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the element need only compare the object identity of the two widget
references in order to establish that the new widget is the same as
the old widget. Developers exploit this optimization to implement the
reprojection pattern, in which a widget includes a prebuilt child
widget stored as a member variable in its build.During build, Flutter also avoids walking the parent chain using
InheritedWidgets. If widgets commonly walked their parent chain,
for example to determine the current theme color, the build phase
would become O(N²) in the depth of the tree, which can be quite
large due to aggressive composition. To avoid these parent walks,
the framework pushes information down the element tree by maintaining
a hash table of InheritedWidgets at each element. Typically, many
elements will reference the same hash table, which changes only at
elements that introduce a new InheritedWidget.<topic_end>
<topic_start>
Linear reconciliation
Contrary to popular belief, Flutter does not employ a tree-diffing
algorithm. Instead, the framework decides whether to reuse elements by
examining the child list for each element independently using an O(N)
algorithm. The child list reconciliation algorithm optimizes for the
following cases:The general approach is to match up the beginning and end of both child
lists by comparing the runtime type and key of each widget,
potentially finding a non-empty range in the middle of each list
that contains all the unmatched children. The framework then places
the children in the range in the old child list into a hash table
based on their keys. Next, the framework walks the range in the new
child list and queries the hash table by key for matches. Unmatched
children are discarded and rebuilt from scratch whereas matched children
are rebuilt with their new widgets.<topic_end>
<topic_start>
Tree surgery
Reusing elements is important for performance because elements own
two critical pieces of data: the state for stateful widgets and the
underlying render objects. When the framework is able to reuse an element,
the state for that logical part of the user interface is preserved
and the layout information computed previously can be reused,
often avoiding entire subtree walks. In fact, reusing elements is
so valuable that Flutter supports non-local tree mutations that
preserve state and layout information.Developers can perform a non-local tree mutation by associating a GlobalKey
with one of their widgets. Each global key is unique throughout the
entire application and is registered with a thread-specific hash table.
During the build phase, the developer can move a widget with a global
key to an arbitrary location in the element tree. Rather than building
a fresh element at that location, the framework will check the hash
table and reparent the existing element from its previous location to
its new location, preserving the entire subtree.The render objects in the reparented subtree are able to preserve
their layout information because the layout constraints are the only
information that flows from parent to child in the render tree.
The new parent is marked dirty for layout because its child list has
changed, but if the new parent passes the child the same layout
constraints the child received from its old parent, the child can
return immediately from layout, cutting off the walk.Global keys and non-local tree mutations are used extensively by
developers to achieve effects such as hero transitions and navigation.<topic_end>
<topic_start>
Constant-factor optimizations
In addition to these algorithmic optimizations, achieving aggressive
composability also relies on several important constant-factor
optimizations. These optimizations are most important at the leaves of
the major algorithms discussed above.Child-model agnostic. Unlike most toolkits, which use child lists,
Flutter’s render tree does not commit to a specific child model.
For example, the RenderBox class has an abstract visitChildren()
method rather than a concrete firstChild and nextSibling interface.
Many subclasses support only a single child, held directly as a member
variable, rather than a list of children. For example, RenderPadding
supports only a single child and, as a result, has a simpler layout
method that takes less time to execute.Visual render tree, logical widget tree. In Flutter, the render
tree operates in a device-independent, visual coordinate system,
which means smaller values in the x coordinate are always towards
the left, even if the current reading direction is right-to-left.
The widget tree typically operates in logical coordinates, meaning
with start and end values whose visual interpretation depends
on the reading direction. The transformation from logical to visual
coordinates is done in the handoff between the widget tree and the
render tree. This approach is more efficient because layout and
painting calculations in the render tree happen more often than the
widget-to-render tree handoff and can avoid repeated coordinate conversions.Text handled by a specialized render object. The vast majority
of render objects are ignorant of the complexities of text. Instead,
text is handled by a specialized render object, RenderParagraph,
which is a leaf in the render tree. Rather than subclassing a
text-aware render object, developers incorporate text into their
user interface using composition. This pattern means RenderParagraph
can avoid recomputing its text layout as long as its parent supplies
the same layout constraints, which is common, even during tree surgery.Observable objects. Flutter uses both the model-observation and
the reactive paradigms. Obviously, the reactive paradigm is dominant,
but Flutter uses observable model objects for some leaf data structures.
For example, Animations notify an observer list when their value changes.
Flutter hands off these observable objects from the widget tree to the
render tree, which observes them directly and invalidates only the
appropriate stage of the pipeline when they change. For example,
a change to an Animation<Color> might trigger only the paint phase
rather than both the build and paint phases.Taken together and summed over the large trees created by aggressive
composition, these optimizations have a substantial effect on performance.<topic_end>
<topic_start>
Separation of the Element and RenderObject trees
The RenderObject and Element (Widget) trees in Flutter are isomorphic
(strictly speaking, the RenderObject tree is a subset of the Element
tree). An obvious simplification would be to combine these trees into
one tree. However, in practice there are a number of benefits to having
these trees be separate:Performance. When the layout changes, only the relevant parts of
the layout tree need to be walked. Due to composition, the element
tree frequently has many additional nodes that would have to be skipped.Clarity. The clearer separation of concerns allows the widget