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  • Native Web Apps: React, JavaScript and WebAssembly to rewrite native apps

  • Florian Rival PARISS: Okay. How was everyone's lunch?

  • [ Applause ] Good. I had a really successful lunch. I finally

  • beat all the kids to the desserts. I didn't get any on Monday. So, feeling good. Can we

  • give a round of applause for our next speaker speaking on native web apps, Florian Rival.

  • [ Applause ] FLORIAN: Hi, everyone. My name is Florian,

  • I'm working as a software engineer at Google. And today I want to talk about something that

  • I really like. It's applications. And when I say applications, it's any kind of application,

  • but in particular the ones that allow people to create things or to do things that they

  • were not able to do before. So there is something that I really like. It's video games. That's

  • why I created GDevelop. It's an open source and cross platform game engine that anyone

  • can use to create any kind of games. Why anyone? It's a visual editor for games where you can

  • create. And there are some kinds of visual programming. I will show an example. And anyone

  • can use it, even those who don't know thousand create games. And then you can get an HTML

  • game that you can put on the web. So, here is what the software used to look like. I

  • say used to because it's a software that was created, in C + +, it's a desktop C + + application.

  • You can see on the right, there's a list of objects in the game. And in the intermediary

  • of the game. Is, here it's a platform. And what we want to do as an example is to have

  • when the player is stepping button, we want the button on the platform on the right to

  • go up in the air. I will show how to do it using visual programming. And so, here we

  • go. I go to the events tab and I'm adding a new event. An event is a condition, an action,

  • kind of like an if then. I'm adding a new condition to check if the player is collision

  • with the tree. And if that's the case, I can add two actions. The first action would be

  • to change the animation of the button so it's going to the state where it's pressed. It's

  • animation number one. And I'm adding another action, which is an action to move the platform

  • up in the air. So, I'm adding to the platform a false on the Y axis. And now, if I press

  • play, the game is compiled to demonstrate and running in the browser. And we can verify

  • that the button is working. It's kind of simple for people that don't know how to program

  • and it's only based on logic. Syntax. So, a few games have been done with it. So, a

  • few were working quite well. And the game with the cat, but at some point I had some

  • issues. And the editor was getting quite old. I had lots of cross platform issues. In particular

  • on macOS and Linux. It wasn't working that well. And iterating on the software of the

  • quite slow, C++. And it was limited to old UI components, and the UX would need some

  • enhancements. And the entry barrier for new contributors was quite high. C++, again. So,

  • it was time for me to react. And I was wondering, would web technologies help? I have been doing

  • a lot of React before at work. And I was like, okay. That's perfect for making complex UI.

  • I was iterating. Can we have hundreds of elements, dynamic panels, 2D and 3D visualizations,

  • and all of the things that make a real application, you know? Can we make an ambitious application

  • using React? And the same goes for JavaScript. It's perfect for most applications. Or is

  • it really? Can we reuse an existing native codebase? Should we? Or if we have advanced

  • situations or computations, what do we do? Or if we need consistent performance? Still,

  • let's look at the quick post of GDevelop. There is the core of the software, composed

  • of the C++ classes and defining what a game is, what is an object, and how an event is

  • composed of conditions and actions. And then all the tools that are transpiring to the

  • events to JavaScript that you get a running game. And on the top of this there was an

  • interface in C++ using WX widgets. And there was the interaction with the device. So, my

  • first idea is, okay, let's replace the interface with React. Because I have an idea that it

  • could be better. And in a fortified system, I could write adapters for Node.js or even

  • in the browser simulator file system. We could run this on the JS or a browser or on electrons

  • so that we have a browser in the JS and you can package the application. And for the central

  • part, we could use WebAssembly to expose the code to the rest of the JavaScript application.

  • So, a few notes about WebAssembly. It's a kind of a language that is running in your

  • browsers. And it's a bit like assembly, meaning that it's not one that you write to, but what

  • you're compiling to. And at the end, it's simply like a language. Browsers are able

  • to generate really fast execution of any program that is retaining WebAssembly. And it is running

  • on actually most recent browsers including on iOS and Android. So, how do we write WebAssembly?

  • Well, there was  the first solution was to use Emscripten. Which is what I did. It's

  • a project with a C++ WebAssembly compiler. It's a C++, running through a compiler, and

  • translating it to WebAssembly. And there are solutions for any language you can compile

  • to WebAssembly. Or even things like AssemblyScript which allows you to create WebAssembly using

  • a syntax that is really  that looks like TypeScript. So, it's really interesting. In

  • my case, I have been using Emscripten. And I will show you the way it works. So, using

  • Emscripten, you can download it and sort it. It's pretty easy. And then getting EMCC, the

  • C++ to WebAssembly compiler. And you can run it on a C or C++ file. And in my case, as

  • I have a large codebase, I can replace the build to chain that was using the compiler,

  • and instead of at the end having a binary, I have a WebAssembly. And so, we have the

  • WebAssembly, which is the C++ codebase compiled to WebAssembly. And we have to expose the

  • existing classes in C++ so that we could view them in JavaScript. So, let's take an example.

