> GUI in Rust progresses with unprecedented speed – 3 months in Rust GUI-land is like 3 years in the mortal world.

areweguiyet.rs was started almost exactly 5 years ago. That means it's been about 60 mortal years and we still don't have a definitive solution to GUIs.

That's because Rust GUI people are like Lispers and functional programmers — too obsessed with doing things correctly "from first principles" and "purity". For GUI programming, there is only one feature that matters: having a fuck ton of well supported widgets for every situation across every platform. Almost everything else is secondary. This is why HTML/CSS, Flutter (and to a lesser extent Qt) are so successful. No end user cares about data mutational elegance when at the end of the day, somebody has to do the unsexy work to maintain and support each individual button, scrollbar, and toggle.

>That's because Rust GUI people are like Lispers and functional programmers — too obsessed with doing things correctly "from first principles" and "purity".

That's... entirely wrong and not necessary to paint swathes of developers like.

Rust has numerous solutions for native GUIs. People ship apps with those stacks. Rust also has things like Tauri for when you don't want to deal with differences across platforms.

Just because there's not one blessed solution doesn't mean it's not possible to write UIs in Rust today. ;P

Can you give an example of a real, shipped app where the majority of the GUI is written in Rust?

I'm excluding games because they tend to have trivial GUIs. I'm excluding tauri because the majority of the GUI code in a tauri app isn't Rust.

This is a serious question. I'd love be shown I'm missing something. I read this article hoping to find out that a serious rust GUI library was ready for real use and was quite disappointed.

The most complex I know about: https://github.com/gyroflow/gyroflow