Liang Ying-ruei is a product-focused software developer based in Taiwan with 12 years of experience building and maintaining cross-platform desktop and backend tooling. Currently at Synology, he blends product sensibility with hands-on engineering, having shipped UI and feature improvements as well as deep bug fixes for complex applications like the pixel-art editor Aseprite. He also contributed to Mozilla's cbindgen, improving C bindings generation from Rust with nuanced handling of edge cases and test coverage. Comfortable across C/C++ and Rust ecosystems, he gravitates toward tooling, refactors, and subtle usability fixes that improve developer and user workflows. Outside work he’s a self-described “crazy retro gamer,” a hint at his interest in graphics, animation, and interactive software.
12 years of coding experience
National Cheng Kung University
Master's degree, Computer Software Engineering, Master's degree, Computer Software Engineering at National Central University
A project for generating C bindings from Rust code
Role in this project:
Backend Developer
Contributions:10 commits, 6 PRs, 24 comments in 1 month
Contributions summary:Liang primarily focused on enhancing the functionality of the `cbindgen` project, which generates C bindings from Rust code. Their contributions included implementing support for handling line breaks in documentation attributes, enabling "void prototype" for struct fields, and incorporating language-specific checks to decide whether to use void prototype. They also addressed issues related to partial function exports and wrote tests to cover the added features.
Animated sprite editor & pixel art tool (Windows, macOS, Linux)
Role in this project:
Software Engineer
Contributions:9 commits, 10 PRs, 22 comments in 1 month
Contributions summary:Liang contributed to several areas of the Aseprite project. Their work included correcting comments and fixing flag values, indicating involvement in code maintenance and improvement. They also implemented features related to moving multiple cels, adding commands for frame navigation within animations, and refactoring code related to the editor's UI and functionality. Further contributions involved UI improvements and debugging.
spritesheetasepritespritec-plus-plusgif-animation
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