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