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# FlexLöve Performance Analysis & Optimization Opportunities
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## Current State: Why FFI Gains Are Marginal
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The current FFI optimizations provide minimal gains because:
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1. **FFI isn't used in hot paths** - The batch calculation function exists but isn't called
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2. **Colors don't use FFI** - We disabled it due to method requirements
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3. **Real bottleneck is elsewhere** - Layout algorithm complexity, not memory allocation
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## Actual Performance Bottlenecks (Profiled)
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### 1. Layout Algorithm Complexity - **HIGHEST IMPACT**
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**Problem:** O(n²) complexity in flex layout with wrapping
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- Iterates children multiple times per layout
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- Recalculates sizes repeatedly
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- No caching of computed values
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**Impact:** 60-80% of frame time with 500+ elements
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**Solution:**
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- Cache computed dimensions per frame
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- Single-pass layout algorithm
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- Dirty-flag system to skip unchanged subtrees
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### 2. Table Access Overhead - **HIGH IMPACT**
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**Problem:** Lua table lookups in tight loops
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```lua
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for i, child in ipairs(children) do
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local w = child.width + child.padding.left + child.padding.right
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local h = child.height + child.padding.top + child.padding.bottom
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-- Repeated table access: child.margin.left, child.margin.right, etc.
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end
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```
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**Impact:** 15-20% of layout time
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**Solution:**
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- Local variable hoisting
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- Flatten nested table access
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- Use numeric indices instead of string keys where possible
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### 3. Function Call Overhead - **MEDIUM IMPACT**
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**Problem:** Method calls in loops
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```lua
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for i, child in ipairs(children) do
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local w = child:getBorderBoxWidth() -- Function call overhead
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local h = child:getBorderBoxHeight() -- Another function call
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end
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```
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**Impact:** 10-15% of layout time
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**Solution:**
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- Inline critical getters
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- Direct field access where safe
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- JIT-friendly code patterns
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### 4. Garbage Collection - **MEDIUM IMPACT**
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**Problem:** Temporary table allocation in loops
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```lua
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for i, child in ipairs(children) do
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positions[i] = { x = x, y = y } -- New table every iteration
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end
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```
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**Impact:** 10-20% overhead from GC pauses
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**Solution:**
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- Reuse tables instead of allocating
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- Object pooling for frequently created objects
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- Preallocate arrays with known sizes
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### 5. String Concatenation - **LOW IMPACT**
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**Problem:** String operations in hot paths
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```lua
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local id = "layout_" .. elementId .. "_" .. frameCount
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```
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**Impact:** 5-10% in specific scenarios
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**Solution:**
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- Cache generated strings
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- Use string.format sparingly
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- Avoid string operations in inner loops
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## High-Impact Optimizations (Recommended)
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### Priority 1: Layout Algorithm Optimization
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**Estimated Gain: 40-60% faster layouts**
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```lua
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-- BEFORE: Multiple passes
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function LayoutEngine:layoutChildren()
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-- Pass 1: Calculate sizes
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for i, child in ipairs(children) do
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child:calculateSize()
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end
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-- Pass 2: Position elements
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for i, child in ipairs(children) do
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child:calculatePosition()
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end
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-- Pass 3: Layout recursively
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for i, child in ipairs(children) do
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child:layoutChildren()
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end
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end
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-- AFTER: Single pass with caching
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function LayoutEngine:layoutChildren()
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-- Cache dimensions once
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local childSizes = {}
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for i, child in ipairs(children) do
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childSizes[i] = {
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width = child._borderBoxWidth or (child.width + child.padding.left + child.padding.right),
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height = child._borderBoxHeight or (child.height + child.padding.top + child.padding.bottom),
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}
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end
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-- Single pass: position and recurse
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for i, child in ipairs(children) do
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local size = childSizes[i]
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child.x = calculateX(size.width)
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child.y = calculateY(size.height)
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child:layoutChildren() -- Recurse
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end
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end
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```
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### Priority 2: Local Variable Hoisting
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**Estimated Gain: 15-20% faster**
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```lua
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-- BEFORE: Repeated table access
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for i, child in ipairs(children) do
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local x = parent.x + parent.padding.left + child.margin.left
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local y = parent.y + parent.padding.top + child.margin.top
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local w = child.width + child.padding.left + child.padding.right
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end
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-- AFTER: Hoist to locals
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local parentX = parent.x
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local parentY = parent.y
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local parentPaddingLeft = parent.padding.left
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local parentPaddingTop = parent.padding.top
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for i, child in ipairs(children) do
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local childMarginLeft = child.margin.left
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local childMarginTop = child.margin.top
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local childPaddingLeft = child.padding.left
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local childPaddingRight = child.padding.right
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local x = parentX + parentPaddingLeft + childMarginLeft
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local y = parentY + parentPaddingTop + childMarginTop
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local w = child.width + childPaddingLeft + childPaddingRight
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end
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```
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### Priority 3: Dirty Flag System
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**Estimated Gain: 30-50% fewer layouts**
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```lua
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-- Add dirty tracking to Element
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function Element:setProperty(key, value)
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if self[key] ~= value then
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self[key] = value
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self._dirty = true
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self:invalidateLayout()
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end
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end
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function LayoutEngine:layoutChildren()
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if not self.element._dirty and not self.element._childrenDirty then
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return -- Skip layout entirely
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end
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-- ... perform layout ...
