Generated banner for Jetpack Compose Performance
Generated logo for Jetpack Compose Performance

Jetpack Compose Performance

Android (Google)OfficialCreated by Google LLCDistributed by Android (Google)

  • Skill
  • Review and audit
  • Software development
  • Apache-2.0
  • No issues found

From the author

Diagnose and optimize Android Jetpack Compose UI code. Use this skill when analyzing performance bottlenecks of existing code to minimize recomposition overhead and prevent dropped frames and UI lag.
— the description by Google LLC

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

This skill provides a structured audit workflow for identifying and resolving performance issues in Jetpack Compose applications. It covers state management, layout measurement, lazy container optimization, animation, threading, and custom drawing. The guidelines emphasize phase deferral, proper use of state derivation, and efficient modifier implementation to prevent unnecessary recomposition and rendering overhead.

What it does

  • Provides an audit checklist for identifying performance bottlenecks in Compose UI code.
  • Explains how to defer state reads to Layout or Draw phases to minimize recomposition.
  • Offers patterns for optimizing lazy layouts using keys, content types, and efficient state queries.
  • Details how to migrate legacy modifiers to the Modifier.Node API for improved efficiency.
  • Defines rules for managing side effects, lifecycle-aware flow collection, and threading.
  • Outlines best practices for graphics caching and custom drawing performance.

When to use it

  • When analyzing UI performance issues such as dropped frames or layout lag.
  • When refactoring complex composables to reduce recomposition overhead.
  • When optimizing data models and state handling for large lazy lists.
  • When implementing custom modifiers or complex drawing operations.

Advantages

  • Reduces redundant recomposition passes through phase deferral techniques.
  • Provides clear guidance on avoiding backwards writes and infinite recomposition loops.
  • Standardizes the implementation of custom modifiers using modern Modifier.Node APIs.
  • Helps maintain UI stability and rendering performance in complex Android applications.

Usage examples

“How can I optimize a frequently recomposing composable that reads state?”
The agent will guide you to wrap state reads in lambdas or use Modifier.graphicsLayer to defer reads to the Layout or Draw phases, bypassing unnecessary composition.
“How should I handle state in a LazyColumn to avoid performance issues?”
The agent will advise on using primitive keys and content types, hoisting state queries, and avoiding O(N) lookups to ensure efficient scrolling and item reuse.

Install

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/android/jetpack-compose-performance/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip jetpack-compose-performance.zip -d .agents/skills

Documentation by Google LLC

Foundational prerequisites

Before micro-optimizing composables, ensure standard production flags are in place:

  1. Release Build: Never profile or benchmark debuggable builds; ART runtime verification severely degrades performance.

  2. R8 Minification: Keep R8 enabled to optimize bytecode and coroutine dispatch.

  3. Baseline Profiles: Generate baseline profiles for critical user journeys (cold start, key scrolling feeds) so the ART VM pre-compiles and preloads classes ahead of time.

Optimization audit workflow

  1. Exhaustive Scan : Scan the target code against all 7 core categories in the following sections. Evaluate every @Composable function, modifier chain, and lazy-layout data model against all checklist rules rather than stopping after the first issue found.

  2. Mandatory Reference Read Before Flagging or Editing : Whenever a file matches a rule in Categories 1--7, you MUST open and read the corresponding references/*.md file for the approved fix pattern and full scope guards before reporting a finding or editing code. Never rely on the summary bullets alone to write fixes.

1. State, snapshots, and stability (references/state-and-stability.md)

MANDATORY : Before flagging or fixing any issue in this category, you MUST read references/state-and-stability.md.

  • Phase Deferral (Lambdas) : Wrap frequently changing state reads in lambdas (such as Modifier.offset or Modifier.graphicsLayer) so reads occur in Layout or Draw phase rather than Composition.

  • Prohibit Backwards Writes (Verify Read-Before-Write Order) : Never modify state in a later phase or after it has already been read in the same composition pass (Read -> Write, or Composition Read -> Layout or Draw Write). Prevent backwards writes across phases to avoid first-frame popping, jank, and infinite recomposition loops (Backwards Write). Do not flag a state assignment at the start of a composable (Write -> Read or Composition Write -> Draw Read) as a backwards write---a backwards write strictly requires a read of that state to precede the write.

