Plugins in Rust: Getting our Hands Dirty

Plugins in Rust: Getting our Hands Dirty

Welcome to one of the last articles of this series! Previously, we covered how to use external dependencies to lessen the work necessary to implement our plugin system. Now that we know how to actually get started, we’ll implement it once and for all. I will personally use the crate abi_stable , but the concepts should be roughly the same for any dynamic loading method. Similarly, some of my advice is related to modifying an already existing project of large size....

February 11, 2022 · 29 min · Mario Ortiz Manero
Plugins in Rust: Reducing the Pain with Dependencies

Plugins in Rust: Reducing the Pain with Dependencies

The last article of this series covered how the plugin system could be implemented from scratch. This is a lot of work if you’re dealing with a relatively large codebase and therefore a complex interface in your plugin system, so let’s see how we can make our lives easier. I’ve been wanting to try abi_stable for this since the beginning, which was specifically created for plugins. But we aren’t really locked to that crate, so I’ll show other alternatives as well, which can even be combined to your liking....

November 8, 2021 · 28 min · Mario Ortiz Manero
Plugins in Rust: Diving into Dynamic Loading

Plugins in Rust: Diving into Dynamic Loading

In the last part of this series I wrote some simple experiments of plugins both with WebAssembly and dynamic loading. After discarding Wasm for this specific PDK, I wanted to try to get a more realistic example with dynamic loading and work towards the final implementation. Since the Tremor team suggested that I began by implementing connectors, we’ll first have to learn more about them. Matthias ran me through their current state in a meeting, which I’ll try to summarize....

October 5, 2021 · 27 min · Mario Ortiz Manero
Plugins in Rust: Getting Started

Plugins in Rust: Getting Started

Welcome to my second article about Plugins in Rust! Here I will try to actually write some simple code of what a PDK (Plugin Development Kit) might look like, and also do some research about questions that arise while doing so. Please note that this is a series of posts, so you might be interested in reading the previous ones for context. Some probably weren’t expecting me to continue the series, as in the last article I wrote that Google didn’t end up allocating a slot for my project (as this was initially going to be for the Google Summer of Code)....

September 5, 2021 · 20 min · Mario Ortiz Manero
Plugins in Rust: The Technologies

Plugins in Rust: The Technologies

Welcome to the “Plugins in Rust” series! During the next months I’ll be involved in an LFX Mentorship with Tremor, for which I need to implement a Plugin System (a.k.a. Plugin Development Kit or PDK). 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....

May 17, 2021 · 23 min · Mario Ortiz Manero
GSoC Proposal: Implementing a Plugin Development Kit for Tremor

GSoC Proposal: Implementing a Plugin Development Kit for Tremor

Abstract This Google Summer of Code project consists on developing a universal interface for Tremor plugins[1], allowing said library to become more modular and reduce the core set of dependencies. This will achieve a considerably reduced core size for Tremor, meaning that the library will be faster to compile and have a smaller binary size. Most importantly, it will transform Tremor’s architecture to be completely modular, where plugins can be configured as needed and developed independently, in a language-agnostic way....

April 13, 2021 · 10 min · Mario Ortiz Manero