Blog
Technical notes on systems, rendering, ML, and building real software.
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Efficient Redraws and Dirty Region Management - HarmonyOS Pt.3
We now look into one of the most performance-critical aspects of any rendering system: deciding what actually needs to be redrawn each frame.
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ArkUI Declarative UI Engine - HarmonyOS Pt.2
After exploring the Rosen Render Service in Part 1, we now move one layer up the stack to the declarative UI framework that developers actually use every day: ArkUI.
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HarmonyOS Deep Dive Pt. 1: Rosen Render Service
After working on the open source foundation of HarmonyOS for nearly four years, and seeing the OS launch, ship, and climb from 0 to 60M+ users, I think it is time to unpack the design and optimization work behind the system.