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