This reverts commit 391eb380b5.
For some reason that is very unclear to me, this broke ssh'ing into
macOS remotes.
The remote process aborts with:
```
-------------------------------------
Translated Report (Full Report Below)
-------------------------------------
Process: zed-remote-server-dev-build [78088]
Path: /Users/USER/*/zed-remote-server-dev-build
Identifier: zed-remote-server-dev-build
Version: ???
Code Type: ARM-64 (Native)
Parent Process: launchd [1]
Responsible: iTerm2 [62245]
User ID: 501
Date/Time: 2025-03-13 19:30:37.6827 -0600
OS Version: macOS 15.3.1 (24D70)
Report Version: 12
Anonymous UUID: 3A9631EB-5468-8CA4-7A0F-E36C3FF9D04F
Sleep/Wake UUID: C935AE4C-E06A-4F6D-BE97-101E4E03482F
Time Awake Since Boot: 910000 seconds
Time Since Wake: 1265 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: Namespace OBJC, Code 1
Application Specific Information:
crashed on child side of fork pre-exec
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x18653fc6c __abort_with_payload + 8
1 libsystem_kernel.dylib 0x186565eb8 abort_with_payload_wrapper_internal + 104
2 libsystem_kernel.dylib 0x186565e50 abort_with_reason + 32
3 libobjc.A.dylib 0x1861dc040 _objc_fatalv(unsigned long long, unsigned long long, char const*, char*) + 128
4 libobjc.A.dylib 0x1861dbfc0 _objc_fatal(char const*, ...) + 44
5 libobjc.A.dylib 0x1861c1674 performForkChildInitialize(objc_class*, objc_class*) + 400
6 libobjc.A.dylib 0x1861a67f0 initializeNonMetaClass + 592
7 libobjc.A.dylib 0x1861c4a3c initializeAndMaybeRelock(objc_class*, objc_object*, locker_mixin<lockdebug::lock_mixin<objc_lock_base_t>>&, bool) + 164
8 libobjc.A.dylib 0x1861a5f98 lookUpImpOrForward + 304
9 libobjc.A.dylib 0x1861a5b84 _objc_msgSend_uncached + 68
10 zed-remote-server-dev-build 0x104f9ec4c _$LT$$LP$$RP$$u20$as$u20$objc..message..MessageArguments$GT$::invoke::hf68c58806f4b5702 + 56
11 zed-remote-server-dev-build 0x104f9d4c8 objc::message::platform::send_unverified::h2ec8392957fd6551 + 120
12 zed-remote-server-dev-build 0x104e5631c cocoa::appkit::NSPasteboard::generalPasteboard::h68122d7f32549cba + 512
13 zed-remote-server-dev-build 0x104e3b3b4 gpui::platform::mac::platform::MacPlatform::new::hb68d7ae2c5fdea7e + 336
14 zed-remote-server-dev-build 0x104e48008 gpui::platform::current_platform::h931999673c8c6468 + 28
15 zed-remote-server-dev-build 0x104ee4284 gpui::app::Application::headless::h3bffec62c65240ce + 32
16 zed-remote-server-dev-build 0x1023746ac remote_server::unix::execute_run::h7ac8de1a7e257f61 + 1200
17 zed-remote-server-dev-build 0x102368e1c remote_server::main::h42e4b18462b32dcf + 252 (main.rs:56)
18 zed-remote-server-dev-build 0x10236717c core::ops::function::FnOnce::call_once::h8534244cea12c898 + 16 (function.rs:250)
19 zed-remote-server-dev-build 0x102368154 std::sys::backtrace::__rust_begin_short_backtrace::h22fd48e0f46eb10b + 12 (backtrace.rs:152)
20 zed-remote-server-dev-build 0x10236bf74 std::rt::lang_start::_$u7b$$u7b$closure$u7d$$u7d$::hf8bd0081bf8d785b + 16 (rt.rs:195)
21 zed-remote-server-dev-build 0x105723d20 std::rt::lang_start_internal::h5f91760815528aa2 + 1092
22 zed-remote-server-dev-build 0x10236bf50 std::rt::lang_start::hb88fe48ac1498ea6 + 60 (rt.rs:194)
23 zed-remote-server-dev-build 0x10236b67c main + 36
24 dyld 0x1861f4274 start + 2840
```
Which is not even (apparently) on the line that calls this function.
To reproduce this, run `ZED_BUILD_REMOTE_SERVER=true cargo run
ssh://127.0.0.1/~/`.
Release Notes:
- N/A
Welcome to GPUI!
GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework for Rust, designed to support a wide variety of applications.
Getting Started
GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io. You'll also need to use the latest version of stable Rust and be on macOS or Linux. Add the following to your Cargo.toml:
gpui = { git = "https://github.com/zed-industries/zed" }
Everything in GPUI starts with an Application. You can create one with Application::new(), and kick off your application by passing a callback to Application::run(). Inside this callback, you can create a new window with App::open_window(), and register your first root view. See gpui.rs for a complete example.
Dependencies
GPUI has various system dependencies that it needs in order to work.
macOS
On macOS, GPUI uses Metal for rendering. In order to use Metal, you need to do the following:
- Install Xcode from the macOS App Store, or from the Apple Developer website. Note this requires a developer account.
Ensure you launch XCode after installing, and install the macOS components, which is the default option.
-
Install Xcode command line tools
xcode-select --install -
Ensure that the Xcode command line tools are using your newly installed copy of Xcode:
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
The Big Picture
GPUI offers three different registers depending on your needs:
-
State management and communication with
Entity's. Whenever you need to store application state that communicates between different parts of your application, you'll want to use GPUI's entities. Entities are owned by GPUI and are only accessible through an owned smart pointer similar to anRc. See theapp::contextmodule for more information. -
High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply an
Entitythat can be rendered, by implementing theRendertrait. At the start of each frame, GPUI will call this render method on the root view of a given window. Views build a tree ofelements, lay them out and style them with a tailwind-style API, and then give them to GPUI to turn into pixels. See thedivelement for an all purpose swiss-army knife of rendering. -
Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they provide a nice wrapper around an imperative API that provides as much flexibility and control as you need. Elements have total control over how they and their child elements are rendered and can be used for making efficient views into large lists, implement custom layouting for a code editor, and anything else you can think of. See the
elementmodule for more information.
Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services. This context is your main interface to GPUI, and is used extensively throughout the framework.
Other Resources
In addition to the systems above, GPUI provides a range of smaller services that are useful for building complex applications:
-
Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI. Use this for implementing keyboard shortcuts, such as cmd-q. See the
actionmodule for more information. -
Platform services, such as
quit the apporopen a URLare available as methods on theapp::App. -
An async executor that is integrated with the platform's event loop. See the
executormodule for more information., -
The
[gpui::test]macro provides a convenient way to write tests for your GPUI applications. Tests also have their own kind of context, aTestAppContextwhich provides ways of simulating common platform input. Seeapp::test_contextandtestmodules for more details.
Currently, the best way to learn about these APIs is to read the Zed source code, ask us about it at a fireside hack, or drop a question in the Zed Discord. We're working on improving the documentation, creating more examples, and will be publishing more guides to GPUI on our blog.