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Matthias Endler

๐Ÿ‘ค Speaker
688 total appearances

Appearances Over Time

Podcast Appearances

Rust in Production
Zed with Conrad Irwin

I do like all of these experiences, but I also want the native look and feel because especially on macOS, if you're used to this, it's very hard to switch away from that experience again. Yeah, I strongly agree.

Rust in Production
Zed with Conrad Irwin

Yeah. Let's see, which keyboard shortcuts do you support? What sort of keyboard key maps, I would say, do you support? You support Vim. Then you support the normal command or control-based keyboard chords, almost. Then you have actual chords, which are things like GD or GR, anything else that I'm missing.

Rust in Production
Zed with Conrad Irwin

Yeah. Let's see, which keyboard shortcuts do you support? What sort of keyboard key maps, I would say, do you support? You support Vim. Then you support the normal command or control-based keyboard chords, almost. Then you have actual chords, which are things like GD or GR, anything else that I'm missing.

Rust in Production
Zed with Conrad Irwin

Yeah. Let's see, which keyboard shortcuts do you support? What sort of keyboard key maps, I would say, do you support? You support Vim. Then you support the normal command or control-based keyboard chords, almost. Then you have actual chords, which are things like GD or GR, anything else that I'm missing.

Rust in Production
Zed with Conrad Irwin

Well, when you describe it, it sounds kind of straightforward, but you have to plan for this from the very beginning, because otherwise you will not be able to manage to support all of these different ways of input, right?

Rust in Production
Zed with Conrad Irwin

Well, when you describe it, it sounds kind of straightforward, but you have to plan for this from the very beginning, because otherwise you will not be able to manage to support all of these different ways of input, right?

Rust in Production
Zed with Conrad Irwin

Well, when you describe it, it sounds kind of straightforward, but you have to plan for this from the very beginning, because otherwise you will not be able to manage to support all of these different ways of input, right?

Rust in Production
Zed with Conrad Irwin

Can you just quickly and briefly describe to us how that part works, how that part of set the keyboard input works? Because in my mind, it's event based. You have things like you definitely don't want to block the rendering in any way. You probably need to do that asynchronously or event based. But I don't want to put words into your mouth. I want to hear from you. How does that part work?

Rust in Production
Zed with Conrad Irwin

Can you just quickly and briefly describe to us how that part works, how that part of set the keyboard input works? Because in my mind, it's event based. You have things like you definitely don't want to block the rendering in any way. You probably need to do that asynchronously or event based. But I don't want to put words into your mouth. I want to hear from you. How does that part work?

Rust in Production
Zed with Conrad Irwin

Can you just quickly and briefly describe to us how that part works, how that part of set the keyboard input works? Because in my mind, it's event based. You have things like you definitely don't want to block the rendering in any way. You probably need to do that asynchronously or event based. But I don't want to put words into your mouth. I want to hear from you. How does that part work?

Rust in Production
Zed with Conrad Irwin

And all of these events, they end up in some sort of state machine, or are they more or less modifying the state and then they are more or less gone from the system again? A little bit of both.

Rust in Production
Zed with Conrad Irwin

And all of these events, they end up in some sort of state machine, or are they more or less modifying the state and then they are more or less gone from the system again? A little bit of both.

Rust in Production
Zed with Conrad Irwin

And all of these events, they end up in some sort of state machine, or are they more or less modifying the state and then they are more or less gone from the system again? A little bit of both.

Rust in Production
Zed with Conrad Irwin

And this is probably also how you circumvent issues with self-referential structs in Rust where maybe you want to, you know, you described a mechanism where you had an event that would trigger another event and you would have a callback upon a callback maybe. And these things, they trigger some sort of PTSD in my mind because...

Rust in Production
Zed with Conrad Irwin

And this is probably also how you circumvent issues with self-referential structs in Rust where maybe you want to, you know, you described a mechanism where you had an event that would trigger another event and you would have a callback upon a callback maybe. And these things, they trigger some sort of PTSD in my mind because...

Rust in Production
Zed with Conrad Irwin

And this is probably also how you circumvent issues with self-referential structs in Rust where maybe you want to, you know, you described a mechanism where you had an event that would trigger another event and you would have a callback upon a callback maybe. And these things, they trigger some sort of PTSD in my mind because...

Rust in Production
Zed with Conrad Irwin

If you do it the wrong way, then you will end up in a thing that doesn't compile anymore. And if you kind of have a dispatcher in between, you can completely get rid of this problem because asynchronous solves that problem for you. Is that correct?

Rust in Production
Zed with Conrad Irwin

If you do it the wrong way, then you will end up in a thing that doesn't compile anymore. And if you kind of have a dispatcher in between, you can completely get rid of this problem because asynchronous solves that problem for you. Is that correct?

Rust in Production
Zed with Conrad Irwin

If you do it the wrong way, then you will end up in a thing that doesn't compile anymore. And if you kind of have a dispatcher in between, you can completely get rid of this problem because asynchronous solves that problem for you. Is that correct?

Rust in Production
Zed with Conrad Irwin

Are there any issues that you defer to runtime or is all of that done at compile time?