1. Plugins in Rust: The Technologies
Welcome to the “Plugins in Rust” series! During the next months I’ll be involved in a project with Tremor, for which I need to implement a Plugin System. The goal is to maximize modularity and reduce Rust’s wild compilation times. The implementation will end up being done with dynamic loading, but I will cover all the alternatives first to make sure it’s the best approach for my use-case. In this first article I will analyze the different ways in which our plugin system may be implemented in Rust. Note that I’m no expert in the topic; my objective is to merely collect all the information I’ve found so far and present it as a summary, with enough resources for the reader to learn more on their own and make their own decisions. ...