Stretch goals for choo: 1) be fast enough for game dev / minimize GC pauses, 2) provide tooling to visualize *any* part of an app real time
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Replying to @yoshuawuyts
I really, _really_ hope this takes off in a really big way. Too many frameworks out there throw payload size to the wind. Thx!
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Replying to @doot0
gehe - same (though I'll need to do work for money again soon hah) - want to get choo to be even smaller actually
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Replying to @yoshuawuyts
Super ambitious! Why don't you go whole-hog and fit the entire payload in a single TCP window?
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Replying to @doot0 @yoshuawuyts
Oh wait! It already does! Again, amazing work.
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Replying to @doot0
hahaha, lol - so everything < 65kb should be sweet; learned something today hah https://en.wikipedia.org/wiki/TCP_window_scale_option …
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Replying to @yoshuawuyts
The next step to optimisation is looking into low-level stuff I think. 3kb is very ambitious but more than likely possible.
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Replying to @doot0
at this point the diffing algorithm is 40% of the payload; router 30% ish - think the algorithm is probs the most optimizable rn
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Replying to @yoshuawuyts @doot0
started some work here to strip lifecycle events from morphdom - https://github.com/yoshuawuyts/nanodiff …, but I messed up something / no tests rn
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Replying to @yoshuawuyts @doot0
FYI, just published morphdom v2: https://github.com/patrick-steele-idem/morphdom/blob/master/CHANGELOG.md#200 … Maybe add support for a custom minimal build to avoid fork?
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yeah, for sure - if we could get away without forking that'd be grand!
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