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The state of building user interfaces in Rust

areweguiyet.com

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Re: The state of building user interfaces in Rust

#151
post #145

Earlier quoted context omitted.

I'm not a frontend developer, but seems fast to me. I'm surprised that the UI portion of this example takes so little CPU: https://youtu.be/7k0JNT6itaI Now, the rest of the DSP code sure is faster in native. What are examples where web UI is too slow for you? Or do you mean large apps written in JS, which is a different topic?

Slow means many: * long program launch times * inconsistent frame rates during runtime * noticeable lag in user interaction

That's neither examples nor a clarification if you're talking about JS or WASM.

Re: The state of building user interfaces in Rust

#152
post #145

Earlier quoted context omitted.

Slow means many: * long program launch times * inconsistent frame rates during runtime * noticeable lag in user interaction

That's neither examples nor a clarification if you're talking about JS or WASM.

No specific examples. Just general GUI apps.

Re: The state of building user interfaces in Rust

#153
post #31

Throwing in my vote... I've been doing everything with wasm-bindgen/web-sys, i.e. just doing my UIs in html, and for 99% that's what I'd want anyways. Web UIs are portable, remotely accessible, and don't require installation on each client. For the small percent that's left where speed is critical, I've just been using wgpu and wgsl-bindgen directly. I can't think of what I'd want a native UI solution for. And then h…

> I can't think of what I'd want a native UI solution for. And then having to deal with porting it to iOS, Android, Windows, Mac etc, dealing with app stores (3+?) submissions, developer fees, rejections Not everything is yet another shitty b2c "app". There are whole industries where cross-platform support is irrelevant, as paying customers just keep using Windows.

True! My position is probably biased because I'm making stuff where I want maximum client compatibility. That's a good point.

Re: The state of building user interfaces in Rust

#154
post #54

i've recently built a very complex healthcare application in dioxus and it's been a tremendous joy to work with. right now it's web-only, but the app does run fine as a desktop app when we need it. having SSR built in means that the UX is amazing - really complex pages load basically instantly, and it degrades just as easily for folks that haven't loaded the WASM. server functions were also fantastic to work with and…

What components were lacking? Is what you've built accessible somewhere?

no, it's not open source. beyond basic things like amending the styling primitives to be aligned with our aesthetic: - missing primitives (toasts/cards/stacks/inline editable fields/alerts/chips/inputs, etc) - domain heavy components (eg, autocomplete, charts, in our case FHIR renderers) - app systems (eg, i built an actioncable like system which has realtime support for dioxus)

Re: The state of building user interfaces in Rust

#155

i've recently built a very complex healthcare application in dioxus and it's been a tremendous joy to work with. right now it's web-only, but the app does run fine as a desktop app when we need it. having SSR built in means that the UX is amazing - really complex pages load basically instantly, and it degrades just as easily for folks that haven't loaded the WASM. server functions were also fantastic to work with and…

I would love to see this @octernion. Im very interested in health care apps.

hopefully can share some more about it one day!

Re: The state of building user interfaces in Rust

#156

i've recently built a very complex healthcare application in dioxus and it's been a tremendous joy to work with. right now it's web-only, but the app does run fine as a desktop app when we need it. having SSR built in means that the UX is amazing - really complex pages load basically instantly, and it degrades just as easily for folks that haven't loaded the WASM. server functions were also fantastic to work with and…

Does it allow you to do things like: take this font at 20px, outline it with a stroke of 2px, turn that stroke into a path, then use that path as a clipping mask, then render this image using that mask.

that's not really the purpose of the library. think of it more like react.
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