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layout and building widgets as well as data structures that make tree
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surgery efficient and that have a number of constant-factor optimizations.
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With some additional details, this design also makes it easy for developers
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to create infinite scrolling lists using callbacks that build exactly those
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widgets that are visible to the user.<topic_end>
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<topic_start>
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Aggressive composability
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One of the most distinctive aspects of Flutter is its aggressive
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composability. Widgets are built by composing other widgets,
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which are themselves built out of progressively more basic widgets.
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For example, Padding is a widget rather than a property of other widgets.
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As a result, user interfaces built with Flutter consist of many,
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many widgets.The widget building recursion bottoms out in RenderObjectWidgets,
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which are widgets that create nodes in the underlying render tree.
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The render tree is a data structure that stores the geometry of the user
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interface, which is computed during layout and used during painting and
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hit testing. Most Flutter developers do not author render objects directly
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but instead manipulate the render tree using widgets.In order to support aggressive composability at the widget layer,
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Flutter uses a number of efficient algorithms and optimizations at
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both the widget and render tree layers, which are described in the
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following subsections.<topic_end>
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<topic_start>
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Sublinear layout
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With a large number of widgets and render objects, the key to good
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performance is efficient algorithms. Of paramount importance is the
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performance of layout, which is the algorithm that determines the
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geometry (for example, the size and position) of the render objects.
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Some other toolkits use layout algorithms that are O(N²) or worse
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(for example, fixed-point iteration in some constraint domain).
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Flutter aims for linear performance for initial layout, and sublinear
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layout performance in the common case of subsequently updating an
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existing layout. Typically, the amount of time spent in layout should
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scale more slowly than the number of render objects.Flutter performs one layout per frame, and the layout algorithm works
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in a single pass. Constraints are passed down the tree by parent
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objects calling the layout method on each of their children.
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The children recursively perform their own layout and then return
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geometry up the tree by returning from their layout method. Importantly,
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once a render object has returned from its layout method, that render
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object will not be visited again1
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until the layout for the next frame. This approach combines what might
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otherwise be separate measure and layout passes into a single pass and,
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as a result, each render object is visited at most
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twice2 during layout: once on the way
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down the tree, and once on the way up the tree.Flutter has several specializations of this general protocol.
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The most common specialization is RenderBox, which operates in
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two-dimensional, cartesian coordinates. In box layout, the constraints
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are a min and max width and a min and max height. During layout,
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the child determines its geometry by choosing a size within these bounds.
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After the child returns from layout, the parent decides the child’s
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position in the parent’s coordinate system3.
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Note that the child’s layout cannot depend on its position,
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as the position is not determined until after the child
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returns from the layout. As a result, the parent is free to reposition
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the child without needing to recompute its layout.More generally, during layout, the only information that flows from
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parent to child are the constraints and the only information that
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flows from child to parent is the geometry. These invariants can reduce
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the amount of work required during layout:If the child has not marked its own layout as dirty, the child can
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return immediately from layout, cutting off the walk, as long as the
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parent gives the child the same constraints as the child received
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during the previous layout.Whenever a parent calls a child’s layout method, the parent indicates
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whether it uses the size information returned from the child. If,
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as often happens, the parent does not use the size information,
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then the parent need not recompute its layout if the child selects
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a new size because the parent is guaranteed that the new size will
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conform to the existing constraints.Tight constraints are those that can be satisfied by exactly one
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valid geometry. For example, if the min and max widths are equal to
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each other and the min and max heights are equal to each other,
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the only size that satisfies those constraints is one with that
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width and height. If the parent provides tight constraints,
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then the parent need not recompute its layout whenever the child
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recomputes its layout, even if the parent uses the child’s size
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in its layout, because the child cannot change size without new
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constraints from its parent.A render object can declare that it uses the constraints provided
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by the parent only to determine its geometry. Such a declaration
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informs the framework that the parent of that render object does
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not need to recompute its layout when the child recomputes its layout
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even if the constraints are not tight and even if the parent’s
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layout depends on the child’s size, because the child cannot change
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size without new constraints from its parent.As a result of these optimizations, when the render object tree contains
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dirty nodes, only those nodes and a limited part of the subtree around
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them are visited during layout.<topic_end>
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<topic_start>
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Sublinear widget building
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Similar to the layout algorithm, Flutter’s widget building algorithm
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is sublinear. After being built, the widgets are held by the element
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tree, which retains the logical structure of the user interface.
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The element tree is necessary because the widgets themselves are
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immutable, which means (among other things), they cannot remember their
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parent or child relationships with other widgets. The element tree also
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holds the state objects associated with stateful widgets.In response to user input (or other stimuli), an element can become dirty,
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for example if the developer calls setState() on the associated state
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object. The framework keeps a list of dirty elements and jumps directly
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to them during the build phase, skipping over clean elements. During
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the build phase, information flows unidirectionally down the element
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tree, which means each element is visited at most once during the build
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phase. Once cleaned, an element cannot become dirty again because,
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by induction, all its ancestor elements are also
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clean4.Because widgets are immutable, if an element has not marked itself as
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dirty, the element can return immediately from build, cutting off the walk,
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if the parent rebuilds the element with an identical widget. Moreover,
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