Project 9: Ratatui System Monitor
A system monitor with charts and gauges in an immediate-mode style.
Quick Reference
| Attribute | Value |
|---|---|
| Difficulty | Level 3: Advanced (REFERENCE.md) |
| Time Estimate | 2-3 weeks |
| Main Programming Language | Rust |
| Alternative Programming Languages | Go, C |
| Coolness Level | Level 4: Hardcore Tech Flex (REFERENCE.md) |
| Business Potential | Level 2: Micro-SaaS (REFERENCE.md) |
| Prerequisites | Modern TUI Architectures, Screen Rendering, Buffering, and Diffing |
| Key Topics | Immediate Mode UI |
1. Learning Objectives
By completing this project, you will:
- Build and validate the core behavior described in the real-world outcome.
- Apply Modern TUI Architectures, 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)
Modern TUI Architectures (MVU, Immediate Mode, CSS Styling)
Fundamentals Modern TUI frameworks adopt patterns borrowed from web development: declarative rendering, component composition, and unidirectional data flow. Bubble Tea uses the Elm Architecture (Model-View-Update) where state, update logic, and view rendering are explicit and pure. Ratatui uses immediate-mode rendering: you redraw the UI each frame from current state, rather than keeping persistent widget objects. Textual brings CSS-like styling and a reactive model: widgets are styled via CSS and reactive attributes trigger automatic refresh. These frameworks shift the developer’s focus from imperative cursor control to higher-level state modeling, which is essential as UIs grow in complexity.
Deep Dive into the concept The MVU pattern decomposes your app into three parts: a Model (state), an Update function (handles events and returns a new model), and a View function (renders a representation from the model). Bubble Tea follows this pattern closely; the view returns a string representing the UI, and update returns a new model plus optional commands to perform side effects. This unidirectional flow reduces hidden state and makes behavior easier to reason about, especially under asynchronous input.
Immediate-mode rendering, as described by Ratatui, means the UI is reconstructed every frame based on state. There is no persistent widget tree; instead, you issue draw commands in a deterministic order. The advantage is simplicity and explicitness: your UI is always exactly what your state says it is. The tradeoff is that you must be careful about performance and avoid heavy computations in each frame.
Textual introduces a retained-widget model with CSS styling. Widgets are objects organized in a DOM-like tree, and CSS rules apply to these widgets just as they do in the web. Reactive attributes allow you to declare that changes to certain values should trigger a refresh, which reduces manual rendering code and encourages a more data-driven design. This is a different mental model from curses or immediate-mode libraries, but it provides powerful styling and composition.
When choosing between these architectures, consider your project’s complexity and constraints. Curses is lowest-level and most portable but imperative and manual. MVU frameworks make state transitions explicit and testable but require modeling state carefully. Immediate-mode frameworks are simple and fast but require efficient diffing or backend support. CSS-based frameworks allow rich styling but impose their own lifecycle and event models.
In the projects, you will implement MVU with Bubble Tea, immediate-mode with Ratatui, and CSS/reactive widgets with Textual. You will see the tradeoffs directly: how view functions stay pure, how state is centralized, and how rendering pipelines differ.
There are also differences in how these frameworks handle side effects. In MVU, side effects are typically represented as commands that return messages later; this keeps the update function pure and makes behavior easier to test. In immediate-mode frameworks, you often separate data collection from rendering by sampling metrics in a background task, then rendering the latest snapshot each frame. In a retained-widget framework like Textual, side effects can be attached to widget lifecycle events, which is powerful but can make data flow harder to trace if you do not discipline it.
Layout is another area of divergence. MVU and immediate-mode frameworks often use explicit layout primitives (rows, columns, flex-like constraints) that you construct in code. Textual uses CSS rules that are applied after the widget tree is built, which means layout can be modified independently of logic. This makes experimentation easier, but it also means you need a solid mental model of CSS-like specificity and cascading rules to predict the final layout.
Finally, testing differs across architectures. MVU lends itself to pure-function tests: given a model and a message, verify the new model. Immediate-mode rendering is harder to unit test at the UI layer, but you can test layout calculations and data preparation separately. For Textual, you often test widget behavior and state transitions rather than raw rendering output. Understanding these differences will help you select the right architecture for the right kind of tool.
How this fits on projects
- Project 8 (Bubble Tea Git Client), Project 9 (Ratatui Dashboard), Project 10 (Textual File Explorer)
Definitions & key terms
- Model-View-Update (MVU): Unidirectional architecture separating state, update logic, and view rendering.
- Immediate mode: UI is redrawn from scratch every frame based on current state.
- Reactive attributes: Values that automatically trigger refresh when they change.
