Project 4: Screen Diff Renderer
A small rendering engine that diffs two frames and emits minimal updates.
Quick Reference
| Attribute | Value |
|---|---|
| Difficulty | Level 2: Intermediate (REFERENCE.md) |
| Time Estimate | 1 week |
| Main Programming Language | Go |
| Alternative Programming Languages | Rust, C, Python |
| Coolness Level | Level 3: Genuinely Clever (REFERENCE.md) |
| Business Potential | Level 1: Resume Gold (REFERENCE.md) |
| Prerequisites | Screen Rendering, Buffering, and Diffing |
| Key Topics | Rendering |
1. Learning Objectives
By completing this project, you will:
- Build and validate the core behavior described in the real-world outcome.
- Apply Screen Rendering, Buffering, and Diffing to a working TUI.
- Design a predictable input-to-rendering pipeline with explicit state changes.
- Produce a tool that behaves consistently across terminals and restores state on exit.
2. All Theory Needed (Per-Concept Breakdown)
Screen Rendering, Buffering, and Diffing
Fundamentals Rendering in TUIs is about mapping a logical state to a 2D grid of cells and emitting the minimal set of updates. Unlike GUIs, you do not have a compositor; you are the compositor. The screen is a matrix of characters with attributes (color, bold, underline). To avoid flicker and wasted output, you typically keep a back buffer (last frame) and compute a diff to the new frame. The diff tells you which cells changed and where to move the cursor. Many libraries implement this for you, but you need to understand it to debug performance or visual glitches. A frame is a full snapshot of the terminal grid, and your renderer is responsible for ensuring that each frame is consistent and complete.
Deep Dive into the concept A screen buffer is a 2D array of cells, where each cell has a glyph and style attributes. A frame is a complete snapshot of this buffer. When your app state changes, you generate a new frame. If you were to naively clear the screen and print the entire frame every time, performance would degrade on slow terminals and over SSH. This is why most TUI systems use double buffering and diffing.
Diffing can be done at multiple granularities. The simplest method is to compare cell-by-cell and emit updates for every change, moving the cursor as needed. A more efficient method groups contiguous runs of cells in the same row to reduce cursor movements. Another technique is damage tracking: instead of comparing full frames, you track which regions changed as a result of state updates. The tradeoff is complexity vs performance.
A robust renderer also handles terminal-specific features like alternate screen buffers. Alternate screen buffer usage prevents your UI from polluting the shell scrollback; when you exit, the original screen is restored. Libraries like crossterm expose entry and exit commands for alternate screens. citeturn2search2
The critical invariants are: (1) you must know where the cursor is, (2) you must know the current style attributes, and (3) you must restore these on exit. A diffing renderer is essentially a small compiler that transforms an intended frame into a minimal control-sequence program. This is the core of performance optimization in TUIs.
In projects, you will build a simplified diff engine: keep a 2D array of cells for the previous frame, compute a new frame each tick, and emit only the changed cells. You will learn to coalesce updates, manage cursor moves, and reduce redundant style changes.
There are also subtle correctness issues. For example, if you update a cell with a different style, you must ensure the style is set before printing the character, and you must avoid leaking that style into subsequent cells. This means your renderer needs a model of the current style state in the terminal and must emit style reset sequences at the right time. Similarly, when rendering wide characters or combining characters, you must consider how many columns a glyph occupies; otherwise your cursor calculations will drift. Even if you avoid complex Unicode in your own output, the terminal width can vary by locale, so your renderer should treat width as a property of a glyph rather than as a constant.
Resizing adds another layer. When the terminal size changes, your frame dimensions change, and a previously valid cursor position may be out of bounds. A robust renderer clamps or reflows content, re-creates buffers to the new size, and forces a full redraw to prevent artifacts from stale rows. For dashboards, you often choose a strategy: either truncate content to fit the new size or change layout to a stacked mode.
Finally, you must consider how frequently to render. Some TUIs render only on state changes, others render on a fixed tick. Rendering on every tick simplifies animations but can waste bandwidth. Rendering on state change reduces output but requires careful invalidation logic. The projects will give you a chance to compare both approaches and measure their impact.
How this fits on projects
- Project 4 (Screen Diff Renderer), Project 5 (ncurses Dashboard), Project 9 (Ratatui Dashboard)
Definitions & key terms
- Back buffer: The previous frame stored for diffing.
- Damage tracking: Tracking which regions changed to reduce diff work.
- Alternate screen: A separate buffer that restores the original screen on exit. citeturn2search2
Mental model diagram
State -> Frame A (buffer) -> diff(Frame A, Frame B) -> Emit sequences -> Screen
^ |
| v
Frame B <--------------------------- Next tick
How it works
- Generate a full frame from app state.
- Compare with the previous frame.
- For each changed region, emit cursor moves and text.
- Update the stored previous frame.
Minimal concrete example
PSEUDOCODE:
new_frame = render(state)
for each cell in grid:
if new_frame[cell] != old_frame[cell]:
move_cursor(cell.x, cell.y)
set_style(cell.style)
write(cell.glyph)
old_frame = new_frame
Common misconceptions
- “Diffing is only for speed” -> It also prevents flicker and keeps cursor stable.
