1.
Introduction
2.
Background
โฑ
2.1.
Purpose
2.2.
Strategy
3.
Examples
โฑ
3.1.
Download
3.2.
Env Man
โฑ
3.2.1.
Walkthrough
4.
Technical Concepts
โฑ
4.1.
Resources
4.2.
Function Graph
โฑ
4.2.1.
Abstraction
4.2.2.
Ordering
4.2.3.
Streaming
4.3.
Item
โฑ
4.3.1.
Item Parameters
โฑ
4.3.1.1.
Value Specification
4.3.1.2.
Params Specification
4.3.1.3.
Params Framework Support
4.3.1.4.
Mapping Functions
4.4.
Item Graph
โฑ
4.4.1.
Initialization
4.4.2.
State Inspection
4.4.3.
State Ensure
4.4.4.
Clean
4.5.
State
โฑ
4.5.1.
Logical State
4.6.
Output
โฑ
4.6.1.
Execution Progress
4.6.2.
Presentation
4.7.
Diagrams
โฑ
4.7.1.
Progress
4.7.2.
Outcome
โฑ
4.7.2.1.
Render Technology
4.7.2.2.
HTML + Flexbox
4.7.2.3.
Div Diag
4.7.2.4.
API Design
4.7.2.5.
Interaction Merging
4.7.2.6.
Aesthetics and Clarity
4.8.
Endpoints and Interaction
โฑ
4.8.1.
Cmd Invocation
4.8.2.
Interruption
4.8.3.
Progress Output
4.9.
Workspace
4.10.
Commands
โฑ
4.10.1.
Scopes
โฑ
4.10.1.1.
Reborrowing
4.10.2.
Use Cases
โฑ
4.10.2.1.
Workspace Initialization
4.10.2.2.
Profile List
4.10.2.3.
Workspace Stored Active Profile
4.10.2.4.
Workspace Active Profile Switch
4.10.2.5.
State Discovery and Display
4.10.2.6.
State Read and Display
4.10.2.7.
State Diff
4.10.2.8.
State Apply
4.10.2.9.
State Clean
4.10.3.
Cmd Execution
4.10.4.
Interruptibility
4.11.
Flow Versioning
โฑ
4.11.1.
Seamless Execution
4.11.2.
Upgrade Actions
5.
Learning Material
โฑ
5.1.
Why Rust
โฑ
5.1.1.
Topics
5.1.2.
โก Performance
โฑ
5.1.2.1.
Benchmarks
5.1.2.2.
How Is Rust Fast
5.1.2.3.
Compiled vs Interpreted
5.1.2.4.
Native Code
5.1.2.5.
Memory Usage
5.1.2.6.
Memory Freeing
5.1.2.7.
Performance Summary
5.1.3.
๐ง Constraints
โฑ
5.1.3.1.
Correct Programs
5.1.3.2.
Unconstrained
5.1.3.3.
Constrained
5.1.3.4.
Constrained - Fixed
5.1.3.5.
Less vs More
5.1.3.6.
Nullability - JS
5.1.3.7.
Nullability - C#
5.1.3.8.
Nullability - Rust
5.1.3.9.
Data Race - C#
5.1.3.10.
Data Race - Rust 1
5.1.3.11.
Data Race - Rust 2
5.1.3.12.
Constraints in Rust
5.1.3.13.
Constraints Summary
5.1.4.
๐ฌ Expressive
โฑ
5.1.4.1.
Co/Co Mapping
5.1.4.2.
Traits
5.1.4.3.
Multiple Values
5.1.4.4.
Cloning
5.1.4.5.
Cloning - Others
5.1.4.6.
Cloning - Rust
5.1.4.7.
Expressive Summary
5.1.5.
๐ตโ๐ซ Unambiguous
โฑ
5.1.5.1.
Equality
5.1.5.2.
Equality - Java
5.1.5.3.
Equality - Rust 1
5.1.5.4.
Equality - Rust 2
5.1.5.5.
Control Flow
5.1.5.6.
Control Flow - Java
5.1.5.7.
Control Flow - Rust
5.1.5.8.
Unambiguous Summary
5.1.6.
๐ ๏ธ Tooling
โฑ
5.1.6.1.
Formatter
5.1.6.2.
Linter
5.1.6.3.
Package Manager
5.1.6.4.