  • For example, we have a class that is an objects container. So, it's  think of it as the list

  • of objects that you've seen. So, we could have objects and get some objects inside.

  • And then we can have a layout. It's a bit like a level, again. Which is iterating from

  • an objects container so it can have a list of objects. And there are additional, name,

  • to change the name. So, also, we have this. We ought to write bindings. Bindings in my

  • case I have been using WebIDL. There are a few ways to write it. But in my case, use WebIDL,

  • we use something that is the interface of your C++ class. You have to write it for all

  • the classes in your codebase. And this will generate new code that will be doing the bridge

  • between JavaScript and the WebAssembly module. So, the way it works once you have compiles

  • the WebAssembly module plus the bindings is that you have a module that you can instant

  • ship into the JavaScript engine. So, on the browser or in the JS. And when it's an instant

  • change, here it's called GD. You have this module and you can start creating new classes,

  • new instances of your classes just like usual JavaScript. And you can call them and it's

  • working more or less automatically out of the box because the primitive types of your

  • functions are automatically converted. So, depends on the language that you're using.

  • C++ or another language. But in my case, C++ and JavaScript are translated to C++. Same

  • for numbers and for strings. It's also more or less automatic. So it's quite convenient.

  • If you are passing objects to the parameters, then they are converted to a pointer or a

  • reference in C++. And you can debug using the input and output stream that's converted

  • to console.log in JavaScript. With this, we have something that is running in the browser.

  • Here is the Chrome debugger. And you can see on the top, they also output  it's outputted

  • by the C++ codebase. It's working. And then I can create a new object. So, yeah, it's

  • working. And it's quite nice to have, you know, with V C++ codebase you have been writing

  • since a few years. There are a few things to know. First is the memory management requires

  • care. Because when you're creating a new object, it's quite interesting because it's not garbage

  • collected. We mean that. If I'm looking at what this layout object is, it's a pointer

  • to some place in the WebAssembly memory. So, you can think of the WebAssembly memory as

  • a huge array that is containing bytes. When you're creating a new object, it's already

  • creating some bytes in this memory. Meaning that if you just drop the reference to the

  • object in the JavaScript world, the WebAssembly object will still be living in memory. So,

  • you have to explicitly call GD, to destroy, to remove this content from memory. So, in

  • the case of using React or any component based framework, if you're creating a framework

  • when the component is mounted, you have to remember to delete it or you can use an effect

  • hook if you're using React. So, know that the output files are quite large. For GDevelop,

  • it's at least 3 megabytes when compared to the WebAssembly module. And honestly, I don't

  • really care because I'm making a kind of desktop application, a rich application. So, knowing

  • that I will package one thing and make it a few hundred megabytes. 300 megabytes, more

  • or less. And something else to know, having a complete test set is really, really useful

  • because without the kind of heroes that you will be getting when something is going wrong

  • in the WebAssembly module. And for example, you have the wrong type of parameter. Or if

  • you forgot parameter, then instead of getting a number of boolean or a pointer in the C++

  • world, we get undefined which is translated, I guess, zeros. Everything will be broken.

  • And same thing if you're using a deleted object. Trying to iterate on something that was removed

  • from memory, and it will crush, basic lip. This being said, we have something that is

  • working in the browser. So, my next change was, oh, I can create an interface on top

  • of it is that as good or even better as the one that I use to do in the native world using

  • C++ before. So, let's see how to do it. Again in my case I was using React. And my change

  • was to make all of these examples. For example, context menus, trace objects, lots of forms

  • and buttons and properties. All of this in  in the browser. So, we go through a few buttons.

  • An example that I have been using in the hope that it will  the first advice I have is

  • to find a component library, material UI, React Toolbox or Blueprint. These are examples

  • of React's component libraries. And the things I was looking at was the extensive list of

  • high quality components because I don't want to spend time redoing the basic widgets. I

  • want to build an application, not to make a design system. And good theming support

  • and accessibility. And some good documentation. Because the world interface will be standing

  • on this component library. It better be good. I went with Material UI. It was the library

  • with the most extensive support. And it was allowing me to design quickly. And once I

  • had it, the first thing I had to get was to display a large list of objects. When they

  • say large list, in the case of drag and drop, a large list of objects that are living in

  • the game and can be a few hundred objects. So, this originally here was to use categorization.