- “You can ignore cursor position” -> Incorrect; cursor drift causes corrupted layouts.
Check-your-understanding questions
- Why is a diff-based renderer faster over SSH?
- What happens if you fail to restore the cursor or styles on exit?
- Why might you prefer damage tracking to full diffing?
Check-your-understanding answers
- It emits fewer bytes and avoids full-screen clears.
- The user’s terminal remains in a modified state.
- It reduces diff cost by focusing on known dirty regions.
Real-world applications
- Terminal dashboards, log viewers, system monitors
Where you’ll apply it
- Project 4, Project 5, Project 9, Project 11
References
- crossterm terminal features (alternate screen) citeturn2search2
- “The Pragmatic Programmer” - Ch. “Orthogonality” (designing clear rendering stages)
Key insights Rendering is a compiler: state is compiled into the smallest correct terminal program.
Summary Efficient TUIs rely on diff-based rendering and strict state management to avoid flicker and maintain control over the screen.
Homework/Exercises to practice the concept
- Design a diff strategy that minimizes cursor moves.
- Create a list of rendering invariants you will enforce in every frame.
Solutions to the homework/exercises
- Group contiguous changes by row and emit a single cursor move per group.
- Always reset styles, hide/show cursor explicitly, and restore terminal state on exit.
3. Project Specification
3.1 What You Will Build
A small rendering engine that diffs two frames and emits minimal updates.
Included:
- The core UI flow described in the Real World Outcome
- Deterministic input handling and rendering
- Clean exit and terminal state restoration
Excluded:
- GUI features, mouse-first workflows, or non-terminal frontends
- Networked collaboration or cloud sync
3.2 Functional Requirements
- Core Interaction: Implements the main interaction loop and updates the screen correctly.
- Input Handling: Handles required keys without blocking and supports quit/exit.
- Rendering: Updates only what changes to avoid flicker.
- Resize Handling: Adapts to terminal resize or shows a clear warning state.
- Errors: Handles invalid input or missing data gracefully.
3.3 Non-Functional Requirements
- Performance: Stable refresh without visible flicker under normal usage.
- Reliability: Terminal state is restored on exit or error.
- Usability: Keyboard-first navigation with clear status/help hints.
3.4 Example Usage / Output
$ ./diff-renderer
$ ./diff-renderer –demo Frame 1 rendered in 120 writes Frame 2 rendered in 14 writes (diffed)
ASCII layout:
[Frame stats] [Mini grid demo]
3.5 Data Formats / Schemas / Protocols
- Screen Model: 2D grid of cells with glyph + style
- Input Events: Normalized key events (Up, Down, Enter, Esc, Ctrl)
- State Snapshot: Immutable model used for rendering each frame
3.6 Edge Cases
- Terminal resized to smaller than minimum layout
- Rapid key repeat and partial escape sequences
- Missing or invalid input file (if applicable)
- Unexpected termination (SIGINT)
3.7 Real World Outcome
3.7.1 How to Run (Copy/Paste)
$ ./diff-renderer
3.7.2 Golden Path Demo (Deterministic)
- Launch the tool
- Perform the primary action once
- Observe the expected screen update
3.7.3 If CLI: provide an exact terminal transcript
$ ./diff-renderer
$ ./diff-renderer –demo Frame 1 rendered in 120 writes Frame 2 rendered in 14 writes (diffed)
ASCII layout:
[Frame stats] [Mini grid demo]
3.7.4 Failure Demo (Deterministic)
$ ./diff-renderer --bad-flag
ERROR: unknown option: --bad-flag
exit code: 2
4. Solution Architecture
4.1 High-Level Design
Input -> Event Queue -> State Update -> Render -> Terminal
4.2 Key Components
| Component | Responsibility | Key Decisions |
|---|---|---|
| Input Decoder | Normalize raw input into events | Handle partial sequences safely |
| State Model | Hold UI state and selections | Keep state immutable per frame |
| Renderer | Draw from state to terminal | Diff-based updates |
| Controller | Orchestrate loop and timers | Non-blocking IO |
4.3 Data Structures (No Full Code)
DATA STRUCTURE: Cell
- glyph
- fg_color
- bg_color
- attrs
DATA STRUCTURE: Frame
- width
- height
- cells[width][height]
4.4 Algorithm Overview
Key Algorithm: Render Diff
- Build new frame from current state
- Compare with old frame
- Emit minimal updates for changed cells
Complexity Analysis:
- Time: O(width * height)
- Space: O(width * height)
5. Implementation Guide
5.1 Development Environment Setup
# Build and run with your toolchain
5.2 Project Structure
project-root/
|-- src/
|-- tests/
|-- assets/
`-- README.md
5.3 The Core Question You’re Answering
“How do I update a terminal screen without redrawing everything?”
5.4 Concepts You Must Understand First
- Screen buffers
- How to represent cells with glyph + style?
