Blog
Technical notes on systems, rendering, ML, and building real software.
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Uncovering the UI Framework of HarmonyOS, Part 3: Efficient Redraws and Dirty Region Management
After covering the Rosen Render Service pipeline in Part 1 and ArkUIās declarative engine in Part 2, we now dive 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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Uncovering the UI Framework of HarmonyOS, Part 2: ArkUI Declarative UI Engine
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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Uncovering the UI Framework of HarmonyOS, Part 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.