To initialize a window in Rust using ash as your Vulkan wrapper, you'll need to follow these general steps:

1. Set up a Windowing Library: Before initializing Vulkan, you need a window to render to. Popular windowing libraries in Rust include `winit` and `glutin`. For this example, we'll use `winit`.

2. Load Vulkan Functions: You need to load Vulkan functions dynamically, and ash helps with this. Add `ash` as a dependency in your `Cargo.toml`:

```toml
[dependencies]
ash = "0.37.0"
winit = "0.25.0"
```

3. Create the Vulkan Instance: Initialize the Vulkan instance with the required extensions and layers.

Here's a basic example of how to do it:

```rust
use ash::version::{EntryV1_0, InstanceV1_0};
use ash::vk;
use winit::{Event, EventsLoop, WindowBuilder, WindowEvent};

fn main() {
    // Create a window using winit
    let mut events_loop = EventsLoop::new();
    let window = WindowBuilder::new().build(&events_loop).unwrap();

    // Initialize the Vulkan instance
    let entry = ash::Entry::new().unwrap();
    let app_name = CString::new("My Vulkan App").unwrap();
    let engine_name = CString::new("My Vulkan Engine").unwrap();

    let app_info = vk::ApplicationInfo {
        s_type: vk::StructureType::APPLICATION_INFO,
        p_next: ptr::null(),
        p_application_name: app_name.as_ptr(),
        application_version: vk::make_version(1, 0, 0),
        p_engine_name: engine_name.as_ptr(),
        engine_version: vk::make_version(1, 0, 0),
        api_version: vk::make_version(1, 0, 0),
        ..Default::default()
    };

    let instance_extensions = ash_window::enumerate_required_extensions(&window).unwrap();
    let mut instance_info = vk::InstanceCreateInfo {
        s_type: vk::StructureType::INSTANCE_CREATE_INFO,
        p_next: ptr::null(),
        flags: Default::default(),
        p_application_info: &app_info,
        enabled_extension_count: instance_extensions.len() as u32,
        pp_enabled_extension_names: instance_extensions.as_ptr(),
        enabled_layer_count: 0,
        pp_enabled_layer_names: ptr::null(),
    };

    let instance = unsafe { entry.create_instance(&instance_info, None) }.unwrap();

    // Now you have a Vulkan instance. You can proceed with other Vulkan initialization steps.
    // ...
}
```

Keep in mind that this is just a basic example, and in a real-world application, you would handle errors and cleanup properly. Also, don't forget to set up the surface and device creation, swap chain, and other necessary components for a complete Vulkan application. The `ash` crate provides bindings to all Vulkan functions, so you can use it to access any Vulkan functionality you need.

Please note that the `ash_window::enumerate_required_extensions(&window)` call helps you obtain the necessary instance extensions required for your windowing system (GLFW, winit, etc.). This way, you don't need to manually specify them.

Ensure that you have the latest versions of `ash` and `winit` to access the most up-to-date functionality and bug fixes.
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