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https://github.com/GraphiteEditor/Graphite.git
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Update website and add student project info
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@@ -12,64 +12,6 @@ js = ["video-embed.js"]
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<img data-video-embed="vUzIeg8frh4" src="https://static.graphite.rs/content/volunteer/guide/workshop-intro-to-coding-for-graphite-youtube.avif" onerror="this.onerror = null; this.src = this.src.replace('.avif', '.png')" alt="Workshop: Intro to Coding for Graphite" />
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</div>
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The Graphite editor is built as a web app powered by Svelte in the frontend and Rust in the backend which is compiled to WebAssembly (wasm) and run in the browser.
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The Graphite editor is built as a web app powered by Svelte and TypeScript in the frontend and Rust in the backend which is compiled to WebAssembly and run in the browser. The editor makes calls into Graphene, the node graph engine which manages and renders the documents.
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The Editor's frontend web code lives in `/frontend/src` and the backend Rust code lives in `/editor`. The web-based frontend is intended to be semi-temporary and eventually replaceable with a pure-Rust GUI frontend. Therefore, all backend code should be unaware of JavaScript or web concepts and all Editor application logic should be written in Rust not JS.
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## Frontend/backend communication
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Frontend (JS) -> backend (Rust/wasm) communication is achieved through a thin Rust translation layer in `/frontend/wasm/src/editor_api.rs` which wraps the Editor backend's complex Rust data type API and provides the JS with a simpler API of callable functions. These wrapper functions are compiled by wasm-bindgen into autogenerated JS functions that serve as an entry point into the wasm.
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Backend (Rust) -> frontend (JS) communication happens by sending a queue of messages to the frontend message dispatcher. After the JS calls any wrapper API function to get into backend (Rust) code execution, the Editor's business logic runs and queues up `FrontendMessage`s (defined in `/editor/src/messages/frontend/frontend_message.rs`) which get mapped from Rust to JS-friendly data types in `/frontend/src/wasm-communication/messages.ts`. Various JS code subscribes to these messages by calling `subscribeJsMessage(MessageName, (messageData) => { /* callback code */ });`.
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## The Editor backend and Legacy Document modules
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The Graphite editor backend handles all the day-to-day logic and responsibilities of a user-facing interactive application. Some duties include: user input, GUI state management, viewport tool behavior, layer management and selection, and handling of multiple document tabs.
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The actual document (the artwork data and layers included in a saved `.graphite` file) is part of another core module located in `/document-legacy`. The (soon-to-be-replaced) Legacy Document codebase manages a user's document. Once it is replaced, the new Document module (that will be located in `/document`) will store a document's node graph and change history. While it's OK for the Editor to read data from—or make immutable function calls upon—the user's document controlled by the Legacy Document module, it should never be directly mutated. Instead, messages (called Operations) should be sent to the document to request changes occur. The Legacy Document code is designed to be used by the Editor or by third-party Rust or C/C++ code directly so a careful separation of concerns between the Editor and Legacy Document modules should be considered.
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## The message bus
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Every part of the Graphite stack works based on the concept of message passing. Messages are pushed to the front or back of a queue and each one is processed by the module's dispatcher in the order encountered. Only the dispatcher owns a mutable reference to update its module's state.
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### Additional technical details
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A message is an enum variant of a certain message sub-type like `FrontendMessage`, `ToolMessage`, `PortfolioMessage`, or `DocumentMessage`. Two example messages:
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```rs
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// Carries no data
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DocumentMessage::DeleteSelectedLayers
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// Carries a layer path and a string as data
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DocumentMessage::DeleteLayer {
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id: NodeId,
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}
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```
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Message sub-types hierarchically wrap other message sub-types; for example, `DocumentMessage` is wrapped by `PortfolioMessage` via:
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```rs
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// Carries the child message as data
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PortfolioMessage::Document(DocumentMessage)
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```
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and `EllipseMessage` is wrapped by `ToolMessage` via:
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```rs
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// Carries the child message as data
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ToolMessage::Ellipse(EllipseMessage)
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```
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Every message sub-type is wrapped by the top-level `Message`, so the previous example is actually:
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```rs
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Message::Tool(ToolMessage::Ellipse(EllipseMessage))
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```
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Because this is cumbersome, we have a proc macro `#[child]` that automatically implements the `From` trait on message sub-types and lets you write:
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```rs
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DocumentMessage::DeleteSelectedLayers.into()
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```
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instead of:
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```rs
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Message(PortfolioMessage::Document(DocumentMessage::DeleteSelectedLayers))
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```
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And when pushing a message to the queue, we have the `add` and `add_front` functions which call `.into()` for you. Therefore it's as simple as writing:
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```rs
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responses.add(DocumentMessage::DeleteSelectedLayers.into());
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```
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The Editor's frontend web code lives in `/frontend/src`. The backend Rust code is located in `/editor`. Graphene is found in `/node-graph`.
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@@ -0,0 +1,84 @@
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+++
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title = "Code structure"
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[extra]
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order = 1 # Page number after chapter intro
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+++
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## Tech stack
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- rustc: Compiler for node graph generics and custom nodes
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- rust-gpu: Compiler backend to generate compute shaders from Rust source code
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- wgpu: Portable graphics API for running compute shaders on desktop and web
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- Tauri: lightweight desktop web UI shell while the backend runs natively (experimental)
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<!-- - Vello: GPU-accelerated vector graphics renderer -->
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<!-- - COSMIC Text: Text shaping and typesetting -->
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<!-- - Wasmer or Wasmtime: Portable, sandboxed runtime for custom nodes -->
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<!-- - Tokio: parallelized job execution in the node graph pipeline -->
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<!-- - Xilem: High-performance native UI framework, to replace Tauri when ready -->
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## Frontend/backend communication
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The Graphite editor frontend is the web code which displays the user interface. It passes user interactions to the backend. The Graphite editor backend handles all the day-to-day logic and responsibilities of a user-facing interactive application. Some duties include: user input, GUI state management, viewport tool behavior, layer management and selection, and handling of multiple document tabs.