Others
5.1.6.5.
Tooling Summary
5.1.7.
๐ Ecosystem
โฑ
5.1.7.1.
Variety
5.1.7.2.
Stable
5.1.8.
๐ฆ Second Order
โฑ
5.1.8.1.
Chain of Events
5.1.8.2.
Topics Again
5.1.8.3.
Try Rust
5.1.9.
Q & A
5.2.
User Facing Automation - Part 1
5.3.
User Facing Automation - Part 2
5.4.
Empathetic Code Design
โฑ
5.4.1.
Background
5.4.2.
Scenario
5.4.3.
Flow Definition
5.4.4.
Inputs and Outputs
5.4.5.
Parameters Specification
5.4.6.
Output and Presentation
5.4.7.
Command Invocation
5.4.8.
Parameters Recall
5.4.9.
Workspace
5.4.10.
Profiles
5.4.11.
Summary
5.4.12.
Q & A
5.5.
Interruptible Software
โฑ
5.5.1.
Processes
5.5.2.
Execution
5.5.3.
Bus Analogy
5.5.4.
Designing Interruptibility
โฑ
5.5.4.1.
Stop Button
5.5.4.2.
Stopping Point
5.5.4.3.
Parallelism
5.5.4.4.
Reporting
5.5.4.5.
Strategy
5.5.5.
Interruptible Implementation
5.5.6.
Resumability
5.5.7.
Designing Resumability
โฑ
5.5.7.1.
Executor Resumability
5.5.7.2.
Stepwise Resumability
5.5.8.
Resumable Implementation
5.5.9.
Real Crates
5.5.10.
Summary
5.5.11.
Q & A
5.6.
Dot IX: Diagram Generator
โฑ
5.6.1.
Everyday Diagrams
5.6.2.
๐ Problems
โฑ
5.6.2.1.
Appearance
5.6.2.2.
Accuracy
5.6.2.3.
Portability
5.6.2.4.
Dynamics
5.6.3.
๐ก Ideation
โฑ
5.6.3.1.
Output Format
5.6.3.2.
Input Format
5.6.3.3.
Logistics
5.6.4.
๐จ Demo
5.6.5.
๐งช Solution
โฑ
5.6.5.1.
Supported Usages
5.6.5.2.
Generation Process
5.6.5.3.
Challenges
5.6.6.
What's Next
5.6.7.
Q & A
5.7.
Peace: Zero Stress Automation
โฑ
5.7.1.
๐๏ธ Peace Framework
5.7.2.
๐ Origin Story
โฑ
5.7.2.1.
Manual Deployment
5.7.2.2.
Automation
5.7.2.3.
Engineering Eyes
5.7.2.4.
Engineering Success
5.7.2.5.
Automation (For Real)
5.7.2.6.
Human Eyes
5.7.3.
๐๏ธ envman (example tool)
5.7.4.
๐ก Understandability
โฑ
5.7.4.1.
Demo
5.7.4.2.
Goldilocks Principle
5.7.5.
๐ฎ Control
โฑ
5.7.5.1.
Minimal Control
5.7.5.2.
Discovery
5.7.5.3.
Interruption
5.7.5.4.
Demo
5.7.6.
๐ Morale
โฑ
5.7.6.1.
Aesthetics: Outcome
5.7.6.2.
Aesthetics: Progress
5.7.6.3.
Aesthetics: Errors
5.7.6.4.
Automation Clarified
5.7.7.
โ๏ธ How Does It Work
5.7.8.
๐ญ Architecture
โฑ
5.7.8.1.
Components
5.7.8.2.
Item
5.7.8.3.
Item Implementations
5.7.8.4.
Flow
5.7.8.5.
Commands
5.7.8.6.
Item Parameters
5.7.8.7.
Tool
5.7.9.
๐ช Side-Side Projects
โฑ
5.7.9.1.
๐ Interruptible
5.7.9.2.
๐จ Dot IX
5.7.10.
๐ฆ Project Status
โฑ
5.7.10.1.
Readiness
5.7.11.
๐ Links
5.7.12.
๐โโ๏ธ Thank You
5.7.13.
โ Q & A
6.
Ideas
โฑ
6.1.
Feature Gated Incremental Functionality
7.
Licenses
Light
Rust
Coal
Navy
Ayu
The Peace Framework
๐ Morale