Re: [dev-servo] Servo's use of threads

2014-08-26 Thread Cameron Zwarich
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

Re: [dev-servo] Servo's use of threads

2014-08-26 Thread Patrick Walton
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

Re: [dev-servo] Servo's use of threads

2014-08-26 Thread Glenn Watson
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,

Re: [dev-servo] Servo's use of threads

2014-08-26 Thread Robert O'Callahan
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

[dev-servo] Servo's use of threads

2014-08-26 Thread Cameron Zwarich
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