A move rewrites a retained subtree's stored regions, and those stores are the only record of where it is. So a move that works from the last answer integrates its own rounding with nothing to correct it, while one that re-expresses each part as the same fraction of the new box is anchored to that box and cannot. Nothing was checking which of those `try_reuse` does. Replacing the fraction with an offset added to both endpoints -- which is cheaper, and looks like it should be exact for a translation -- shortens this fixture's row by 0.071 over 20,000 moves and by 0.712 over 200,000, growing with the count rather than settling. That is five minutes of scrolling at 60Hz to pass the 0.05 physical pixels layout treats as the same place, and it keeps going. Placing the far end from the near one instead of offsetting both leaves 0.069, since the length is re-derived from the endpoints either way. The existing warm-against-cold checks did not reach it: the generated oracle compares within 0.05, and `unsettled.rs` compares exactly but only over a handful of frames, where the drift is still 6e-5.
iris
My experimental attempt at a rust ui library (also my first ui library).
It's currently designed around using retained data structures (widgets), rather than diffing generated trees from data like xilem or iced. This is an experiment and I'm not sure if it's a good idea or not.
Examples are in examples, eg. cargo run --example tabs.
Goals, in general order:
- does what I want it to (text, images, video, animations)
- very easy to use ignoring ergonomic ref counting
- reasonably fast / efficient (a lot faster than electron, save battery life, try to beat iced and xilem)
dev details
not targeting web rn cause wanna use actual nice gpu features & entire point of this is to make desktop apps / not need a web browser
general ideas trynna use rn / experiment with:
- retained mode
- specifically designed around wgpu so there's no translation
- postfix functions for most things to prevent unreadable indentation (going very well)
- events can be done directly where you draw the widgets
- almost no macros in user code & actual LSP typechecking (variadic generics if you can hear me please save us)
- relative anchor + absolute offset coord system (+ "rest" / leftover during widget layout)
- single threaded ui & pass context around to make non async usage straightforward (pretty unsure about this)
- widgets store outside of the actual rendering so they can be moved around and swapped easily (unsure about this but seems to work good for now)
under heavy initial development so not gonna try to explain status, maybe check TODO for that; sizable chance it gets a rewrite once I know everything I need and what seems to work best
it's called iris because it's the structure around what you actually want to display and colorful