ludic.ui: a new component instance's first build is declared - a first show mid-play is not a frame's keep
Master's windowed fog profile failed the fence at walk t 35 s: +512 B from value_new / value_put / value_slot / value_lists under bd_class and cmp_keycap_model - a KeyCap first shown mid-walk. It is a first build, bounded, not a per-show leak: an unmounted instance goes to in_free and the next show of its class reuses it (in_reuse, `renew`), its props and model objects kept and filled in place. Only a NEW instance makes them - bounded by how many of that class are up at once, and the ones unmounted less than two builds ago. in_reuse already declared the record; the props and model objects and their first fill, made afterwards in bd_class, were not. They are now: in_reuse marks a new record `fresh`, and bd_class's first fill of it goes through bd_first_fill (@alloc_ok) - a reused instance's fill stays judged, so a real per-show leak would still fail. Golden ui_first_show: a component first shown at frame 700, once the fence is judging, then hidden and shown twice more: bad 0 (the toolchain before this fails frame 701: +464 B value_new from value_slot under cmp_cell_model, value_put grow - the profile's failure). The 37 ui examples pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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10 changed files with 67 additions and 10 deletions
27
examples/library/ui_first_show.ludic
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examples/library/ui_first_show.ludic
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# ui_first_show.ludic - a component shown for the first time once the fence is judging (a prompt's key
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# hint mid-walk) makes its instance's props and model: declared, once per instance, and the failing
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# fence lets it through; hidden and shown again, the instance is reused and nothing more is made:
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# bad 0 shown 3
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import "ludic.ui"
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import "ui_first_show_parts/Cell.ludic"
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import "ui_first_show_parts/Host.ludic"
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program UiFirstShow {
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numbers float
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function frame(ui_st: mut UiState) -> UiNode {
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let root: UiNode = ui_nodes(ui_st, "Host", null)
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ui_place(ui_st, root, 0.0, 0.0, 400.0, 400.0)
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return root
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}
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entry (ui_st: mut UiState) {
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var shown = 0
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for f in 0 .. 1400 {
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let root = frame(ui_st)
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if f == 700 or f == 900 or f == 1000 or f == 1100 or f == 1200 {
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ui_press(ui_st, root.children[0].children[0])
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if f != 900 and f != 1100 { shown += 1 }
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}
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Mem.frame()
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}
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print(`bad {Mem.bad_frames()} shown {shown}`)
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}
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}
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1
examples/library/ui_first_show_parts/Cell.lss
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examples/library/ui_first_show_parts/Cell.lss
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.cell { width: 100px; height: 40px }
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3
examples/library/ui_first_show_parts/Cell.ludic
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examples/library/ui_first_show_parts/Cell.ludic
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component Cell {
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prop caption: string = ""
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}
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3
examples/library/ui_first_show_parts/Cell.xml
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examples/library/ui_first_show_parts/Cell.xml
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<div class="item">
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<button class="cell" on-click="emit click"><p>{caption}</p></button>
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</div>
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1
examples/library/ui_first_show_parts/Host.lss
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examples/library/ui_first_show_parts/Host.lss
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.t { width: 60px; height: 30px }
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4
examples/library/ui_first_show_parts/Host.ludic
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4
examples/library/ui_first_show_parts/Host.ludic
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component Host {
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state on: bool = false
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on flip() { on = not on }
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}
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4
examples/library/ui_first_show_parts/Host.xml
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examples/library/ui_first_show_parts/Host.xml
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<div>
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<button class="t" on-click="flip()">t</button>
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<if test="{on}"><Cell caption="a"/></if>
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</div>
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