Every generated case changes one thing: four declared sizes, or one span's children, or the output. A frame settling one dependency path says nothing about a frame settling a set of them that overlap, which is the case the settle order exists for. So two more: every declared size in the tree changing at once, and a spread of widgets marked for redraw together. The second changes nothing, which is the point -- no box may move, and the order the dirty set is taken in is all that can make one. The hundred-seed sweep is 1,000 comparisons now rather than 800, and passes. `IRIS_PHASE=many` is the same load for the diagnostics rig, with `IRIS_DIRTY` widgets marked per frame. It says what one repainting leaf cannot: at 130 of 260 widgets, choosing which dirty widget to settle next is 24.5% of the frame, because the dirty set is scanned once per widget settled and a hash set is walked by capacity rather than by length. Memoizing the depth walk inside one scan does not pay -- it trades parent lookups for memo lookups and costs 4% more instructions -- so the fix is to stop rescanning, which changes the order widgets settle in and wants agreeing first. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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