site: raphlinus.github.io
I want a good parallel computer
https://raphlinus.github.io/gpu/2025/03/21/good-parallel-computer.html [raphlinus.github.io]
2025-03-22 17:56
tags:
concurrency
cpu
graphics
hardware
programming
I believe a simpler, more powerful parallel computer is possible, and that there are signs in the historical record. In a slightly alternate universe, we would have those computers now, and be doing the work of designing algorithms and writing programs to run well on them, for a very broad range of tasks.
source: L
xi-editor retrospective
https://raphlinus.github.io/xi/2020/06/27/xi-retrospective.html [raphlinus.github.io]
2020-07-01 00:55
tags:
compsci
concurrency
development
programming
rust
swtools
text
I still believe it would be possible to build a high quality editor based on the original design. But I also believe that this would be quite a complex system, and require significantly more work than necessary.
A few good ideas and observations could be mined out of this post.
source: L
The Soundness Pledge
https://raphlinus.github.io/rust/2020/01/18/soundness-pledge.html [raphlinus.github.io]
2020-01-19 04:50
tags:
development
library
programming
rust
This post is an opportunity to share some thoughts I’ve had about soundness, Rust, and open source community.
I believe one of the most important contributions of Rust is the cultural ideal of perfect soundness: that code using a sound library, no matter how devious, is unable to trigger undefined behavior (which is often thought of in terms of crashes but can be far more insidious). Any deviation from this is a bug. The Rust language itself clearly subscribes to this ideal, even as it sometimes falls short of attaining it (at this writing, there are 44 I-unsound bugs, the oldest of which is more than 6 years old).
source: L
Towards a unified theory of reactive UI
https://raphlinus.github.io/ui/druid/2019/11/22/reactive-ui.html [raphlinus.github.io]
2019-11-23 04:28
tags:
article
development
graphics
programming
ux
In trying to figure out the best reactive structure for druid, as well as how to communicate that to the world, I’ve been studying a wide range of reactive UI systems. I’ve found an incredible diversity, even though they have fairly consistent goals. This post is an attempt to find common patterns, to characterize the design space as a whole. It will be rough, at some points almost a stream of consciousness. If I had the time and energy, I think it could be expanded into an academic paper. But, for now, perhaps these rough thoughts are interesting to some people working in the space.
source: L
Rust 2020: GUI and community
https://raphlinus.github.io/rust/druid/2019/10/31/rust-2020.html [raphlinus.github.io]
2019-11-10 05:01
tags:
development
rust
In response to the call for blogs about the vision for Rust for 2020, I’m going to write about GUI. I believe the time is right for a native GUI toolkit written in Rust, and that such a thing would fill a very important niche. There is a demand for performance (which, to me, includes startup time, RAM footprint, and binary size), and Rust is in the best position to deliver on that.
source: HN
Thoughts on Rust bloat
https://raphlinus.github.io/rust/2019/08/21/rust-bloat.html [raphlinus.github.io]
2019-08-22 00:04
tags:
development
library
perf
programming
rust
I’m about to accept a PR that will increase druid’s compile time about 3x and its executable size almost 2x. In this case, I think the tradeoff is worth it (without localization, a GUI toolkit is strictly a toy), but the bloat makes me unhappy and I think there is room for improvement in the Rust ecosystem.
source: HN
2D Graphics on Modern GPU
https://raphlinus.github.io/rust/graphics/gpu/2019/05/08/modern-2d.html [raphlinus.github.io]
2019-05-09 15:50
tags:
gl
graphics
perf
programming
I have found that, if you can depend on modern compute capabilities, it seems quite viable to implement 2D rendering directly on GPU, with very promising quality and performance. The prototype I built strongly resembles a software renderer, just running on an outsized multicore GPU with wide SIMD vectors, much more so than rasterization-based pipelines.
source: L