mhtirogla
Home
Systems
API
Pricing
About
Log in
← Back
Home
›
Systems
›
Frontend and UI
ui-framework
reactive web UI framework
React, Solid
System
Techniques · 9
Primitives · 21
ui-framework
Persistent data structures hamt
data-structures · medium: Hash array mapped tries and persistent vectors with structural sharing for immutable state
Code splitting lazy loading
graphics · medium: Split bundles at dynamic imports, load chunks on demand, preload critical paths
Cooperative ui scheduling
graphics · medium: Prioritized, interruptible render work split into time slices that yield to input
Signals and fine-grained reactivity
graphics · medium: A dependency graph of signals, memos and effects where reads auto-subscribe, so a state change re-runs exactly the outputs that used it, with no tree diff.
›
Ssr hydration
graphics · medium: Attach client state and listeners to server-rendered HTML without re-rendering; mismatch handling
Ui template compilation
graphics · medium: Compile templates or JSX to direct DOM creation and update instructions with static hoisting
Virtual dom diffing
graphics · medium: Diff old and new element trees, patch the DOM with minimal operations
Topological sort
graphs · low: Order the vertices of a DAG so every edge points forward; the core of build systems, schedulers and dependency resolution, with cycle detection for free.
›
Dom event delegation
graphics · low: One listener at the root dispatching by target path; synthetic events and passive listeners
Keyed list reconciliation
graphics · low: Minimal DOM moves for keyed children using a longest increasing subsequence
Browser rendering pipeline
graphics · low: Style, layout, paint, composite: what triggers reflow and repaint, and how to avoid layout thrashing
List virtualization (windowing)
graphics · low: Create and lay out only the items inside the viewport plus a little overscan, and fake the full scroll extent, so frame cost depends on the screen, not on N.
›
Statecharts
graphics · low: State machines with nesting, parallel regions, history and entry/exit actions, so UI and animation logic stays linear in size instead of exploding.
›
Fast hash functions
data-structures · low: Non-cryptographic hashes built from 64×64→128-bit multiplies and xor-shifts; pick by key size, trust level and whether the hash is persisted.
›
Radix trie
data-structures · low: Compressed prefix tree for path routing, domain matching and prefix lookups
Rank/select bitvectors
data-structures · low: Bitvector plus small count tables: ones before position i and position of the k-th one in O(1); Elias-Fano builds compressed sorted lists on it.
›
Module resolution
compilers · low: Resolve import specifiers to files: Node and ESM resolution, package exports, CJS interop
HTTP caching semantics
networking · low: The rules (RFC 9111) that decide whether a stored response is still fresh, and how a cheap conditional request revalidates it when it is not.
›
Cooperative scheduling
concurrency · low: Green threads/coroutines yielding at await points on a user-space scheduler
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.
›
Vsync frame pacing
graphics · low: Vsync, swapchain presentation modes, frame pacing, latency and variable refresh
Recursive-descent parsing
compilers · low: Hand-written top-down parser with one function per grammar rule; simple, fast, with full control over error messages and recovery.
›
Name resolution
compilers · low: Bind every use of a name to its declaration with a scope stack, handling shadowing, hoisting and closure capture in one AST walk.
›
+ 2 more techniques
+ 5 more primitives
System
Techniques · 9
Primitives · 21
ui-framework
Persistent data structures hamt
data-structures · medium: Hash array mapped tries and persistent vectors with structural sharing for immutable state
Code splitting lazy loading
graphics · medium: Split bundles at dynamic imports, load chunks on demand, preload critical paths
Cooperative ui scheduling
graphics · medium: Prioritized, interruptible render work split into time slices that yield to input
Signals and fine-grained reactivity
graphics · medium: A dependency graph of signals, memos and effects where reads auto-subscribe, so a state change re-runs exactly the outputs that used it, with no tree diff.
›
Ssr hydration
graphics · medium: Attach client state and listeners to server-rendered HTML without re-rendering; mismatch handling
Ui template compilation
graphics · medium: Compile templates or JSX to direct DOM creation and update instructions with static hoisting
Virtual dom diffing
graphics · medium: Diff old and new element trees, patch the DOM with minimal operations
Tree shaking
compilers · medium: Remove unused exports via module graph reachability and side-effect analysis
Incremental computation
systems · medium: Dependency graph of derived values recomputed only when inputs change (reactive cells, spreadsheets)
Topological sort
graphs · low: Order the vertices of a DAG so every edge points forward; the core of build systems, schedulers and dependency resolution, with cycle detection for free.
›
Dom event delegation
graphics · low: One listener at the root dispatching by target path; synthetic events and passive listeners
Keyed list reconciliation
graphics · low: Minimal DOM moves for keyed children using a longest increasing subsequence
Browser rendering pipeline
graphics · low: Style, layout, paint, composite: what triggers reflow and repaint, and how to avoid layout thrashing
List virtualization (windowing)
graphics · low: Create and lay out only the items inside the viewport plus a little overscan, and fake the full scroll extent, so frame cost depends on the screen, not on N.
›
Statecharts
graphics · low: State machines with nesting, parallel regions, history and entry/exit actions, so UI and animation logic stays linear in size instead of exploding.
›
Fast hash functions
data-structures · low: Non-cryptographic hashes built from 64×64→128-bit multiplies and xor-shifts; pick by key size, trust level and whether the hash is persisted.
›
Radix trie
data-structures · low: Compressed prefix tree for path routing, domain matching and prefix lookups
Rank/select bitvectors
data-structures · low: Bitvector plus small count tables: ones before position i and position of the k-th one in O(1); Elias-Fano builds compressed sorted lists on it.
›
Module resolution
compilers · low: Resolve import specifiers to files: Node and ESM resolution, package exports, CJS interop
HTTP caching semantics
networking · low: The rules (RFC 9111) that decide whether a stored response is still fresh, and how a cheap conditional request revalidates it when it is not.
›
Cooperative scheduling
concurrency · low: Green threads/coroutines yielding at await points on a user-space scheduler
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.
›
Vsync frame pacing
graphics · low: Vsync, swapchain presentation modes, frame pacing, latency and variable refresh
Recursive-descent parsing
compilers · low: Hand-written top-down parser with one function per grammar rule; simple, fast, with full control over error messages and recovery.
›
Name resolution
compilers · low: Bind every use of a name to its declaration with a scope stack, handling shadowing, hoisting and closure capture in one AST walk.
›
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
Hash consing
data-structures · low: Intern structurally equal immutable terms so equality is pointer comparison and sharing is maximal
Swiss table
data-structures · low: Open-addressing hash table that filters 8-16 slots at once with 1-byte hash tags and SIMD, giving fast lookups at 87.5 % load.
›
Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
›
Hierarchical state machine
systems · low: Nest states so a substate inherits its parent's reactions and only overrides what differs, with ordered entry and exit actions along the path.
›
Copy for AI