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
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