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Found 4 Skills
Diagnoses and fixes UI performance across loading speed, rendering, animations, images, and bundle size. Use when the user mentions slow, laggy, janky, performance, bundle size, load time, or wants a faster, smoother experience.
Enforces Flutter runtime performance — const subtrees, minimal rebuild scope via ref.watch(select), lazy ListView/GridView builders and slivers, sized image decode (cacheWidth/ResizeImage), heavy work off the UI isolate via compute/Isolate, surgical RepaintBoundary, dispose everything, and measurement in profile mode on a floor device. Use when optimizing UI, diagnosing jank or dropped frames, tuning long lists or images, reviewing rebuild/repaint scope, or when the task mentions const, select, ListView.builder, cacheWidth, compute, RepaintBoundary, AnimatedBuilder, DevTools, raster thread, or 60/120fps.
Enforces CustomPainter/Canvas discipline — the View/Painter/Scene split with a dumb painter fed one immutable Scene value type, shouldRepaint as a single value compare kept strictly separate from the AnimationController-as-repaint animation path, one shared affine transform read by BOTH painter and hit-tester (toCanvas/toLogical exact inverses, never re-derive scale), geometry hit-testing (integer lattice or rasterized region-ID buffer, never Path.contains), zero-allocation paint(), gesture-as-pure-translator emitting a typed command to a Notifier (never mutating in the handler), ExcludeSemantics + sibling Semantics speaking display values with redundant non-colour encoding, measured TextPainter fitting, first-party RoundedSuperellipseBorder, physical-pixel hairlines, and Directional-only geometry. Use when writing or reviewing a CustomPainter/CustomPaint, gestures on a canvas, tap/drag hit-testing, canvas animation, measured text fitting, or Semantics over custom-drawn pixels.
Build a burning-paper ring loader whose GLSL flame is drawn by a Worker on an OffscreenCanvas started from the head, so a main thread blocked by the page build cannot freeze it, with a progress count, an even-paced run into the hand-off, and a clean fade to the page. Covers the ember thread and ember gradient, porous char, worker start-up, parallel shader compile with a waited 1-px warm-up draw, hand-off without a stall, reduced motion and hidden-tab behaviour. Use for a loading screen, preloader, page loader, splash, "kindling", burn loader, ember ring, burning paper hole, fire loader, or a loader that must keep moving while heavy JavaScript, three.js or shader builds hold the main thread.