1.
Introduction
2.
Background
❱
2.1.
Purpose
2.2.
Strategy
3.
Examples
❱
3.1.
Download
3.2.
Env Man
❱
3.2.1.
Walkthrough
4.
Technical Concepts
❱
4.1.
Resources
4.2.
Function Graph
❱
4.2.1.
Abstraction
4.2.2.
Ordering
4.2.3.
Streaming
4.3.
Item
❱
4.3.1.
Item Parameters
❱
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
❱
4.4.1.
Initialization
4.4.2.
State Inspection
4.4.3.
State Ensure
4.4.4.
Clean
4.5.
State
❱
4.5.1.
Logical State
4.6.
Output
❱
4.6.1.
Execution Progress
4.6.2.
Presentation
4.7.
Diagrams
❱
4.7.1.
Progress
4.7.2.
Outcome
❱
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
❱
4.8.1.
Cmd Invocation
4.8.2.
Interruption
4.8.3.
Progress Output
4.9.
Workspace
4.10.
Commands
❱
4.10.1.
Scopes
❱
4.10.1.1.
Reborrowing
4.10.2.
Use Cases
❱
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
❱
4.11.1.
Seamless Execution
4.11.2.
Upgrade Actions
5.
Learning Material
❱
5.1.
Why Rust
❱
5.1.1.
Topics
5.1.2.
⚡ Performance
❱
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.
🚧 Constraints
❱
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.
💬 Expressive
❱
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.
😵💫 Unambiguous
❱
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.
🛠️ Tooling
❱
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.
🚛 Ecosystem
❱
5.1.7.1.
Variety
5.1.7.2.
Stable
5.1.8.
🦋 Second Order
❱
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
❱
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
❱
5.5.1.
Processes
5.5.2.
Execution
5.5.3.
Bus Analogy
5.5.4.
Designing Interruptibility
❱
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
❱
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
❱
5.6.1.
Everyday Diagrams
5.6.2.
🛑 Problems
❱
5.6.2.1.
Appearance
5.6.2.2.
Accuracy
5.6.2.3.
Portability
5.6.2.4.
Dynamics
5.6.3.
💡 Ideation
❱
5.6.3.1.
Output Format
5.6.3.2.
Input Format
5.6.3.3.
Logistics
5.6.4.
🎨 Demo
5.6.5.
🧪 Solution
❱
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
❱
5.7.1.
🕊️ Peace Framework
5.7.2.
🐉 Origin Story
❱
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.
🏗️ envman (example tool)
5.7.4.
💡 Understandability
❱
5.7.4.1.
Demo
5.7.4.2.
Goldilocks Principle
5.7.5.
🎮 Control
❱
5.7.5.1.
Minimal Control
5.7.5.2.
Discovery
5.7.5.3.
Interruption
5.7.5.4.
Demo
5.7.6.
💟 Morale
❱
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.
⚙️ How Does It Work
5.7.8.
🏭 Architecture
❱
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.
🪆 Side-Side Projects
❱
5.7.9.1.
🛑 Interruptible
5.7.9.2.
🎨 Dot IX
5.7.10.
🦖 Project Status
❱
5.7.10.1.
Readiness
5.7.11.
🔗 Links
5.7.12.
🙇♂️ Thank You
5.7.13.
❓ Q & A
6.
Ideas
❱
6.1.
Feature Gated Incremental Functionality
7.
Licenses
Light
Rust
Coal
Navy
Ayu
The Peace Framework
Everyday Diagrams
Process Diagrams
source
Deployment Diagrams
source