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Frontend and UI
text-rendering
text shaping and font rendering
HarfBuzz, FreeType
System
Techniques · 5
Primitives · 16
text-rendering
Font fallback itemization
graphics · medium: Split text into runs by script, direction and font coverage; pick fallback fonts per run
Knuth plass line breaking
graphics · medium: Optimal paragraph line breaking minimizing total badness with boxes, glue and penalties
Path rasterization coverage
graphics · medium: Scanline or sparse-strip coverage accumulation with nonzero and even-odd fill and analytic antialiasing
Text shaping
graphics · medium: Map Unicode to positioned glyphs via OpenType GSUB/GPOS lookups, clusters and complex scripts
Unicode bidi algorithm
graphics · medium: UAX 9: resolve embedding levels and reorder mixed left-to-right and right-to-left text
Opentype font parsing
graphics · low: Sfnt tables (cmap, glyf, CFF, hmtx, GSUB, GPOS), variable font axes, safe parsing
Unicode text tokenization for search
search-sort · low: Turn multilingual text into index terms: segment words (UAX 29 style, CJK bigrams), normalize, case-fold and accent-fold, identically at index and query time.
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Unicode line breaking
graphics · low: UAX 14 line break opportunities plus hyphenation hooks
Bézier curves
graphics · low: Smooth curves defined by 3-4 control points, evaluated and split with repeated linear interpolation (de Casteljau) and flattened to lines with a closed-form segment count.
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Color space conversion
graphics · low: Convert pixels between transfer curves (sRGB, linear light), primaries (sRGB, Display P3, XYZ) and Y'CbCr, using tables for the curve and 3x3 matrices for the rest.
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Font hinting
graphics · low: Grid fitting of glyph outlines: TrueType bytecode VM, autohinting, stem darkening
Glyph atlas caching
graphics · low: Rasterize glyphs on demand into GPU texture atlases keyed by glyph, size and subpixel offset
Signed distance field rendering
graphics · low: Render glyphs and shapes from SDF or MSDF textures for crisp scaling
Rectangle bin packing
optimization · low: Skyline, guillotine and MaxRects packing for texture and glyph atlases
LRU and CLOCK
systems · low: LRU evicts the least recently used entry via hash map plus linked list; CLOCK approximates it with a reference bit, so hits take no lock.
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Dijkstra's algorithm
graphs · low: Single-source shortest paths with non-negative edge weights by settling vertices in order of distance with a priority queue.
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Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
Text position encoding
compilers · low: Store byte offsets, convert to (line, column) on demand with a line-start table and binary search, and count columns in the unit the peer negotiated.
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d-ary heap
data-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.
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Text normalization
machine-learning · low: Rewrite messy text into one canonical form for matchers and models, or into spoken words for speech output (and back), keeping a map to the original offsets.
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Chroma subsampling
media · low: 4:2:0/4:2:2 colour plane downsampling and siting
Copy for AI
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