this post was submitted on 27 Jul 2023
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I just attempted to write up a simple Minesweeper game with Iced. No bells or whistles, but it works:

https://github.com/veniamin-ilmer/minesweeper

On one hand, I find it pretty cool I built a clear cross platform GUI with actual functionality, within only 200 lines of code.

On the other hand, I can't help but see how inefficient it seems. If I ever need to modify any of the objects, I need to redraw all of them. The structure of the view method makes me think it is very difficult for Iced to maintain a "virtual DOM" to only make delta changes.

Am I wrong? Is there a more efficient way to do this in Iced?

Edit: I just found this - https://github.com/iced-rs/iced/pull/1284

As the library matures, the need for some kind of persistent widget data (see #553) between view calls becomes more apparent (e.g. incremental rendering, animations, accessibility, etc.).

If we are going to end up having persistent widget data anyways... There is no reason to have impure, stateful widgets anymore!

So it seems like Iced plans to have an internal "persistent widget storage", which in abstracted away from the user. But it is quite unclear to me how they would accomplish this, considering the view method doesn't provide an ID for any of its objects, so it would not be easy for Iced to determine the difference between updates.

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[–] van2z 3 points 1 year ago

Indeed, a lacking multiline text is what stopped me from trying to use it as well. But with the minesweeper example, I thought "it's just a bunch of buttons, surely this is simple enough for me to build?"

But no, the button widget doesn't support right clicks or double clicks, which limits the functionality I can build into minesweeper.

Overall, I love how simple Iced code ends up being, which makes me think about contributing to this project. Only issue I have with it is this seeming inefficiency.