  • Avoid Redundant State Wrapping in Composition (Write -> Read) : Do not wrap synchronous values in remember { mutableStateOf(...) } only to overwrite them immediately at the top of composition before reading them (for example, var path by remember { mutableStateOf(Path()) }; path = viewModel.getPath()). While not a backwards write, this adds unnecessary slot table and MutableState snapshot overhead (and risks becoming a backwards write if a read is later added preceding the assignment); use a plain local val or read the value directly inside the target phase (such as Modifier.drawWithCache).

  • Explicit remember Keys & Slot Overhead : Always pass all input variables and composable parameters referenced inside remember as calculation keys. Remember that remember stores keys + 1 objects in the slot table and checks key equality on every recomposition; only remember when allocations are heavy or identity must be preserved. Do not pass snapshot state values/properties (e.g. state.value) as keys when wrapping derivedStateOf (passing the State instance itself is fine if the instance reference can change).

  • computedStateOf vs derivedStateOf (Compose 1.13+) : On Compose 1.13+, use computedStateOf for simple condition checks and filtered state from fast-changing inputs (such as scrollState.value > 0), which provides significantly faster invalidation than derivedStateOf (on Compose < 1.13, use remember { derivedStateOf { ... } }). Reserve derivedStateOf for heavy calculations that benefit from multi-read caching, or trivial calculations read frequently enough per composition (roughly 10 / numberOfStatesReadPerCalculation times without invalidating between reads) to make up for the invalidation cost.

  • Synchronous State Derivation : Audit for asynchronous produceState + snapshotFlow blocks observing Compose states (such as scroll positions or collection sizes); replace them with synchronous remember { derivedStateOf { ... } } (or computedStateOf on Compose 1.13+).

  • Trivial Primitives : Prefer plain custom Kotlin getters (get()) over derivedStateOf or computedStateOf for simple boolean expressions and property lookups.

  • Collection State Tracking : Back whole-list updates with standard mutableListOf() and mutableStateOf(list, neverEqualPolicy()) with load-bearing assignments instead of mutableStateListOf().

  • Snapshot Collections : Use SnapshotStateList.toList() for repeated queries or iterations to avoid per-element read observation overhead.

  • Repeated State Reads : Extract repeated Compose State property reads into a local variable at the top of the block.

  • State in Setters : Avoid reading Compose State inside custom property setters; use a raw backing field when triggering change side-effects and batch multi-property updates.

  • Stability & Skipping Trade-Offs (Skipping Isn't Free) : Do not fixate on stability or treat @Immutable, @Stable, or ImmutableList as default solutions. Skipping a composable is not free: each parameter is stored in the slot table as if remembered, and all inputs must be compared on recomposition. Strong Skipping Mode already skips composables with unstable parameters (including standard kotlin.collections.List) when instance equality (===) matches. Annotating models or using ImmutableList forces structural equality (.equals()), which can be significantly more expensive than recomposition itself for large collections or complex classes.

  • Never Add @Stable, @Immutable, or ImmutableList to Collection Models : When writing or optimizing code, never add @Immutable or @Stable to models containing collections (List, Set, Map), and never recommend replacing kotlin.collections.List<T> with ImmutableList<T> (or adding ImmutableList to stability_config.txt). Calling O(N) .equals() on collections on every recomposition pass is more expensive than O(1) instance equality (===) under Strong Skipping Mode.

  • Scope Guard for Removing Existing @Stable / @Immutable Annotations (Large Lazy Datasets Only) :

    • When to Remove : Only recommend removing existing @Stable or @Immutable annotations from data models when both conditions are met: (1) the model is used within a lazy layout (LazyColumn, LazyRow, LazyGrid, Pager, ScalingLazyColumn) as the input feed or item model, and (2) it contains a large dataset or deep nested collection hierarchy (e.g., feed streams, large lists of tags/items, or multi-level nested lists like Post with List<Paragraph> and List<Markup>), where recursive O(N) .equals() checks degrade scrolling and recomposition performance.

    • When to Leave Untouched : For all other existing @Stable, @Immutable, or ImmutableList usages in a codebase---such as non-lazy UI models, standalone components, or models with small/bounded collections (e.g., a card with a few badges, thumbnails, or metadata rows) where dataset size is small or unknown---leave the existing annotations untouched and do not flag them . Never blindly grep and flag all @Stable/@Immutable classes across a codebase without verifying they feed a lazy layout with a large dataset.