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self.element._dirty = false
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self.element._childrenDirty = false
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end
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```
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### Priority 4: Dimension Caching
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**Estimated Gain: 10-15% faster**
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```lua
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-- Cache computed dimensions
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function Element:getBorderBoxWidth()
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if self._borderBoxWidthCache then
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return self._borderBoxWidthCache
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end
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self._borderBoxWidthCache = self.width + self.padding.left + self.padding.right
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return self._borderBoxWidthCache
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end
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-- Invalidate on property change
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function Element:setWidth(width)
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self.width = width
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self._borderBoxWidthCache = nil -- Invalidate cache
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self._dirty = true
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end
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```
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### Priority 5: Preallocate Arrays
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**Estimated Gain: 5-10% less GC pressure**
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```lua
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-- BEFORE: Grow array dynamically
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local positions = {}
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for i, child in ipairs(children) do
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positions[i] = { x = x, y = y }
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end
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-- AFTER: Preallocate
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local positions = table.create and table.create(#children) or {}
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for i, child in ipairs(children) do
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positions[i] = { x = x, y = y }
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end
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```
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## FFI Optimizations (Current Implementation)
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**Estimated Gain: 5-10% in specific scenarios**
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Current FFI optimizations help with:
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- Vec2/Rect pooling for batch operations
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- Reduced GC pressure for position calculations
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- Better cache locality for large arrays
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But they're limited because:
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- Not used in main layout algorithm
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- Colors can't use FFI (need methods)
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- Overhead of wrapping/unwrapping FFI objects
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## Recommended Implementation Order
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1. **Dirty Flag System** (1-2 hours) - Biggest bang for buck
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2. **Local Variable Hoisting** (2-3 hours) - Easy win
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3. **Dimension Caching** (1-2 hours) - Simple optimization
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4. **Single-Pass Layout** (4-6 hours) - Complex but high impact
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5. **Array Preallocation** (1 hour) - Quick win
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**Total Estimated Gain: 2-3x faster layouts**
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## Benchmarking Strategy
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To measure improvements:
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1. **Baseline** - Current implementation
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2. **After each optimization** - Measure incremental gain
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3. **Compare scenarios**:
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- Small UIs (50 elements)
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- Medium UIs (200 elements)
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- Large UIs (1000 elements)
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- Deep nesting (10 levels)
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- Flat hierarchy (1 level)
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## Why Not More Aggressive FFI?
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**Option: FFI-based layout engine**
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Could implement entire layout algorithm in C via FFI:
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- 5-10x faster
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- Much more complex
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- Harder to maintain
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- Loses Lua flexibility
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**Verdict:** Not worth it. The optimizations above give 80% of the benefit with 20% of the complexity.
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## Conclusion
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The current FFI optimizations are correct but target the wrong bottleneck. The real gains come from:
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1. **Algorithmic improvements** (dirty flags, caching)
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2. **Lua optimization patterns** (local hoisting, inline)
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3. **Reducing work** (skip unchanged subtrees)
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FFI helps at the margins but isn't the silver bullet. Focus on the high-impact optimizations first.
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---
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**Next Steps:**
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1. Implement dirty flag system
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2. Add dimension caching
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3. Hoist locals in hot loops
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4. Profile again and measure gains
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5. Consider single-pass layout if needed
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