  • So, for example, using react virtualized and react sortable hoc, and you can create a list.

  • That means that instead of having in the DOM  in the browser to have a button for 300 DOM

  • elements for every object, then you will only have the object that are on the screen in

  • the DOM. So, 10 or maybe 20 objects. The way it works is that instead of having a list

  • of objects that is just mapping over an array, you're converting your list to be using the

  • list component that is referred to by the list and using this property. And you can

  • say this is the function that you will call to identify every line that is to display

  • on the screen. And then using React sortable hoc, you can add on top of the list. And you

  • are using sortable elements and you get a list that is virtualized and you can reorder

  • and drag and drop. That was the first way to get things that  not  but working well

  • even with large lists and big games. And the next thing is that I wanted to have patterns.

  • And it was as on the screen. As I'm doing a game, people want to customize their workspace.

  • And so, for this I have been using a tiling window library which is called a react mosaic.

  • There are a few different libraries like this. But this is the one I've used and it's  I

  • mean, it's working out of the box. So, check it out. Then I've been trying to remake the

  • events. It's more or less large trees. A large trees arrays with events. An event is composed

  • of conditions and actions. But it can also have sub events like blocks of code in a traditional

  • programming language. So, here, again, the solution was to use a virtualization. Previously

  • I have been using React sortable tree which is a library to make a tree of nodes which

  • you can reorder. And the interesting thing about this library is it's using React virtualized

  • under the hood. So, quickly, every node that you see on the screen here is actually a line

  • in the list. And the lines that are in between the node is just a fake scaffolding that is

  • making like  that is making the tree look like a tree and another a list. So, it's a

  • customized version of what I have been using. And then at some point I wanted to remake 

  • it was the first thing that I did. And at this moment, I wanted to display the screen

  • so it can be composed of individual tiles and objects to be displayed. And at this moment

  • you can forget the DOM and go to be using WebGL. Not using WebGL directly, but a library

  • called Pixi.JS. Which is the 2D library that I have been using for the game engine. I can

  • as well use it for the game. And it's super-fast and easy to use and based more or less on

  • the Flash API. And they also have options like Three.js or Phaser if you want something

  • that looks more like a game engine. Sometimes you can still rely on the DOM, for example.

  • Say you have an editor that is displaying an object, here a spaceship, and you want

  • to know what is the box for the spaceship? What I have been doing is using SVG elements

  • to display this protocol. And using things like onPointerMove in the DOM, you can drag

  • and drop. So, you get something  a pretty good editor that is very easy to architecture

  • and to act on because it's all done using React. And it's enough for what you want to

  • do. Sometimes things are not fast enough. So, the first performance that you can have

  • is that rendering the picture is too slow. At this point, you can profile the rendering.

  • Here in the case of React, you can use the React profiler. And in this case, I had an

  • interesting problem. When I was opening or closing a tab, I had to do  the whole thing

  • was taking like 1 second to be done. And when using the profiler, you can see that every 

  • it's displaying every component that is re rendered when you're doing interactions. And

  • on the graph, the code, is re rendered when you're doing interactions. And you can see

  • from right to left I had a whole set of components that was deploying the project manager. The

  • project manager, it's a bit like a file explorer. And this thing was being re rendered. It was

  • switching from one user when it was written. So, this was to add some updates or organization

  • so that it's not re rendered every time you're doing an interaction. So, basically avoid

  • re rendering if you don't need to. Something to note is that make sure that you measure

  • performance in production. Because in the case of React, the development build is way

  • slower than the production build. And something that's  I got an issue where I was drag and

  • dropping things and it was taking like 1 second again to update. But it was a few minutes.

  • So, I built it in production. And you can have an issue with the calls to WebAssembly.

  • If you have a lot of calls being made, you're paying the calls to go through the bridge

  • between JavaScript and WebAssembly every time you are calling a function. This is a case,

  • I think, Firefox, at least has been optimizing this use case. But if, for example, you have

  • a list of lots of objects and every time you're mapping on the list, you're calling a function,

  • at the end, it can add up. It won't be noticeable in most situations. But something to remember

  • that sometimes it might be useful to store in the JavaScript, to cache in the JavaScript

  • world the results of some computation if you want to avoid paying the cost to go through

  • the bridge to do WebAssembly. Sometimes you're reaching a point where your codebase is growing

  • a lot. So, a few tips on this. In my case it was because I did the project, I got more

  • and more contributors. The first thing I will tell you is to stick to your components. So,

  • the idea is that if you have a button that is showing to open the software, you might

  • think that's a  let's change the design of the button so it's smaller on screen. You

  • can add a font size that is different. What I would recommend is to make a help button.

