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protocol in that parents pass constraints down to their children and |
receive geometry in return. however, the constraint and geometry data |
differs between the two protocols. in the sliver protocol, children |
are given information about the viewport, including the amount of |
visible space remaining. the geometry data they return enables a |
variety of scroll-linked effects, including collapsible headers and |
parallax. |
different slivers fill the space available in the viewport in different |
ways. for example, a sliver that produces a linear list of children lays |
out each child in order until the sliver either runs out of children or |
runs out of space. similarly, a sliver that produces a two-dimensional |
grid of children fills only the portion of its grid that is visible. |
because they are aware of how much space is visible, slivers can produce |
a finite number of children even if they have the potential to produce |
an unbounded number of children. |
slivers can be composed to create bespoke scrollable layouts and effects. |
for example, a single viewport can have a collapsible header followed |
by a linear list and then a grid. all three slivers will cooperate through |
the sliver layout protocol to produce only those children that are actually |
visible through the viewport, regardless of whether those children belong |
to the header, the list, or the grid6. |
<topic_end> |
<topic_start> |
building widgets on demand |
if flutter had a strict build-then-layout-then-paint pipeline, |
the foregoing would be insufficient to implement an infinite scrolling |
list because the information about how much space is visible through |
the viewport is available only during the layout phase. without |
additional machinery, the layout phase is too late to build the |
widgets necessary to fill the space. flutter solves this problem |
by interleaving the build and layout phases of the pipeline. at any |
point in the layout phase, the framework can start building new |
widgets on demand as long as those widgets are descendants of the |
render object currently performing layout. |
interleaving build and layout is possible only because of the strict |
controls on information propagation in the build and layout algorithms. |
specifically, during the build phase, information can propagate only |
down the tree. when a render object is performing layout, the layout |
walk has not visited the subtree below that render object, which means |
writes generated by building in that subtree cannot invalidate any |
information that has entered the layout calculation thus far. similarly, |
once layout has returned from a render object, that render object will |
never be visited again during this layout, which means any writes |
generated by subsequent layout calculations cannot invalidate the |
information used to build the render object’s subtree. |
additionally, linear reconciliation and tree surgery are essential |
for efficiently updating elements during scrolling and for modifying |
the render tree when elements are scrolled into and out of view at |
the edge of the viewport. |
<topic_end> |
<topic_start> |
API ergonomics |
being fast only matters if the framework can actually be used effectively. |
to guide flutter’s API design towards greater usability, flutter has been |
repeatedly tested in extensive UX studies with developers. these studies |
sometimes confirmed pre-existing design decisions, sometimes helped guide |
the prioritization of features, and sometimes changed the direction of the |
API design. for instance, flutter’s APIs are heavily documented; UX |
studies confirmed the value of such documentation, but also highlighted |
the need specifically for sample code and illustrative diagrams. |
this section discusses some of the decisions made in flutter’s API design |
in aid of usability. |
<topic_end> |
<topic_start> |
specializing APIs to match the developer’s mindset |
the base class for nodes in flutter’s widget, element, and RenderObject |
trees does not define a child model. this allows each node to be |
specialized for the child model that is applicable to that node. |
most widget objects have a single child widget, and therefore only expose |
a single child parameter. some widgets support an arbitrary number of |
children, and expose a children parameter that takes a list. |
some widgets don’t have any children at all and reserve no memory, |
and have no parameters for them. similarly, RenderObjects expose APIs |
specific to their child model. RenderImage is a leaf node, and has no |
concept of children. RenderPadding takes a single child, so it has storage |
for a single pointer to a single child. RenderFlex takes an arbitrary |
number of children and manages it as a linked list. |
in some rare cases, more complicated child models are used. the |
RenderTable render object’s constructor takes an array of arrays of |
children, the class exposes getters and setters that control the number |
of rows and columns, and there are specific methods to replace |
individual children by x,y coordinate, to add a row, to provide a |
new array of arrays of children, and to replace the entire child list |
with a single array and a column count. in the implementation, |
the object does not use a linked list like most render objects but |
instead uses an indexable array. |
the chip widgets and InputDecoration objects have fields that match |
the slots that exist on the relevant controls. where a one-size-fits-all |
child model would force semantics to be layered on top of a list of |
children, for example, defining the first child to be the prefix value |
and the second to be the suffix, the dedicated child model allows for |
dedicated named properties to be used instead. |
this flexibility allows each node in these trees to be manipulated in |
the way most idiomatic for its role. it’s rare to want to insert a cell |
in a table, causing all the other cells to wrap around; similarly, |
it’s rare to want to remove a child from a flex row by index instead |
of by reference. |
the RenderParagraph object is the most extreme case: it has a child of |
an entirely different type, TextSpan. at the RenderParagraph boundary, |
the RenderObject tree transitions into being a TextSpan tree. |
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