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2D Pixel Framebuffers, Event Loops and Syscalls (in Rust)

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Автор: Thomas 🏕

Загружено: 2022-05-19

Просмотров: 4070

Описание: In this video we go in depth with event loops and system calls in Rust. We start out with a simple 2D Pixels Window built on top of WGPU and Winit. We dig into what sort of system calls are being made in order to create our event loop for the window and what layers of abstraction and libraries such as mio and libc are doing underneath to communicate with the operating system. We learn a little bit about x86 assembly instructions, how to write to the standard output in assembly from within a rust macro. We also learn about the concurrency strategies and how the async model is creating using an event queue that is supported by the operating system. I attempt to dive deep from the Window Management Winit library down to system calls and assembly instructions to get a better understanding of what is going on underneath. My hope is that this video provides some level of context to the concurrency models and how to solve async I/O without blocking our main thread or UI - or more specifically how these libraries do that.

↠ References:
Pixels.rs: https://github.com/parasyte/pixels
Winit: https://docs.rs/winit/latest/winit/in...
Mio: https://docs.rs/mio/0.8.3/mio/index.html
Winit + Pixels Blog Post: https://nyxtom.dev/2020/10/07/winit-r...
WGPU: https://github.com/gfx-rs/wgpu
Event Loop Control Flow: https://docs.rs/winit/latest/winit/ev...
Tokio: https://tokio.rs/
libc: https://rust-lang.github.io/libc/x86_...
Epoll, Kqueue, IOCP Explained: https://cfsamsonbooks.gitbook.io/epol...
Exploring Async Basics in Rust: https://cfsamson.github.io/book-explo...
Linux System Call Table: https://blog.rchapman.org/posts/Linux...
Inline Assembly in Rust: https://doc.rust-lang.org/nightly/rus...

↠ Patreon: https://www.patreon.com/nyxtom?fan_la...
↠ Dotfiles: https://github.com/nyxtom/dotfiles
↠ Twitter: @nyxtom   / nyxtom  
↠ Channel:    / nyxtom  

Cheers! 🍻

🦀 #rust #rustlang #rustprogramming #graphicsprogramming #gamedev

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2D Pixel Framebuffers, Event Loops and Syscalls (in Rust)

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