  • When to Add @Stable / @Immutable Under Strong Skipping Mode : Flat data classes with val primitive/String properties in Compose modules are already inferred as stable by the compiler and use .equals() automatically---do not add redundant @Immutable annotations to them. Only add @Stable or @Immutable when the compiler cannot infer stability (e.g. classes from non-Compose modules or interfaces) and a data source (such as Room or MVI reducers) allocates new object instances for unchanged items on every emission, provided the class is small, flat, has no collections (List, Set, Map), and its .equals() check is trivial O(1).

  • Make Composables Cheaper Instead of Forcing Skipping: Do not overindex on recomposition counts. Skipping one composable during an active recomposition pass saves little time once composition is scheduled (scheduling and starting the recomposition pass is the bulk of the cost). Focus on making composables cheap to execute, deferring state reads to Layout/Draw, and verifying with benchmarks rather than assuming skipping improves performance.

2. Layouts and measurement optimization (references/layouts.md)

MANDATORY : Before flagging or fixing any issue in this category, you MUST read references/layouts.md.

  • Coordinates & Placement : Avoid onGloballyPositioned; use Modifier.onVisibilityChanged for viewport tracking, Modifier.onPlaced or Modifier.onLayoutRectChanged for local bounds, and query requireLayoutCoordinates() on demand inside Modifier.Node event handlers.

  • Anchor Floating Content via Custom Layout : When attaching floating labels or tooltips to a component, use a custom Layout measuring and placing both children relative to each other. Never track onGloballyPositioned coordinates in MutableState to position floating content with offset, which causes a 1-frame lag and schedules a second composition pass.

  • Phase Deferral for Offsets : Wrap dynamic offsets in lambdas (Modifier.offset { IntOffset(...) }) to skip Composition straight to Layout.

  • Tree Depth & Decorative Wrappers : Avoid redundant wrapper Boxes and decorative Canvas nodes; attach modifiers directly or use Modifier.drawBehind.

  • Subcomposition Overhead : Avoid BoxWithConstraints / SubcomposeLayout inside hot paths and lazy items; prefer standard modifiers, Modifier.layout, or LayoutModifierNode.

  • Intrinsic Measurements: Use intrinsic measurements judiciously and avoid deeply nested intrinsic chains.

3. Lazy layouts optimization (references/lazy-layouts.md)

MANDATORY : Before flagging or fixing any issue in this category, you MUST read references/lazy-layouts.md.

  • Lazy Layout Scope Guard : Directives for key and contentType apply strictly to Lazy containers (LazyColumn, LazyRow, LazyGrid). Never flag standard non-lazy containers (Column, Row, Box) iterating over collections.

  • Mandatory contentType and Primitive key : Always specify both primitive keys (Int, Long, String) and contentTypes for all items in lazy layouts (LazyColumn, LazyRow, LazyGrid). When using items or itemsIndexed, never omit contentType: contentType = { _, item -> item.type }. Omitting contentType prevents Compose from reusing composition slots during scrolling.

  • In-Item Index Lookups : Replace list.indexOf(item) with itemsIndexed to eliminate O(N²) lookups during layout passes.

  • Observable Selection & State Queries : Convert selection tracking from mutableStateListOf to an immutable Set in MutableState (mutableStateOf(emptySet<String>())), mutableStateSetOf(), or Map for O(1) lookups. Pass lambda providers (isSelected: () -> Boolean) to leaf composables to isolate recomposition from parent items scopes.

  • Propagate CompositionLocals in Lazy Items : Avoid querying CompositionLocals (LocalContext.current, LocalDensity.current, LocalSharedTransitionScope.current, scopes, etc.) inside individual lazy item composables; resolve them once in the parent container or screen and propagate the resolved values down as parameters.

  • Defer Shared Transitions in Lazy Items : Put Modifier.sharedBounds or Modifier.sharedElement on lazy items behind visibility indicators (such as Modifier.onVisibilityChanged or viewport visibility checks) so offscreen or pre-fetched items do not instantiate transition scopes.

  • Item Count Derivations : Read collection .size directly instead of wrapping list counts in derivedStateOf.

  • Small & Bounded Lists : Use standard Row or Column with for or forEach loops for small or bounded collections (e.g. 1 to 10 items) to eliminate lazy virtualization, measuring, and pre-fetching overhead.

