For those unfamiliar, the XUL tree is a performant 1990s-era virtualized list that is able to render millions to tens of millions of rows of content without slowdown since it gives you the option of rendering internally in Firefox rather than through the DOM.
I still don't completely understand why Mozilla is/was planning to axe[1][2] it since there's no web-based HTML5/JS replacement (the virtualized "tree" is implemented in C++, iirc) and it's still being actively used in places.{xul/xhtml}[3] and the Thunderbird/SeaMonkey[4][5] products.
It's interesting that both Google's canvas bet (Flutter, Docs, etc.) and the Mozilla XUL tree are basically trying to solve a nearly identical problem (DOM nodes are expensive and DOM manipulation is slow) ~20-25 years apart.
[0]: https://developer.mozilla.org/en-US/docs/Archive/Mozilla/XUL...
[1]: https://docs.google.com/document/d/1ORqed8SW_7fPnPdjfz42RoGf...
[2]: https://bugzilla.mozilla.org/show_bug.cgi?id=1446341
[3]: chrome://browser/content/places/places.xhtml
XUL is a maintenance burden and exacts a development tax on new features (having to make the Servo CSS engine support XUL so that it could be uplifted to Firefox was extremely annoying). It's also full of security problems, as it's written in '90s C++ that nobody is around to maintain properly. Getting rid of it is an inevitability.
For readers that are unaware, there is also a great blog post breaking down some of these points in finer detail [0][1].
I guess my question is — are there replacements planned for any of the legacy yet performant XPCOM interfaces / XUL elements like nsITreeView/tree? My tl;dr understanding of XUL trees is that the DOM is and always has been too slow to render millions of scrollable rows in a performant manner (bookmarks, thunderbird, etc.). Would it not be possible to re-implement the XUL tree logic in Rust, for example? Is the goal to completely get rid of all non-standards compliant elements in the long-run?
It seems like there will always be some custom elements necessary for a native desktop interface which can never be integrated into HTML...
"I’ve talked about this before, but things like panel, browser, the menu elements (menu, menupopup, menucaption, menuitem, menulist) don’t have HTML equivalents and are important for our desktop browser experience. While we could invent a way to do this in chrome HTML, I don’t think the cost/benefit justifies doing that ahead of the rest of the things in our list." [2]
..., yet I don't see much discussion about this anywhere.
I'm particularly interested because I'm currently working on a XULRunner project where a <tree> is central to the user interface (millions of rows, image column, embedded data, must run on macOS/Windows/Linux/*BSD, etc.), and it's a little alarming that there is an open bugzilla ticket that did not initially mention either the performance nor ecosystem implications (essentially kill Thunderbird, kill SeaMonkey more than it already has been) of its removal.
I think the one part I have trouble with is that implementing a native looking/performant cross-platform desktop UI is still a nightmare and XUL could have potentially been a fantastic desktop-focused superset/companion of/to HTML.
[0]: https://yoric.github.io/post/why-did-mozilla-remove-xul-addo...
[1]: https://news.ycombinator.com/item?id=24231017
[2]: https://briangrinstead.com/blog/xbl-replacement-newsletter-2...
Sorry, I should have clarified a bit more — I'm writing a cross-platform desktop application that has a preact[0] frontend (+ a Go backend) using `firefox --app application.ini`.
I have been experimenting with performant lists (which is why I brought up the XUL tree — it's currently central to the interface, though not the final implementation for sure) — I'm currently only using the XUL window/menubar elements in order to populate the native macOS menubar.
I am a fullstack web dev in my day job, so my goal here is to write a fast, easily extendable UI that I can quickly iterate upon using modern html/js/css/etc.
I love gecko and used to write XUL add-ons many years ago, so I'm already familiar with JS code modules, XPCOM, XUL, the internal browser architecture etc.
Basically, I'm now using XULRunner (`firefox --app application.ini` as previously mentioned — will eventually be stubbed into a native macOS .app/OS program) as a replacement for Electron / Chromium Embedded Framework[1].
I'm basically doing the same thing as Positron[2]/qbrt[3].
