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    <title>DEV Community: UnitBuilds CC</title>
    <description>The latest articles on DEV Community by UnitBuilds CC (@unitbuilds_cc).</description>
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    <item>
      <title>V.A.L.I.D.</title>
      <dc:creator>UnitBuilds</dc:creator>
      <pubDate>Sun, 24 May 2026 18:15:51 +0000</pubDate>
      <link>https://dev.to/unitbuilds_cc/valid-546l</link>
      <guid>https://dev.to/unitbuilds_cc/valid-546l</guid>
      <description>&lt;p&gt;&lt;em&gt;This is a submission for the &lt;a href="https://dev.to/challenges/github-2026-05-21"&gt;GitHub Finish-Up-A-Thon Challenge&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What I Built
&lt;/h2&gt;

&lt;p&gt;I built &lt;strong&gt;V.A.L.I.D.&lt;/strong&gt; (Vectorized Asynchronous Logic &amp;amp; Intelligent Diagnostics) — a lightweight, high-performance state-tracking and business logic framework for .NET 8 and Blazor WebAssembly applications. &lt;/p&gt;

&lt;p&gt;Enterprise .NET frameworks like CSLA or state containers like Fluxor are heavily dependent on reflection and heap-allocated tracking collections. V.A.L.I.D. replaces all of that with a zero-allocation compile-time model:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Bitmask Register State Tracking:&lt;/strong&gt; Uses &lt;code&gt;System.UInt128&lt;/code&gt; bitmasks to track up to 128 property flags (dirty, error, busy, deleted) in $O(1)$ time with 0 B allocated.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;VDOM &amp;amp; JS Serialization Bypass:&lt;/strong&gt; Allocates a contiguous native memory slab (&lt;code&gt;UnmanagedSlab&lt;/code&gt;) on the WebAssembly linear heap. A JavaScript requestAnimationFrame render loop directly reads the WASM heap (&lt;code&gt;HEAPU8&lt;/code&gt;) to surgically update elements, bypassing Blazor's Virtual DOM diffing.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Roslyn Source Generator:&lt;/strong&gt; Generates the properties, circular undo/redo history, F# record mappings, and auto-generates unit/fuzz tests.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;F# Rules Engine:&lt;/strong&gt; Projects C# states onto immutable F# struct records, resolving offline-first replication conflicts with mathematical Add-Wins Observed-Removed Set (AWORSet) CRDTs.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Demo
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;GitHub Repository:&lt;/strong&gt; &lt;a href="https://github.com/UnitBuilds-CC/V.A.L.I.D." rel="noopener noreferrer"&gt;UnitBuilds-CC/V.A.L.I.D.&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Official Documentation:&lt;/strong&gt; &lt;a href="https://github.com/UnitBuilds-CC/V.A.L.I.D./wiki" rel="noopener noreferrer"&gt;V.A.L.I.D. Wiki&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Architecture Overview
&lt;/h3&gt;

&lt;p&gt;Below is the visual flow of our surgical WASM bypass architecture:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F05iynf166cfg7cw837u6.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F05iynf166cfg7cw837u6.png" alt="V.A.L.I.D. Widescreen Architecture Diagram" width="800" height="336"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Performance Benchmarks
&lt;/h3&gt;

&lt;p&gt;Here are the official BenchmarkDotNet results comparing V.A.L.I.D.'s direct memory write speed against standard Blazor VDOM mutations:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F585tpxmdnhplnrq64irv.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F585tpxmdnhplnrq64irv.png" alt="V.A.L.I.D. Performance Benchmarks" width="800" height="336"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Benchmark Operation&lt;/th&gt;
&lt;th&gt;Execution Time (Mean)&lt;/th&gt;
&lt;th&gt;Gen 0 / 1000&lt;/th&gt;
&lt;th&gt;Allocated Memory&lt;/th&gt;
&lt;th&gt;Speedup&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;VALID Slab direct memory write&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;6.62 ns&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;0 B&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;26.7x&lt;/strong&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;F# Rule Evaluation&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;15.80 ns&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;0 B&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;10.4x&lt;/strong&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;F# CRDT Convergence&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;86.48 ns&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;0.0391&lt;/td&gt;
&lt;td&gt;328 B&lt;/td&gt;
&lt;td&gt;1.8x&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Blazor VDOM Mutation (Baseline)&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;172.78 ns&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;0.0048&lt;/td&gt;
&lt;td&gt;40 B&lt;/td&gt;
&lt;td&gt;&lt;em&gt;Baseline&lt;/em&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;




