Demangling the Details: Symbol Resolution in Rusty Trap

This post is part of my Writing a Debugger series. View all posts and upcoming topics → A few posts ago, we used ownership in Rust to drive the design of our API when setting multiple breakpoints in our rusty_trap debugger. Then we did some vibe coded further refactoring of the API. The API we have for inferiors and breakpoints now is pretty clean and we can move onto the next feature. This has…