[1]: https://en.wikipedia.org/wiki/Chromium_Embedded_Framework
As far as the XUL virtualized tree goes, a couple of Mozilla engineers wrote some examples using plain html/javascript + DOM node manipulation[1]. While promising, I can't imagine that this implementation could ever be as fast as the compiled C++ one[2].
[0]: https://github.com/bvaughn/react-virtualized
[1]: http://benbucksch.github.io/trex/fastlist-test.html
[2]: https://searchfox.org/mozilla-central/source/layout/xul/tree...
ignoring the fact that you can no longer sort by specific columns (name, status, type, value, etc), you can really feel how slow the new implementation is if you click the "Show Only Modified Preferences" button — the DOM update feels incredibly sluggish whereas both searching and sorting columns in the old xul tree always felt snappy and instantaneous
What feels snappy and instantaneous in DOM Inspector feels somewhat muddy and laggy in the modern devtools.
While I greatly appreciate the amount of features that Mozilla has integrated into the modern (post-firebug) devtools over the years, it is a little sad that the next generation will never get to experience just how fast some narrow aspects of web development used to be.
[0]: https://addons.thunderbird.net/en-us/firefox/addon/dom-inspe...
[1]: https://addons.thunderbird.net/en-us/firefox/addon/javascrip...
WebKit's Web Inspector has for a long time gone with HTML, and in all its incarnations I've ever tried out, it has always been snappier than either Firebug and or the devtools that ships with Firefox.
When making comparisons like this, it's important to keep in mind that you're comparing/contrasting teams and their output, and it's not just a matter of the building blocks they're using. Some teams do better work than others.
https://bugzilla.mozilla.org/show_bug.cgi?id=441414#c172
---
"What has been will be again,
what has been done will be done again;
there is nothing new under the sun."
—Ecclesiastes 1:9"pining for a future that never arrived"
This is a great question! I'm not really qualified to answer it, but I'll give it a try.
My understanding is that the XUL tree is fast because it implements the XPCOM C++ nsITreeView[0][1][2] interface.
If you're writing a XULRunner program ...
(Firefox "is distributed as the combination of a Gecko XUL runtime — libxul, other shared libraries, and non-browser-specific resources like those in toolkit/ — plus a Firefox XUL application — mostly just the files in Contents/Resources/browser/, plus the 'firefox' stub executable that loads Gecko and points it at a XUL application", see [3])
..., XPCOM[4] allows you invoke those implemented interface methods directly from JavaScript.
XPCOM is a technology that, since the removal of XUL/XPCOM addons, is inaccessible to everyone except for Mozilla devs and those who write XULRunner programs using `firefox --app /path/to/application.ini`.
So, some XUL elements (like <tree>) implement an XPCOM interface that invokes native C++ (or rust, python, java, etc.) code, which is statically compiled directly into the Gecko XUL runtime.
Modern HTML5 elements, in general, must utilize the native interpreted browser DOM/JavaScript and cannot choose to implement/satisfy an arbitrary internal XPCOM interface. While I'm sure that Mozilla has figured out a way to make these elements fast (C++, Rust, I have no idea), you are always bounded by the limitations of the DOM.
So, my understanding is that, because we are relying on standards-compliant HTML5 elements which mutate the DOM, we cannot specify and implement new XPCOM interfaces ("with a fast C++ API") that could theoretically bypass the DOM — we /must/ rely on the "slow JS API."
[0]: https://developer.mozilla.org/en-US/docs/Mozilla/Tech/XPCOM/...
[1]: https://searchfox.org/mozilla-central/source/layout/xul/tree...
[2]: https://searchfox.org/mozilla-central/source/layout/xul/tree...
[3]: https://mykzilla.org/2017/03/08/positron-discontinued/#comme...
[4]: https://developer.mozilla.org/en-US/docs/Mozilla/Tech/XPCOM
Such a cool feature that you can't really do with DOM based solutions (VSCode could never do this).
I'd love to have this in MacVim/gvim somehow.
(Of course in principle you don't need hardware acceleration to make this kind of thing run fast...)
Is there a specific operation that is not fast? Opening it for the first time took a few seconds but afterwards it was pretty buttery.