  • Basically to create components for as much things as possible. In other words, make a

  • design system and try to stick to it. Because once you've been doing this thing, it will

  • be much faster to build new screens and consistent screens. Something I don't know is I'm not

  • doing any unit tests. Sorry. Actually, I do, but only there is a bit of logic in my components.

  • And I think it's the case in most  it's really where what you are doing that you need tests

  • for react components. Instead, I'm creating visual stories. So, using Storybook or React

  • Styleguidist, you can create stories that are displaying your components outside of

  • your application. I found this button to be faster and way more powerful to first develop

  • components outside of the application. So, much faster because rather than having to

  • load the application and then to navigate to a screen to see that your changes are right

  • or not, you just have to run Storybook and go to the proper story. It's much faster for

  • development and also for testing. It's not automatic. But in the future, I'm changing

  • or updating the UI. Or I'm making changes on the component, I can quickly open Storybook

  • and see my component in a different state and make sure that everything is correct.

  • It's in particular useful for cases like, for example, to have the handling, the component

  • showing something that you have never seen when you're developing because everything

  • is going all right. But at least using Storybook, you can make sure that your components all

  • have a neutral state that is working. The next advice would be to use types. Flow or

  • TypeScript. I have been using flow because I was more used to it. And the useful things

  • with types that they will tell you when you forgot to pass or remove a product or refactoring

  • something. And help auto completion, avoid silly mistakes and help document objects.

  • But not useful when you write code, but when you're back on a module that you or someone

  • has wrote a few months ago. In other words, types are really shining when you or someone

  • else is coming back and refactoring some parts of the application. And after a few months,

  • you are a stranger to your own codebase. So, this being done, we now have the core of the

  • software and an interface that is being made on top of it. And let's see how to package

  • this. So, we have a few packaging options. We could make a PWA because WebAssembly is

  • running in the browser. So, it's not an issue. I have been using Electron to have access

  • to the design system. And also people like to download the application, to own it, in

  • a way. And having access to the system, you can avoid making something that is only working

  • on online. And you can use the software offline. And in some cases you can even embed the JavaScript

  • application inside the native application using Chromium embedded framework. If you

  • have an application, and you have the manpower to do it. And my advice would be to build

  • over the native API as much as you can. So, for example, I did two versions of the context

  • menu. One that is using on the left the map UI context menu, running in a browser. And

  • on the right, you can seeing the menu using APIs. So, you have the context menu. And I

  • won't go through the code. But instead of renders some material, I can use the UI to

  • create this context. And this is helpful for people  not helpful, but that makes the application

  • look like a native application. It does not look web ish. And, yeah. We can know now what's

  • the result of all of this? Let's take a look. So, this is a new application. And the demo

  • I'm doing here is the same as before. I will be creating a button object with one when

  • it's pressed and one animation when it's not pressed. And I will be adding it to the screen

  • after the button. And doing the same thing as before with the event. When the player

  • is stepping on the button that the platform is there. So, that's the same more or less

  • interface as before. But all using React WebAssembly and JavaScript. And here I'm choosing the

  • player and the button. And there is a condition between these two objects. Then I'm adding

  • two actions. The first one is to add a false so that the platform is going up in the air.

  • And then another direction so that the button is going to the state where it's pressed.

  • So, changing the animation. That's how you do it. And when that will be pressing play,

  • same as before, the WebAssembly module is going to JavaScript by putting files in and

  • you get a working game in the browser. Yeah. That's working. In my definition, as a developer,

  • it's working. But what do our users say? I will be honest. The first feedbacks were really

  • bad because  not because it wasn't the application or built using React or it was using web technologies,

  • it was just because the new version was lacking a lot of features from the previous one. Even

  • if I did reuse the existing codebase, I had to remake the whole interface around it. So,

  • of course I had started a few things and adding new things. So, it was lacking features. But

  • after a few year D a few years. After one year, okay, there is a real difference. And

  • it's easier to use and actually I can be more productive using the new version rather than

  • the old one. And it works. It works so well it's better than the native application. Why

  • better? I can do ultrafast iteration on it, I can test super easily. I have a near perfect

  • cross platform and I have a faster startup time. It's faster. Autoupdates, more contributors.

  • We can try it online and we can even run it on phones. I mean, running it on a phone.

  • It's not made for a phone so you cannot really use it properly  I mean, you can use it properly.

  • But it will need some enhancement to do it. But my point is that it's working almost everywhere.

  • So, this was to show that actually we can do things using React, WebAssembly, JavaScript

  • and all of this new frontend framework can do things that are not only as good as what

  • we used to do in the native world, but we can be more ambitious. Thank you.

  • [ Applause ]

Native Web Apps: React, JavaScript and WebAssembly to rewrite native apps

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