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Question:
I am developing a Flutter app that visualizes audio data on a timeline. Each node on the timeline corresponds to a specific position and duration of the audio. These nodes contain text and interactive buttons.
Problems:
- The expected number of nodes per audio track is between 1,000 and 10,000.
- The timeline needs to support smooth and fast zooming in/out.
- All nodes must be displayed simultaneously in some cases, so excluding off-screen nodes is not an effective optimization.
- The current implementation suffers from severe performance issues.
Attempted Solutions and Their Issues:
Rebuild-Based Approach
- Despite minimizing rebuilds, updating a large number of widgets still takes 100ms or more per frame, causing performance bottlenecks.
- This approach is too slow to be usable.
Transform-Based Approach
- Scaling the parent widget reflects changes quickly, but child widgets are merely scaled rather than properly resized.
AnimatedBuilder
- While it allows animating size changes, it still requires rebuilding the widgets to apply updated scaling-related variables.
- Rebuilding is necessary to set the target size of each node, making it inefficient.
CustomPaint
- Drawing nodes directly with
CustomPaint
is faster but makes implementing user interactions (e.g., button clicks, drag-and-drop) very challenging. - Additionally, this approach loses the visual benefits of Flutter widgets, such as shadows and ripple effects.
- Drawing nodes directly with
Requirements:
- Timeline scaling (zoom in/out) must be smooth and fast.
- Each node must dynamically adjust its position and size and remain interactive (e.g., clickable buttons).
- The app must handle 1,000 to 10,000 nodes while maintaining a 16ms frame target for smooth animations.
Why Flutter?
I chose Flutter for its cross-platform support and a rich set of pre-built widgets that accelerate development. However, I am struggling to find an efficient solution to this problem.
Questions:
- What are some efficient ways to solve this problem in Flutter?
- Is there a pattern or approach that allows managing the size and position of nodes effectively while mitigating performance issues?
- If using
CustomPaint
, how can user interactions (e.g., clicks, drags) be implemented efficiently for each node? - Are there any widgets or technical alternatives that are faster than CustomPaint for this use case?
I would greatly appreciate any advice, suggestions, or alternative approaches. Thank you!
Question:
I am developing a Flutter app that visualizes audio data on a timeline. Each node on the timeline corresponds to a specific position and duration of the audio. These nodes contain text and interactive buttons.
Problems:
- The expected number of nodes per audio track is between 1,000 and 10,000.
- The timeline needs to support smooth and fast zooming in/out.
- All nodes must be displayed simultaneously in some cases, so excluding off-screen nodes is not an effective optimization.
- The current implementation suffers from severe performance issues.
Attempted Solutions and Their Issues:
Rebuild-Based Approach
- Despite minimizing rebuilds, updating a large number of widgets still takes 100ms or more per frame, causing performance bottlenecks.
- This approach is too slow to be usable.
Transform-Based Approach
- Scaling the parent widget reflects changes quickly, but child widgets are merely scaled rather than properly resized.
AnimatedBuilder
- While it allows animating size changes, it still requires rebuilding the widgets to apply updated scaling-related variables.
- Rebuilding is necessary to set the target size of each node, making it inefficient.
CustomPaint
- Drawing nodes directly with
CustomPaint
is faster but makes implementing user interactions (e.g., button clicks, drag-and-drop) very challenging. - Additionally, this approach loses the visual benefits of Flutter widgets, such as shadows and ripple effects.
- Drawing nodes directly with
Requirements:
- Timeline scaling (zoom in/out) must be smooth and fast.
- Each node must dynamically adjust its position and size and remain interactive (e.g., clickable buttons).
- The app must handle 1,000 to 10,000 nodes while maintaining a 16ms frame target for smooth animations.
Why Flutter?
I chose Flutter for its cross-platform support and a rich set of pre-built widgets that accelerate development. However, I am struggling to find an efficient solution to this problem.
Questions:
- What are some efficient ways to solve this problem in Flutter?
- Is there a pattern or approach that allows managing the size and position of nodes effectively while mitigating performance issues?
- If using
CustomPaint
, how can user interactions (e.g., clicks, drags) be implemented efficiently for each node? - Are there any widgets or technical alternatives that are faster than CustomPaint for this use case?
I would greatly appreciate any advice, suggestions, or alternative approaches. Thank you!
Share asked Nov 19, 2024 at 18:53 김은수김은수 253 bronze badges 01 Answer
Reset to default 0Consider using the Flow Widget. It is much faster than CustomPaint. It is basically a MultiChildRenderObjectWidget. From the Documentation,
"The [Flow] widget recomputes its children's positions during the paint phase rather than during the layout phase."
Therefore, it has a significant improvement on the performance of laying out a lot of items being animated on screen. I had a similar use, where I was bubbling 150 nodes, in reaction to a moving cursor on Flutter web. The flow widget sped up this animation. You may still need some level of optimization as 10k realtime nodes is a lot more than 150 nodes.
Sample code.
Flow(delegate: PositionItemsFlowDelegate(animation: animation),
children: List.generate(items.length,(index) => Container()),),
And the Delegate is the most important Class here. This is just a sample and doesn't highlight the beauty of Flow being used to draw a lot of nodes. The animation can be used to determine the position of items in the flow widget.
class PositionItemsFlowDelegate extends FlowDelegate {
PositionItemsFlowDelegate({required this.animation})
: super(repaint: animation);
final Animation<double> animation;
@override
bool shouldRepaint(PositionItemsFlowDelegate oldDelegate) {
return animation != oldDelegate.animation;
}
///Just a sample that positions Items on Screen in circular fashion.
@override
void paintChildren(FlowPaintingContext context) {
for (int i = 0; i < context.childCount; i++) {
int numOfItems = context.childCount;
int currentIndex = i;
if (currentIndex > 0 && currentIndex < 8) {
numOfItems = (context.childCount ~/ 5);
} else if (currentIndex > 7 && currentIndex <= 18) {
numOfItems = context.childCount ~/ 10;
}
double angle = (2 * pi / numOfItems) * currentIndex;
double radius = min(300, currentIndex * 60);
switch (currentIndex) {
case 1:
radius = 1;
case 2:
radius = 60;
case 3:
radius = 60;
angle = angle + 0.5;
case 4:
radius = 60;
angle = angle + 1;
case 5:
radius = 60;
angle = angle + 1.5;
case 0:
radius = 240;
angle += 3.64;
}
double dx = (radius * animation.value) * cos(angle);
double dy = (radius * animation.value) * sin(angle);
context.paintChild(
i,
transform: Matrix4.translationValues(dx, dy, 0),
);
}
}
@override
Size getSize(BoxConstraints constraints) {
return const Size.fromRadius(300);
}
@override
BoxConstraints getConstraintsForChild(int i, BoxConstraints constraints) {
return BoxConstraints.tight(const Size.fromRadius(300));
}
}
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