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flows from child to parent is the geometry. these invariants can reduce |
the amount of work required during layout: |
if the child has not marked its own layout as dirty, the child can |
return immediately from layout, cutting off the walk, as long as the |
parent gives the child the same constraints as the child received |
during the previous layout. |
whenever a parent calls a child’s layout method, the parent indicates |
whether it uses the size information returned from the child. if, |
as often happens, the parent does not use the size information, |
then the parent need not recompute its layout if the child selects |
a new size because the parent is guaranteed that the new size will |
conform to the existing constraints. |
tight constraints are those that can be satisfied by exactly one |
valid geometry. for example, if the min and max widths are equal to |
each other and the min and max heights are equal to each other, |
the only size that satisfies those constraints is one with that |
width and height. if the parent provides tight constraints, |
then the parent need not recompute its layout whenever the child |
recomputes its layout, even if the parent uses the child’s size |
in its layout, because the child cannot change size without new |
constraints from its parent. |
a render object can declare that it uses the constraints provided |
by the parent only to determine its geometry. such a declaration |
informs the framework that the parent of that render object does |
not need to recompute its layout when the child recomputes its layout |
even if the constraints are not tight and even if the parent’s |
layout depends on the child’s size, because the child cannot change |
size without new constraints from its parent. |
as a result of these optimizations, when the render object tree contains |
dirty nodes, only those nodes and a limited part of the subtree around |
them are visited during layout. |
<topic_end> |
<topic_start> |
sublinear widget building |
similar to the layout algorithm, flutter’s widget building algorithm |
is sublinear. after being built, the widgets are held by the element |
tree, which retains the logical structure of the user interface. |
the element tree is necessary because the widgets themselves are |
immutable, which means (among other things), they cannot remember their |
parent or child relationships with other widgets. the element tree also |
holds the state objects associated with stateful widgets. |
in response to user input (or other stimuli), an element can become dirty, |
for example if the developer calls setState() on the associated state |
object. the framework keeps a list of dirty elements and jumps directly |
to them during the build phase, skipping over clean elements. during |
the build phase, information flows unidirectionally down the element |
tree, which means each element is visited at most once during the build |
phase. once cleaned, an element cannot become dirty again because, |
by induction, all its ancestor elements are also |
clean4. |
because widgets are immutable, if an element has not marked itself as |
dirty, the element can return immediately from build, cutting off the walk, |
if the parent rebuilds the element with an identical widget. moreover, |
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 |
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