Joshua Goins
6 results
Embedded C++ development in CLion
7 October 2026
Learn how to configure CLion for embedded Linux development without leaving your IDE. In this tutorial, Joshua Goins walks through setting up your toolchain and CMake profiles, deploying binaries via SSH, and configuring a remote GDB server for seamless debugging on target hardware like the Toradex i.MX6. Streamline your embedded C++ workflow and debug remote applications just like desktop projects.
Rust doesn’t include a built-in equivalent to C++’s static_assert, but you can achieve similar compile-time checks with a simple macro. This allows you to enforce conditions during compilation without external dependencies. While the Rust standard library has opted not to include such functionality, it's easy to implement and integrate directly into your own projects.
Using the Qt Logger in Rust with CXX-Qt
8 August 2025
In CXX-Qt 0.8.0, Rust applications now have a way to forward structured log events from the tracing crate to the Qt logging system. This enables unified logging output across Rust and Qt, enabling consistent formatting, better filtering, and easier integration with tools like GammaRay. By leveraging qt_message_output and QMessageLogContext, developers can bridge Rust's log metadata with Qt's categorized logging infrastructure.
Enhancing Accessibility and Creative Tools in KDE Plasma Wayland
Supported by NLnet
21 February 2025
With NLnet support, KDE Plasma’s Wayland session now offers improved accessibility and creative tool support. Enhancements include better sticky keys feedback, customizable tablet areas, pressure curve adjustments, and configurable stylus buttons. These updates make Wayland more inclusive, reinforcing KDE’s commitment to accessibility.
Since we first announced it last year, our Vulkan wrapper KDGpu has been busy evolving to meet customer needs and our own. Our last post announced the public release of v0.1.0, and version 0.5.0 is available today. It's never been easier to interact with modern graphics technologies, enabling you to focus on the big picture […]
When writing large graphics applications in Vulkan or OpenGL, there's many data structures that need to be passed from the CPU to the GPU and vice versa. There are subtle differences in alignment, padding and so on between C++ and GLSL to keep track of as well. I'm going to cover a tool I wrote […]