Both of these APIs perform quite poorly for what they're doing.
To compete with native, the web platform needs simple low-level APIs that do not have a lot of Javascript marshalling overhead and other performance cliffs. You can always build a more convenient library above low-level interfaces, but the opposite is not true.
Now given that WegGL support is still hit and miss, and the only way to debug is to rely on native GPGPU debuggers, and having the pleasure to differentiate between browser own rendering code and the one from the application, that shows how easy it is to do 3D on the Web.
When it comes to Canvas, do you mean that it actually performs poorly when putting pixels on the screen using putImageData, or do you mean that it does that fine but it performs poorly when it comes to drawing vector graphics? In either case, do you know why it performs poorly?
Personally, I would be happy if Canvas just let you put raw pixel data on the screen and did that as well as possible. I have never felt any need for its vector graphics features. To me, they seem too high-level for what Canvas is supposed to be. But I guess things are different when it comes to using the graphics card, since from what I understand it is actually optimized for drawing polygons.
Secondly, Canvas is often "hardware-accelerated", which can make some things faster, but also slower because this kind of immediate-mode drawing doesn't match the GPU interface well. It's particularly slow at vector graphics. Some effects would require pixel readback, which is slow for the same reason.
> Personally, I would be happy if Canvas just let you put raw pixel data on the screen and did that as well as possible.
Drawing cached Bitmaps is relatively fast in Canvas, if you don't need too many calls. Getting arbitrary data into such a Bitmap is slow, so if you want to do it every frame you may run into issues.
https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasE...
One would assume/hope that specifying "bitmaprenderer" for the context type would give you a regular immediate-mode CPU rasterizer. Is that not the case?
> Getting arbitrary data into such a Bitmap is slow, so if you want to do it every frame you may run into issues.
To expand on this, doing that ("putting raw pixel data on screen") anywhere is slow if it's modified regularly. There just doesn't exist a fast CPU-buffer-to-display pipeline anymore, that died out years & years ago. So that one at least isn't a JS/web limitation, it's more a modern graphics architecture one. You just can't bit-bang pixels yourself anymore, not reasonably efficiently anyway. In theory that'd be possibly on unified memory architectures (read: mobile devices & integrated graphics), but GPUs don't like to publish their swizzled texture formats so you still don't get to even there.
No, that's something else.
> To expand on this...
I almost wrote something like that, but then I considered that I haven't really benchmarked this. Streaming data from CPU onto the GPU is certainly possible and graphics APIs do have hints for such usage. You also don't need to convert to a texture to get arbitrary data on the screen, a trivial shader can do that for you.
If your data/transformations naturally live in RAM/CPU, that may well be the most efficient thing to do.
Back when I first read about the canvas, iirc there was no fancy CSS, no fancy custom elements and making a simple doodle-element or the famous doodle-jump as a webapp was ... - well, I guess there was flash. So if you think of HTML and DOM as a GUI toolkit, it filled an important void (and continues to do so) but nowadays noone wants to use (standardized) HTML anymore, so...
If you look into tk (or nowadays tkinter) you basically see the same with the Canvas-class (I think you can't draw anything custom at all in tk easily)!
Then the Ajax.org/Cloud9 folks came along with their Ace editor[2], which was DOM-based and still very fast. We ended up merging the projects. edit to add: and switching to DOM rendering
Rik Arends[3] was one of the Ajax.org folks and he's been working on a WebGL-based code environment called Makepad[4], which is entirely built in Rust and has its own UI toolkit. He's complained a lot about how difficult it is to make a performant JS-based editing environment.
My point in all of this is just that there are absolutely tradeoffs in performance, accessibility, ease-of-development, internationalization, and likely other aspects. If raw performance is what you're going for, it's hard to beat just drawing on a canvas or using WebGL. Google Docs needs to worry about all of that other stuff, too, so I'll be interested to see how this shapes up.
[1]: https://en.wikipedia.org/wiki/Mozilla_Skywriter
[2]: https://en.wikipedia.org/wiki/Ace_(editor)
[3]: https://twitter.com/rikarends
[4]: https://makepad.dev