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MLP216: always_redraw rebuilds identical curated topology every frame

qual reports MLP216 when an always_redraw factory provably reconstructs the same topology every frame: the factory is a lambda that returns a single curated leaf constructor (Square, Circle, Dot, Arc, Line, Rectangle) whose guards hold, so only placement / style parameters can differ between reconstructions. Every frame then pays construction plus the factory's implicit become (a full point / style / submobject rewrite) for geometry that never changes shape.

  • Default severity: info
  • Minimum confidence: medium
  • Implementation phase: 3
  • Fix: none

The severity stays info/medium deliberately (DESIGN §7.3): replacing the factory with relative affine updates on a persistent object can accumulate drift over many frames, so the rewrite is not equivalence-preserving in general — prefer updaters that recompute the absolute placement. The rule would only strengthen if topology and absolute-transform equivalence were proven.

Scope (silence beyond it): lambda factories only — the returned-mobject proof comes from the lambda's return facts, and named-function factories cannot pin the returned constructor without interprocedural dataflow. Argument sub-expressions inside the constructor (Line(dot.get_center(), RIGHT)) are fine — they parameterize placement, not topology. A banned kwarg (Circle(num_components=...)), a container factory (VGroup(...)), or a chained method call on the result voids the proof and stays silent.

Proven execution (liveness)

A hot context only proves the call is reachable from a per-frame entry point. The diagnostic additionally requires a play where the factory's updater provably (or at least possibly) executes per frame (DESIGN 3.2/3.3):

  • the registration is active at the play (registered on every path and not removed before it),
  • the host is in the scene family there,
  • the host is not suspended: Animation.begin() suspends the animated mobject's updaters — recursively over its family — for the whole play (animation.py), unless the animation was constructed with suspend_mobject_updating=False,
  • the play actually runs callbacks: a play(...), or a wait that is provably dynamic (scene.py should_update_mobjects). A one-argument updater leaves the default wait() a static frame.

self.add(label); self.play(FadeIn(label), run_time=2); self.wait(3) therefore stays silent: the only play suspends the updater and the wait is static, so the callback runs about once — never once per frame. Evidence lists the counted plays (execution) so the claim is auditable. A factory whose updater provably never runs per frame rebuilds nothing and is silent; proven or possible execution keeps this advisory info/medium diagnostic.

Wrong

class Demo(Scene):
    def construct(self):
        dot = Dot()
        bar = always_redraw(lambda: Line(dot.get_center(), RIGHT * 2))
        self.add(dot, bar)
        self.play(dot.animate.shift(UP), run_time=4)
class Demo(Scene):
    def construct(self):
        dot = Dot()
        bar = Line(dot.get_center(), RIGHT * 2)
        # Recompute the absolute placement of the persistent Line instead
        # of reconstructing it every frame.
        bar.add_updater(lambda m: m.put_start_and_end_on(dot.get_center(), RIGHT * 2))
        self.add(dot, bar)
        self.play(dot.animate.shift(UP), run_time=4)