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