  • Hoist Shared Flows : Collect shared Flows once in the parent container preceding lazy layouts; never call collectAsStateWithLifecycle() per visible item.

  • Avoid Side Effects in Pre-Fetched Items : Never trigger analytics in LaunchedEffect(Unit) inside lazy items; use Modifier.onVisibilityChanged with dwell thresholds instead.

4. Animation and shared transitions (references/animation.md)

MANDATORY : Before flagging or fixing any issue in this category, you MUST read references/animation.md.

  • Phase Deferral for Animated Properties : Wrap fast-changing animated state reads (alpha, scale, rotation, color) in Modifier.graphicsLayer { ... } to bypass Composition and evaluate directly in the Draw phase.

  • Phase Deferral for Offsets & Size : Wrap animated offsets in Modifier.offset { IntOffset(...) } and animate constraints using Modifier.layout { ... } or Modifier.animateBounds to bypass recomposition during size transitions.

  • Defer Shared Transitions in Fast-Scrolling Lists : Attach Modifier.sharedBounds or Modifier.sharedElement only when visible using Modifier.onVisibilityChanged to avoid modifier and observation instantiation costs on discarded pre-fetched items.

  • Lambda Providers : Pass lambda providers (() -> Float) instead of raw animated values to child composables to keep state reads deferred to Draw or Layout.

  • Persistent Animatable in Nodes : Store Animatable as a persistent member property on Modifier.Node and launch in onAttach() using coroutineScope.launch.

5. Effects, lifecycle, and threading (effects-and-threading.md)

MANDATORY : Before flagging or fixing any issue in this category, you MUST read references/effects-and-threading.md.

  • Prohibit Direct Side-Effects in Body : Never perform side-effects directly in the Composable body during composition; wrap them in SideEffect, LaunchedEffect, or user event callbacks.

  • Prohibit Non-Suspending LaunchedEffect & Empty DisposableEffect : Never use LaunchedEffect for synchronous operations (e.g. logging views or updating objects). Never use DisposableEffect with an empty onDispose {} block as a workaround. Use SideEffect instead (in Compose 1.12+, SideEffect(keys) { ... } supports keys directly; on Compose < 1.12, SideEffect takes no arguments, so check the project's Compose version and track key changes with a remembered holder inside SideEffect { ... }).

  • Cache Allocations in Body : Wrap heavy object allocations (such as date formatters or complex paths) and expensive computations in remember.

  • Combine Related LaunchedEffects : Combine multiple LaunchedEffect(Unit) calls into a single LaunchedEffect with nested launch { ... } blocks to reduce effect node allocations and coroutine launcher overhead.

  • Effect Ordering & Teardown Costs : Understand effect execution order when composition changes are applied (DisposableEffect runs first, then SideEffect, while LaunchedEffect launches a coroutine on the composition's CoroutineContext that is dispatched asynchronously and is not guaranteed to wait until after Draw). Note that canceling a LaunchedEffect incurs coroutine cancellation and teardown overhead; avoid cycling LaunchedEffect keys frequently during animations or scrolling.

  • Main Thread Offloading : Offload blocking I/O, heavy file parsing, and database operations to withContext(Dispatchers.IO) using produceState.

  • No Item-Level Impression Effects in Lazy Layouts : Never use LaunchedEffect or DisposableEffect inside lazy items for impression logging. Lazy items are pre-composed before entering the viewport, causing premature or false impressions. Use Modifier.onVisibilityChanged with dwell thresholds instead.

  • Lifecycle-Aware Flow Collection : Use collectAsStateWithLifecycle() for UI Flow collections that actively produce background work on Android, and collectAsState() for lightweight in-memory StateFlows or non-Android scopes.

  • Hoist Receivers & Listeners : Register system listeners and BroadcastReceivers once at the screen level using DisposableEffect, not inside lazy list items.

  • Guard Optional Effects : Guard effects with if (callback != null) before launching to prevent allocating empty coroutines and effect nodes.

  • Prevent Stale Captures : Use rememberUpdatedState when long-running or looping coroutines in LaunchedEffect reference callbacks or parameters.

  • Replace Legacy Timers : Replace Handler.postDelayed or TimerTask with LaunchedEffect and delay().

