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underlying rendering tree. |
this API abstracts out the tree manipulation by combining the tree |
creation and tree mutation steps into a single tree description (build) |
step, where, after each change to the system state, the new configuration |
of the user interface is described by the developer and the framework |
computes the series of tree mutations necessary to reflect this new |
configuration. |
<topic_end> |
<topic_start> |
interpolation |
since flutter’s framework encourages developers to describe the interface |
configuration matching the current application state, a mechanism exists |
to implicitly animate between these configurations. |
for example, suppose that in state s1 the interface consists |
of a circle, but in state s2 it consists of a square. |
without an animation mechanism, the state change would have a jarring |
interface change. an implicit animation allows the circle to be smoothly |
squared over several frames. |
each feature that can be implicitly animated has a stateful widget that |
keeps a record of the current value of the input, and begins an animation |
sequence whenever the input value changes, transitioning from the current |
value to the new value over a specified duration. |
this is implemented using lerp (linear interpolation) functions using |
immutable objects. each state (circle and square, in this case) |
is represented as an immutable object that is configured with |
appropriate settings (color, stroke width, etc) and knows how to paint |
itself. when it is time to draw the intermediate steps during the animation, |
the start and end values are passed to the appropriate lerp function |
along with a t value representing the point along the animation, |
where 0.0 represents the start and 1.0 represents the |
end8, |
and the function returns a third immutable object representing the |
intermediate stage. |
for the circle-to-square transition, the lerp function would return |
an object representing a “rounded square” with a radius described as |
a fraction derived from the t value, a color interpolated using the |
lerp function for colors, and a stroke width interpolated using the |
lerp function for doubles. that object, which implements the |
same interface as circles and squares, would then be able to paint |
itself when requested to. |
this technique allows the state machinery, the mapping of states to |
configurations, the animation machinery, the interpolation machinery, |
and the specific logic relating to how to paint each frame to be |
entirely separated from each other. |
this approach is broadly applicable. in flutter, basic types like |
color and shape can be interpolated, but so can much more elaborate |
types such as decoration, TextStyle, or theme. these are |
typically constructed from components that can themselves be interpolated, |
and interpolating the more complicated objects is often as simple as |
recursively interpolating all the values that describe the complicated |
objects. |
some interpolatable objects are defined by class hierarchies. for example, |
shapes are represented by the ShapeBorder interface, and there exists a |
variety of shapes, including BeveledRectangleBorder, BoxBorder, |
CircleBorder, RoundedRectangleBorder, and StadiumBorder. a single |
lerp function can’t anticipate all possible types, |
and therefore the interface instead defines lerpFrom and lerpTo methods, |
which the static lerp method defers to. when told to interpolate from |
a shape a to a shape b, first b is asked if it can lerpFrom a, then, |
if it cannot, a is instead asked if it can lerpTo b. (if neither is |
possible, then the function returns a from values of t less than 0.5, |
and returns b otherwise.) |
this allows the class hierarchy to be arbitrarily extended, with later |
additions being able to interpolate between previously-known values |
and themselves. |
in some cases, the interpolation itself cannot be described by any of |
the available classes, and a private class is defined to describe the |
intermediate stage. this is the case, for instance, when interpolating |
between a CircleBorder and a RoundedRectangleBorder. |
this mechanism has one further added advantage: it can handle interpolation |
from intermediate stages to new values. for example, half-way through |
a circle-to-square transition, the shape could be changed once more, |
causing the animation to need to interpolate to a triangle. so long as |
the triangle class can lerpFrom the rounded-square intermediate class, |
the transition can be seamlessly performed. |
<topic_end> |
<topic_start> |
conclusion |
flutter’s slogan, “everything is a widget,” revolves around building |
user interfaces by composing widgets that are, in turn, composed of |
progressively more basic widgets. the result of this aggressive |
composition is a large number of widgets that require carefully |
designed algorithms and data structures to process efficiently. |
with some additional design, these data structures also make it |
easy for developers to create infinite scrolling lists that build |
widgets on demand when they become visible. |
footnotes: |
1 for layout, at least. it might be revisited |
for painting, for building the accessibility tree if necessary, |
and for hit testing if necessary. |
2 reality, of course, is a bit more |
complicated. some layouts involve intrinsic dimensions or baseline |
measurements, which do involve an additional walk of the relevant subtree |
(aggressive caching is used to mitigate the potential for quadratic |
performance in the worst case). these cases, however, are surprisingly |
rare. in particular, intrinsic dimensions are not required for the |
common case of shrink-wrapping. |
3 technically, the child’s position is not |
part of its RenderBox geometry and therefore need not actually be |
calculated during layout. many render objects implicitly position |
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