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Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by FpUser on Monday May 18, 2020 @02:27AM (#23219035)
I can donate abacus to you. Just let me know where to mail it.

More seriously. Windows does not prevent me from using Win32 so no need to use ReactOS and I did not ever have a single customer complaint about not using UWP/.NET/WinRT/Whatever tech. So in my areas of business where it concerns desktop apps that "warm feeling" means zilch fro a practical standpoint.

Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by pjmlp on Monday May 18, 2020 @02:35AM (#23219079)
So I have news for your, not only is Win32 sandbox a thing, it is part of Windows 10X experience which uses sandboxes for everything, and Windows 10X is also coming to a laptop near you in the future.
Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by FpUser on Monday May 18, 2020 @05:34AM (#23220272)
Well, I have news for you too. Windows 10X is specialized edition of Windows and is not meant as a replacement for Windows 10. MS is not planning for it to displace regular Windows versions. Also while running win32 apps in a sandbox all the win32 API's (at least the ones I am concerned about) are still available. There will be no need to change anything. It is basically more or less analog of Linux containers. You are free to spread your "news" to other people. To me it looks like worrying about non existing issue.
Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by pjmlp on Monday May 18, 2020 @07:18AM (#23220974)
Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by FpUser on Monday May 18, 2020 @11:24AM (#23223492)
I already said Vulkan and OpenGL apps are not mine. I just use those. How their vendors going to deal with is not my concern. I am pretty sure they will have dealt with the issue by then.

My desktop apps that use hardware acceleration and I still care about are DirectX.

In any way keep reading news and adjust your stack and rewrite your applications every time MS sneezes. Good luck. I am pretty happy so far investing in features rather then rewriting.

Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by my123 on Monday May 18, 2020 @08:15AM (#23221351)
The OpenGL/OpenCL to DX12 layers are for when vendors don't want to implement such a stack or to ease migration. For example, Qualcomm doesn't implement OpenGL or OpenCL on their Windows drivers at all.
Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by pjmlp on Monday May 18, 2020 @09:14AM (#23221887)
Nope, there is zero support on Win32 sandbox and UWP, ICD drivers aren't allowed.
Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by hu3 on Monday May 18, 2020 @02:55AM (#23219179)
That's a big if and a big when.

Unlike Apple, Microsoft is dead serious on maintaining compatibility with minimal hassle.

Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by pjmlp on Monday May 18, 2020 @03:34AM (#23219406)
Kind of, try to run MS-DOS, Windows 3.x or some Windows 32 bit software on Windows 10 64bit Pro to see how far you will go.

Or OpenGL/Vulkan in Win32 or UWP sandboxes for that matter.

Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by FpUser on Monday May 18, 2020 @05:36AM (#23220289)
I run OpenGL just fine in win32. Also have Vulkan based app (not my own) and runs just fine. Do not give a flying hoot whether it runs under UWP as I would not touch it with a wooden pole.
Re:Rust/WinRT Brings Microsoft Closer to Adopting Rust Inter... by pjmlp on Monday May 18, 2020 @07:09AM (#23220919)
Win32 sandbox!

The only way to run Win32 on Windows 10X and possibly in future Windows 10 versions as well, even if it takes a couple of years more, just like it is happening with Apple and Google's platforms.