6. Graphics and custom drawing (references/graphics-performance.md)

MANDATORY : Before flagging or fixing any issue in this category, you MUST read references/graphics-performance.md.

  • Cache Drawing Allocations : Replace decorative Canvas nodes with Modifier.drawWithCache to cache Path, Paint, and Brush allocations.

  • Prefer AsyncImage instead of Image : Use Coil's AsyncImage for loading images from the internet and painterResource for drawables. Image is not optimized for caching and loading images and may cause performance issues.

  • Scope Fast-Changing Uniforms : remember the RuntimeShader and ShaderBrush in composition, update size uniforms in drawWithCache, and per-frame uniforms in onDrawBehind.

  • Graphics Path Object Reuse : Prefer Path.rewind() over reset() in hot draw loops to retain allocated buffers without reallocation.

  • Value Classes & Primitive Collections : Avoid generic tuples (Pair, Triple) and generic sets (HashSet<Long>); use androidx.collection.MutableLongSet and androidx.compose.ui.util.packInts.

7. Custom modifiers: Modifier.Node (Custom modifiers guide)

  • Modifier.Node Migration : Migrate legacy Modifier.composed to ModifierNodeElement + Modifier.Node (or DelegatingNode when delegating to sub-nodes such as SuspendingPointerInputModifierNode) with capability interfaces (DrawModifierNode, LayoutModifierNode, SemanticsModifierNode, CompositionLocalConsumerModifierNode using currentValueOf(...)) to eliminate per-node subcomposition overhead and enable node reuse (see Create custom modifiers with Modifier.Node):

    // Modifier factory
    fun Modifier.circle(color: Color) = this then CircleElement(color)
    
    // ModifierNodeElement
    private data class CircleElement(
        val color: Color
    ) : ModifierNodeElement<CircleNode>() {
        override fun create() = CircleNode(color)
    
        override fun update(node: CircleNode) {
            node.color = color
        }
    }
    
    // Modifier.Node
    private class CircleNode(
        var color: Color
    ) : DrawModifierNode, Modifier.Node() {
        override fun ContentDrawScope.draw() {
            drawCircle(color)
        }
    }

    <br />

  • On-Demand Coordinates : Query requireLayoutCoordinates() on demand inside pointer or draw handlers in Modifier.Node rather than implementing GlobalPositionAwareModifierNode.onGloballyPositioned.

IMPORTANT : For more examples on how to migrate common modifiers to Modifier.Node, you must read Create custom modifiers with Modifier.Node.

Files

references/android/develop/ui/compose/performance/backwards-write.md

Compose executes a frame in three strictly ordered, forward-flowing phases: Image: Three forward-flowing phases: 1. Composition, 2. Layout, 3. Drawing Figure 1. The three phases of a Compose frame

  1. Composition : Runs @Composable functions to build and update the UI tree.

  2. Layout: Measures children and then places them.

  3. Drawing: Emits canvas draw commands to render pixels to the screen.

Whenever a Compose State is read during any phase, Compose automatically records a dependency between that state and the corresponding phase.


What makes a write "backwards"?

A backwards write occurs whenever a state is modified in a later phase (or in a downstream scope---meaning a composable scope executed later in order within the same composition pass) than where it was read, forcing Compose to recompose by scheduling an earlier phase or composable to run again. A backwards write is an unoptimized recomposition loop. Image: Example of backwards write through the recomposition loop phases Figure 2. Example of backwards write through the recomposition loop phases

Consequences of backwards writes

Backwards writes aren't necessarily a bad thing, and they don't always trigger crashes, but they are inefficient and can harm app performance in several ways:

  • Extra frame rendering and dropped frames: A backwards write forces Compose to execute redundant composition passes across consecutive frames, wasting CPU and GPU resources and potentially causing jank.

  • First-frame correctness issues: If your component requires a backwards write to resolve its final dimensions or state, the first frame is rendered with invalid, default, or unsettled data (such as zero size or an incorrect offset). This causes visible visual popping or layout flashing when the second frame renders.

  • Infinite recomposition loops: If a state change alters layout sizing, and layout sizing continuously writes back a new value to state, you can risk creating an infinite frame loop where the screen constantly recomposes every frame without ever stabilizing.

