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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:
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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.
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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.
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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.
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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.
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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.
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<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.
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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.
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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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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.
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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.
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<topic_end>
|
<topic_start>
|
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:
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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.
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<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.
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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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