- Book Reference: “Clean Architecture” - Ch. 4
- Cursor control
- How do cursor moves affect output size?
- Book Reference: “The Linux Programming Interface” - Ch. 62
5.5 Questions to Guide Your Design
- Diff granularity
- Will you diff by cell or by runs?
- How will you handle style changes?
- Optimization
- When do you skip cursor movement?
- How do you handle unchanged rows?
5.6 Thinking Exercise
Design a Run-Length Diff
Sketch how to group contiguous changed cells into runs.
Questions to answer:
- What is the worst-case output size?
- How do you prevent redundant style resets?
5.7 The Interview Questions They’ll Ask
- “What is double buffering in a TUI?”
- “Why does diffing reduce flicker?”
- “What is damage tracking?”
- “How do you minimize cursor moves?”
- “What is the complexity of your diff algorithm?”
5.8 Hints in Layers
Hint 1: Start with full redraw Make it correct first, then optimize with diffing.
Hint 2: Track previous frame Store last frame in memory and compare.
Hint 3: Pseudocode
for each row:
find contiguous changed cells -> emit one move + write
Hint 4: Debugging Add a mode that prints diff regions for inspection.
5.9 Books That Will Help
| Topic | Book | Chapter |
|---|---|---|
| Rendering design | “Clean Architecture” | Ch. 4-5 |
| Terminal control | “The Linux Programming Interface” | Ch. 62 |
5.10 Implementation Phases
Phase 1: Foundation
Goals:
- Initialize the terminal and input handling
- Render the first static screen
Tasks:
- Implement setup and teardown
- Draw a static layout that matches the Real World Outcome
Checkpoint: The UI renders and exits cleanly.
Phase 2: Core Functionality
Goals:
- Implement the main interaction loop
- Update state based on input
Tasks:
- Add event processing
- Implement the main feature (draw, navigate, filter)
Checkpoint: The primary interaction works end-to-end.
Phase 3: Polish & Edge Cases
Goals:
- Handle resizing and invalid input
- Improve performance and usability
Tasks:
- Add resize handling
- Add error states and help hints
Checkpoint: No flicker and clean recovery from edge cases.
5.11 Key Implementation Decisions
| Decision | Options | Recommendation | Rationale |
|---|---|---|---|
| Input model | raw vs canonical | raw | Required for key-level input |
| Render strategy | full redraw vs diff | diff | Avoid flicker and reduce output |
| State model | mutable vs immutable | immutable | Predictable updates and testing |
6. Testing Strategy
6.1 Test Categories
| Category | Purpose | Examples |
|---|---|---|
| Unit Tests | Validate parsing and state transitions | Key decoder tests |
| Integration Tests | Verify rendering pipeline | Frame diff vs expected |
| Edge Case Tests | Terminal resize and invalid input | Small terminal size |
6.2 Critical Test Cases
- Resize: Shrink terminal below minimum and verify warning.
- Rapid Input: Hold down keys and ensure no crash.
- Exit: Force quit and verify terminal restoration.
6.3 Test Data
Input sequence: Up, Up, Down, Enter
Expected: selection moves and activates without crash
7. Common Pitfalls & Debugging
Problem 1: “Cursor jumps unpredictably”
- Why: Missing cursor position tracking.
- Fix: Track last cursor position and avoid implicit moves.
- Quick test: Render a single updated cell repeatedly.
8. Extensions & Challenges
8.1 Beginner Extensions
- Add a help overlay with keybindings
- Add a status bar with timestamps
8.2 Intermediate Extensions
- Add configurable themes
- Add persistent settings file
8.3 Advanced Extensions
- Add plugin hooks for new views
- Add performance tracing for render time
9. Real-World Connections
9.1 Industry Applications
- Terminal dashboards for infrastructure monitoring
- Developer tools used over SSH and in containers
9.2 Related Open Source Projects
- htop, ranger, lazygit, nmtui (for UI design reference)
9.3 Interview Relevance
- Input handling, event loops, and state modeling questions
10. Resources
10.1 Essential Reading
- “Clean Architecture”
10.2 Video Resources
- Conference talks on terminal UI architecture (choose one and take notes)
10.3 Tools & Documentation
- terminfo, curses, or framework docs used in this project
10.4 Related Projects in This Series
- See other projects in this folder for follow-on ideas
11. Self-Assessment Checklist
11.1 Understanding
- I can explain the rendering pipeline for this project
- I can explain how input is decoded and normalized
- I can explain how my UI state updates per event
11.2 Implementation
- All functional requirements are met
- All critical test cases pass
- Edge cases are handled and documented
11.3 Growth
- I documented lessons learned
- I can explain this project in a job interview
12. Submission / Completion Criteria
Minimum Viable Completion:
- Program runs and matches Real World Outcome
- Terminal state restored on exit
- Main interaction works
Full Completion:
- All minimum criteria plus:
- Resize handling and error states
- Tests for core parsing and rendering
Excellence (Going Above & Beyond):
- Performance profiling results included
- Additional features from Extensions completed