Forward flow through phases

State changes should always flow forward through the phases:

Read PhaseWrite ContextAcceptable?Why
Layout (Modifier.offset { })CompositionYesComposition updates the state → Layout reads it later in the same frame without recomposing.
Draw (graphicsLayer { }, drawBehind { })CompositionYesComposition updates the state → Draw reads it in the final phase. Composition and Layout are skipped entirely.
DrawLayoutYesLayout updates the state, and draw reads it, valid flow.
CompositionEvent Callback (onClick, onValueChange) driving state change. Note: layout callbacks do not count as events.YesAn event mutates state that is used to drive composition. If the event happens out-of-frame (not in Composition, Layout or Draw), this is valid.
CompositionCoroutine (LaunchedEffect)Yes - with cautionAsynchronously updates state in response to lifecycle/events. Writes from effects can be valid, but can point to inefficient state layering. They should be avoided where possible.
Placement (In Layout)Measure (In Layout)YesIn Layout, updating the state then reading that state in placement is acceptable.
Measure (In Layout)Placement (In Layout)No - backwards writeWriting to state in placement that's then further in the read state, causes remeasure loop.
CompositionLayout (onSizeChanged, LayoutModifier)No - Backwards writeLayout invalidates Composition → Recomposition loop.
CompositionDraw (drawWithContent, Canvas)No - Backwards writeDraw invalidates Composition → Recomposition loop.

Phase combinations: Backwards versus forward

The following are examples of backwards writes within Compose and how you can resolve them.

Backwards: Reading in Composition, writing in Layout
  • What happens : Composition reads componentHeight to determine what UI to emit. Later in the frame, the Layout phase measures or places views and writes a new value to componentHeight (for example, using onSizeChanged, onGloballyPositioned, or custom LayoutModifier).

  • Result : Modifying componentHeight in Layout invalidates the Composition phase that was just completed. Note that onSizeChanged reports size after the layout measurement pass completes. If the updated state value stabilizes on the next pass, the recomposition may halt after one extra frame ; however, if the new value continues to alter the size, it results in an infinite frame loop. Furthermore, onGloballyPositioned runs after both layout and placement, making state writes inside it even more susceptible to continuous recomposition and relayout loops across consecutive frames.

// ❌ BAD: Read in Composition, Written in Layout (onSizeChanged)
@Composable
fun BadAspectRatioImage(painter: Painter) {
    var calculatedHeight by remember { mutableStateOf(0.dp) }
    val density = LocalDensity.current

    // State read during COMPOSITION:
    Image(
        painter = painter,
        contentDescription = "Dynamic Image",
        modifier = Modifier
            .fillMaxWidth()
            .height(calculatedHeight)
            .onSizeChanged { size ->
                // State write during LAYOUT phase!
                // Triggers backwards write and recomposition pass
                val aspectRatio = 16f / 9f
                val widthDp = with(density) { size.width.toDp() }
                calculatedHeight = widthDp / aspectRatio
            }
    )
}

// ✅ GOOD: Measure and calculate aspect ratio height in Phase 2 (Layout) without recomposition
@Composable
fun GoodAspectRatioImage(
    painter: Painter,
    aspectRatio: Float = 16f / 9f,
    modifier: Modifier = Modifier
) {
    Layout(
        content = {
            Image(
                painter = painter,
                contentDescription = "Dynamic Image"
            )
        },
        modifier = modifier
    ) { measurables, constraints ->
        val width = constraints.maxWidth
        val height = (width / aspectRatio).toInt() // Illustrative, you can use Modifier.aspectRatio()
        val imageConstraints = constraints.copy(
            minWidth = width,
            maxWidth = width,
            minHeight = height,
            maxHeight = height
        )
        val placeable = measurables.first().measure(imageConstraints)
        layout(width, height) {
            placeable.placeRelative(0, 0)
        }
    }
}

<br />

Backwards: Reading in Composition, writing in Drawing
  • What happens : State is read in the Composable body (Composition phase), but mutated inside Modifier.drawWithContent, Modifier.drawBehind, or Canvas (Draw phase).

  • Result: Draw phase mutates state → Composition invalidated → endless loop.

