struct ContainsNoExternTy {
pub field: no_extern::NoExternTy,
#[cfg(target_os = "freebsd")]
pub struct ContainsNoExternTy {
pub field: u64,
View test.html
<html reftest-async-scroll>
body {
display: flex;
flex-direction: column;
width: 100%;
height: 100%;