- Textual CSS: CSS-based styling for terminal widgets.
Mental model diagram
MVU Flow:
Event -> Update -> Model -> View -> Render
Immediate Mode:
State -> draw(frame) -> terminal
CSS/Reactive:
State -> widget tree -> CSS rules -> renderer
How it works
- Input events are normalized into messages.
- Update logic transforms state deterministically.
- View logic renders UI from state.
- Renderer diffs and outputs to terminal.
Minimal concrete example
PSEUDOCODE:
on_event(msg):
model = update(model, msg)
ui = view(model)
render(ui)
Common misconceptions
- “MVU hides state” -> It makes state explicit and centralized.
- “Immediate mode is inefficient” -> It can be efficient with diffing and batching.
- “CSS is only for web” -> Textual uses CSS for terminal widgets.
Check-your-understanding questions
- How does MVU reduce complexity in state handling?
- What is the key difference between immediate and retained rendering?
- Why do reactive attributes reduce manual refresh code?
Check-your-understanding answers
- All state transitions pass through a single update function.
- Immediate mode redraws each frame; retained mode keeps widgets alive.
- They trigger refresh automatically when values change.
Real-world applications
lazygit-style clients, terminal dashboards, rich interactive apps
Where you’ll apply it
- Project 8, Project 9, Project 10, Project 12
References
- Bubble Tea README (Elm architecture / MVU and ecosystem examples)
- Ratatui rendering concepts (immediate-mode rendering)
- Textual CSS guide
- Textual reactivity guide
- “Clean Architecture” by Robert C. Martin - Ch. 4-5 (separation of concerns)
Key insights Modern TUIs are about deterministic state -> view pipelines, not imperative drawing.
Summary MVU and immediate-mode frameworks make state explicit and rendering predictable, while CSS-based frameworks improve styling and composition.
Homework/Exercises to practice the concept
- Sketch a state model for a two-pane file explorer and list its update messages.
- Explain how you would test an MVU update function without a terminal.
Solutions to the homework/exercises
- State includes selected path, list cursor, preview; messages include Up, Down, Enter, Refresh.
- Feed messages into update and assert the resulting model state.
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.
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.
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 documentation (alternate screen support)
- “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 system monitor with charts and gauges in an immediate-mode style.
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
$ ./ratatui-monitor
$ ./ratatui-monitor CPU [||||||||||——] 68% MEM [||||||———-] 32% NET rx: 12MB/s tx: 3MB/s
ASCII layout:
[Top: CPU/MEM gauges] [Middle: charts] [Bottom: logs]
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)
$ ./ratatui-monitor
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
$ ./ratatui-monitor
$ ./ratatui-monitor CPU [||||||||||——] 68% MEM [||||||———-] 32% NET rx: 12MB/s tx: 3MB/s
ASCII layout:
[Top: CPU/MEM gauges] [Middle: charts] [Bottom: logs]
3.7.4 Failure Demo (Deterministic)
$ ./ratatui-monitor --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 does immediate-mode rendering change UI design decisions?”
5.4 Concepts You Must Understand First
- Immediate mode rendering
- Why redraw every frame?
- Book Reference: “Rust in Action” - Ch. on systems I/O
- Layout constraints
- How do you split terminal regions?
- Book Reference: “Clean Architecture” - Ch. 4
5.5 Questions to Guide Your Design
- Draw pipeline
- What is the order of drawing widgets?
- How do you avoid re-computing heavy data per frame?
- Metrics
- How do you sample CPU/memory without blocking?
5.6 Thinking Exercise
Design the Frame
Draw a grid of widgets and decide the layout constraints.
Questions to answer:
- How do you handle narrow terminals?
- Which widgets are optional?
5.7 The Interview Questions They’ll Ask
- “What is immediate mode rendering?”
- “How does it differ from retained mode?”
- “How do you keep the UI responsive?”
- “What are layout constraints in TUIs?”
- “How do you optimize redraws?”
5.8 Hints in Layers
Hint 1: Start with a single widget Render a static gauge first.
Hint 2: Add a draw loop Redraw on a timer tick.
Hint 3: Pseudocode
loop:
state = sample_metrics()
draw(state)
Hint 4: Debugging Add a frame counter to verify redraws.
5.9 Books That Will Help
| Topic | Book | Chapter |
|---|---|---|
| Rust systems I/O | “Rust in Action” | Ch. 5-7 |
| Architecture | “Clean Architecture” | Ch. 4 |
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: “High CPU usage”
- Why: Render loop too fast.
- Fix: Cap frame rate to a reasonable value.
- Quick test: Measure CPU with top.
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
- “Rust in Action”
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