Siblings... I'm assuming there is nothing hard there. Positions, maybe?
Siblings... I'm assuming there is nothing hard there. Positions, maybe?
I was also shooting from the hip for things I'm interested in, here. I'm not sure it matters. But, if on scanning, you pick relevant rules to apply based on the path to a node, then I could see some trickiness on having to consider both the top down and the bottom up paths to a node.
Siblings.., I don't think has this problem. Not sure why I thought it might.
And javascript is ultimately a different topic. So I wasn't worried about that here.
I missed your point about selector matching and style application. I think that is ultimately where my hip shot missed on this. (I have never had to reserve the right to be wrong. Just to assume it. :)
I still feel there is some danger there, but I think that is just clinging to an initial shot. I am curious why rust's help was needed to get this, now. A basic thread pool seems like it would have been somewhat easy to wire up in any language.
One neat thing is that we use rust-bindgen to walk C++ data structures, which extends Rust's concurrency guarantees into C++. We also have an FFI layer for invoking C++ code, and we have some careful static analysis of that callgraph from the entry points to be sure we're not mutating anything.