On Aug 26, 2014, at 8:39 PM, Patrick Walton wrote:
> On 8/26/14 4:25 PM, Cameron Zwarich wrote:
>> Cons:
>> - Still requires an abstraction layer for features that differ across
>> platforms, unless we fix a target platform.
>> - There is a semantic gap between OS I/O primitives and Rust channel
On 8/26/14 4:25 PM, Cameron Zwarich wrote:
Cons:
- Still requires an abstraction layer for features that differ across
platforms, unless we fix a target platform.
- There is a semantic gap between OS I/O primitives and Rust channels, and the
problem of having a task that processes events from b
Take the comments below with a grain of salt - coming from a games
background, I am still learning about the complexities of browsers and
thus it's likely I'm over-simplifying things :)
When we first looked at the challenge of taking a single threaded game
engine and making it multi-threaded,
On Wed, Aug 27, 2014 at 11:25 AM, Cameron Zwarich
wrote:
> 1) Script task completes execution.
>
> 2) Some external stimulus triggers layout.
>
> 3) Flow tree construction takes the DOM lock, creates the flow tree, and
> releases it.
>
> 4) Before layout actually begins, the script task begins ex
Due to the recent news from the Rust workweek regarding the pending removal
libgreen from the standard distribution (and any support in related libraries
like I/O, locking, etc. that goes with it) there has been a bunch of discussion
about Servo’s use of threads and tasks. This discussion has ta
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