// ❌ BAD: Read in Composition, Written in Draw ()
@Composable
fun BadBackwardsWriteDraw() {
    var componentHeight by remember { mutableStateOf(0.dp) }
    // State read during COMPOSITION:
    Text(
        text = "Height is: $componentHeight",
        modifier = Modifier.drawBehind {
            // State write during the DRAW phase!
            // Invalidates Composition -> triggers recomposition loop!
            componentHeight = size.height.dp
        }
    )
}

<br />

Backwards: Reading in Composition, writing in Composition (same phase)
  • What happens : Reading count in composable function, and modifying count directly in another composables content slot after reading it.

  • Result: The snapshot system records the read and subsequent write within the same composition pass, immediately invalidating the current scope.

// ❌ BAD: Direct write in Composable body after read
@Composable
fun BadCounter() {
    var count by remember { mutableIntStateOf(0) }
    Text("Count: $count") // State read in Composition
    Button(onClick = {}) {
        count++ // State write in Composition (Backwards write!)
    }
}
// Acceptable - but error-prone as someone may add a read before the write : Direct write in Composable body before read
@Composable
fun OkCounter() {
    var count by remember { mutableIntStateOf(0) }
    Button(onClick = {}) {
        count++ // State  write in Composition
    }
    Text("Count: $count") // State read in Composition
}

<br />

[!NOTE] Note: A backwards write strictly requires a state read to precede the state write (Read -> Write). Assigning to a MutableState at the start of a composable before any read occurs (Write -> Read, or writing in Composition and reading later in the Draw phase) is not a backwards write. However, wrapping a synchronous value in remember { mutableStateOf(...) } only to overwrite it immediately in Composition adds unnecessary MutableState and slot table overhead (and risks becoming a backwards write if a read is later added before the assignment)---prefer a plain local val or read the value directly in the target phase.


Key rules to prevent backwards writes

  1. Don't write to state in onGloballyPositioned, onSizeChanged, onPlaced, onLayoutRectChanged, or LayoutModifier if that state is read in Composition as this causes the first-frame-correctness problem.

    • If layout coordinates or sizes are only needed for custom drawing, read them directly in the Draw or Layout phase (for example, using Modifier.drawWithCache or Modifier.layout).

    • For Window-Level Sizing (WindowWidthSizeClass): Hoist size observation to the window level. Composition branches on window size classes before local measurement occurs.

    • Keep Composition Uniform: Use a single custom Layout or components like FlowRow or LazyVerticalGrid that adjust measurement and placement during Phase 2 without recomposing or altering state used in composition.

    • Use Sub-composition: Use BoxWithConstraints or SubcomposeLayout when child composables must branch based on local width or height. Use caution: Subcomposition carries a performance cost and can usually be avoided.

    • As a last resort: Allow the first frame to be wrong, storing size in onSizeChanged to trigger a second frame recomposition. This causes visible layout popping, jank, and risks infinite loops.

  2. Don't mutate state after it's read the first time in composition :

    • Although you may safely write to MutableState objects during composition outside of a SideEffect, take special care to ensure that you don't write to a state that you may have previously read in composition. It's recommended to use rememberUpdatedState when this need for a state write in composition arises. Writing to a state during composition in another way is usually a sign of a missing effect or an inappropriately designed state or composable. Remember that composition is optimistic and always executes with the latest value of a state, so you may not see all state changes in recompositions. UI updates shouldn't be used as a way of handling one-time events, which makes it uncommon for a state's value to require being updated as a result of recomposing.

    • Avoid mutating states that are observed outside of composition (for example, ViewModel fields or isVisible flags). State writes that affect composition belong in event lambdas (onClick), coroutines (LaunchedEffect), or side effects (SideEffect). rememberUpdatedState is an exception as it is designed to mutate state that is only used in @Composable body.

  3. Defer state reads to the latest possible phase :

    • Reading states in Draw (Modifier.graphicsLayer { alpha = ... }) or Layout (Modifier.offset { IntOffset(...) }) ensures that changes only invalidate Phase 2 or 3, completely skipping Phase 1 (Composition).

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Needs: Needs Node.js

Security

No issues found by our static scan· No issues found

A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.

Attribution and licence

Created by
Google LLC
Publisher
Android (Google) (Official)
Distributed by
Android (Google)
Source
android/skills · jetpack-compose/jetpack-compose-performance · commit bf68e2d
Licence
Apache License 2.0 (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE.txt)
  • ATTRIBUTION.md (written by AutoGineer)
Synced

AutoGineer is not affiliated with or endorsed by Google LLC or Android (Google).

Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download jetpack-compose-performance.zip