Runtime
The Reactive and Context machinery the rendered code links against.
Contents
How a Program becomes Rust, in parts. Start with the introduction, then follow each part into the rendered output and the runtime it links against.
- Introduction — what the Rust target is, and how to read the rest of this section.
- Capabilities — which high-level features are possible, built in or through a crate.
- Example — a full program using every keyword, and the Rust it renders to.
- Naming considerations — how Program's dotted names are carried into Rust.
- Entry point — starting a program from
mainwith its drivers. - Drivers — the native drivers that provide the interface, console and network.
- Runtime — the Reactive and Context machinery the rendered code links against.
- Native modules — the hand-written Rust behind
NATIVEfunctions. - Keywords — how each of Program's keywords renders to Rust.
- Project setup — the files and commands to build and run the rendered program.
- Reserved words — the words Rust keeps for itself, and how a colliding name is escaped.
Reactive and Context, in Rust
The runtime is the same three parts as every
target — the Reactive graph, the Context channels, and the native drivers — ported to
Rust. State is Reactive::state::<T>(…) and derived values come from
Reactive::calculate(…), with ownership handled by boxed move closures.
The cycle (open channels, run, drain, dispatch, wait) is identical; read the
JavaScript runtime for the full walkthrough.