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Frontend (TS) -> backend (Rust/wasm) communication is achieved through a thin Rust translation layer in `/frontend/wasm/src/editor_api.rs` which wraps the Editor backend's complex Rust data type API and provides the TS with a simpler API of callable functions. These wrapper functions are compiled by wasm-bindgen into autogenerated TS functions that serve as an entry point into the wasm.
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Backend (Rust) -> frontend (TS) communication happens by sending a queue of messages to the frontend message dispatcher. After the TS has called any wrapper API function to get into backend (Rust) code execution, the Editor's business logic runs and queues up `FrontendMessage`s (defined in `/editor/src/messages/frontend/frontend_message.rs`) which get mapped from Rust to TS-friendly data types in `/frontend/src/wasm-communication/messages.ts`. Various TS code subscribes to these messages by calling `subscribeJsMessage(MessageName, (messageData) => { /* callback code */ });`.
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## The message system
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The Graphite editor backend is organized into a hierarchy of systems, called *message handlers*, which talk to one another through message passing. Messages are pushed to the front or back of a queue and each one is processed sequentially by the backend's dispatcher. The dispatcher lives at the root of the application hierarchy and it owns its message handlers. Thus, Rust's restrictions on mutable borrowing are satisfied because only the dispatcher mutably borrows its message handlers, one at a time, while each message is processed.
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### Messages
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Messages are enum variants that are dispatched to perform some intended activity within their respective message handlers. Here are two `DocumentMessage` definitions:
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```rs
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pub enum DocumentMessage {
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...
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// A message that carries a layer path and a string as data
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DocumentMessage::DeleteLayer {
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id: NodeId,
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}
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// A message that carries no data
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DocumentMessage::DeleteSelectedLayers,
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...
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}
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```
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As shown above, data can be included with each message. But as a special case denoted by the `#[child]` attribute, that data can also be a sub-message, which enables us to nest message handler systems hierarchically. The `DocumentMessage` enum of the previous example is defined as a child of `PortfolioMessage` which wraps it like this:
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```rs
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pub enum PortfolioMessage {
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...
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// A message that carries the `DocumentMessage` child enum as data
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#[child]
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PortfolioMessage::Document(DocumentMessage),
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...
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}
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```
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Likewise, the `PortfolioMessage` enum is wrapped by the top-level `Message` enum. The dispatcher operates on the queue of these base-level `Message` types.
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So for example, the `DeleteSelectedLayers` message mentioned previously will look like this as a `Message` data type:
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```rs
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Message::Portfolio(
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PortfolioMessage::Document(
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DocumentMessage::DeleteSelectedLayers
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)
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)
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```
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Writing out these nested message enum variants would be cumbersome, so that `#[child]` attribute shown earlier invokes a proc macro that automatically implements the `From` trait, letting you write this instead to get a `Message` data type:
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```rs
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DocumentMessage::DeleteSelectedLayers.into()
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```
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Most often, this is simplified even further because the `.into()` is called for you when pushing a message to the queue with `.add()` or `.add_front()`. So this becomes as simple as:
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```rs
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responses.add(DocumentMessage::DeleteSelectedLayers);
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```
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The `responses` message queue is composed of `Message` data types, and thanks to this system, child messages like `DocumentMessage::DeleteSelectedLayers` are automatically wrapped in their ancestor enum variants to become a `Message`, saving you from writing the verbose nested form.
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@@ -2,7 +2,7 @@
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title = "Contributing guidelines"
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[extra]
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order = 2 # Page number after chapter intro
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order = 3 # Page number after chapter intro
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+++
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## Code style
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@@ -2,7 +2,7 @@
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title = "Debugging"
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[extra]
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order = 1 # Page number after chapter intro
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order = 2 # Page number after chapter intro
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+++
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## Deployed builds
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@@ -23,7 +23,7 @@ To show `trace!()` logs, activate *Help* > *Debug: Print Trace Logs*.
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## Message system logs
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To also view logs of the messages dispatched by the message bus system, activate *Help* > *Debug: Print Messages* > *Only Names*. Or use *Full Contents* for more verbose insight with the actual data being passed. This is an invaluable window into the activity of the message flow and works well together with `debug!()` printouts for tracking down message-related issues.
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To also view logs of the messages dispatched by the message system, activate *Help* > *Debug: Print Messages* > *Only Names*. Or use *Full Contents* for more verbose insight with the actual data being passed. This is an invaluable window into the activity of the message flow and works well together with `debug!()` printouts for tracking down message-related issues.
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## Node/layer and document IDs
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@@ -1,16 +0,0 @@
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+++
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title = "Tech stack"
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[extra]
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order = 3 # Page number after chapter intro
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+++
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- rustc: Compiler for node graph generics and custom nodes
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- rust-gpu: Compiler backend to generate compute shaders from Rust source code
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- wgpu: Portable graphics API for running compute shaders on desktop and web
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- Tauri: lightweight desktop web UI shell while the backend runs natively (experimental)
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<!-- - Vello: GPU-accelerated vector graphics renderer -->
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<!-- - COSMIC Text: Text shaping and typesetting -->
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<!-- - Wasmer or Wasmtime: Portable, sandboxed runtime for custom nodes -->
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<!-- - Tokio: parallelized job execution in the node graph pipeline -->
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<!-- - Xilem: High-performance native UI framework, to replace Tauri when ready -->
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