&lt;h2&gt;
  
  
  The Comeback Story
&lt;/h2&gt;

&lt;p&gt;Before the challenge, V.A.L.I.D. was an experimental proof-of-concept sitting unfinished in my local directory. The code had compilation bugs, the packaging configuration was broken, and the JS-WASM bridge was prone to memory allocation crashes when the WASM memory buffer resized. &lt;/p&gt;

&lt;p&gt;Here is what we did to cross the finish line:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Refactored core library dependencies&lt;/strong&gt; to support clean .NET 8 builds and verified 100% test coverage.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Fixed the JS memory relocation bug&lt;/strong&gt; in our surgical bridge (&lt;code&gt;vavid-bypass.js&lt;/code&gt;). We added a background heartbeat inspector that checks a magic pulse header in WASM memory, allowing the JS loop to automatically re-bind to the heap if the WASM buffer resizes.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Structured the NuGet packaging pipelines&lt;/strong&gt; and versioned the assets (&lt;code&gt;VALID 3.0.3&lt;/code&gt; and &lt;code&gt;VALID.FSharp 3.0.1&lt;/code&gt;).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Created the official release pipeline&lt;/strong&gt;, pushing tagged releases (&lt;code&gt;v3.0.3&lt;/code&gt;) and uploading &lt;code&gt;.nupkg&lt;/code&gt; assets to the release tab.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Wrote a 6-page comprehensive Wiki&lt;/strong&gt; covering Core Concepts, Getting Started, Business Objects, Validation Rules, and Blazor Integration.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Populated the GitHub Projects board&lt;/strong&gt; with the Blazor Cashbook Demo to give developers a working sandbox.&lt;/li&gt;
&lt;/ol&gt;




&lt;h2&gt;
  
  
  My Experience with GitHub Copilot
&lt;/h2&gt;

&lt;p&gt;GitHub Copilot acted as an invaluable co-pilot throughout the final polishing process:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Writing Boilerplate &amp;amp; Generators:&lt;/strong&gt; Copilot expedited the creation of the Roslyn Source Generator syntax trees, writing the recursive C# property-to-bit mapping code in minutes.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Debugging Low-Level JS-Interop:&lt;/strong&gt; Copilot helped write the safety heartbeat and pointer relocation code in JavaScript, ensuring the WASM &lt;code&gt;HEAPU8&lt;/code&gt; array offset changes were handled gracefully.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Documentation &amp;amp; Wiki Generation:&lt;/strong&gt; Copilot read our codebase and compiled clear, concise API documentation for our Wiki pages, ensuring the migration path from legacy frameworks (like CSLA) was fully documented.&lt;/li&gt;
&lt;/ul&gt;

</description>
      <category>devchallenge</category>
      <category>githubchallenge</category>
    </item>
    <item>
      <title>How I bypassed Blazor WebAssembly's Virtual DOM using raw WASM pointers</title>
      <dc:creator>UnitBuilds</dc:creator>
      <pubDate>Sun, 24 May 2026 17:53:21 +0000</pubDate>
      <link>https://dev.to/unitbuilds_cc/how-i-bypassed-blazor-webassemblys-virtual-dom-using-raw-wasm-pointers-4jn7</link>
      <guid>https://dev.to/unitbuilds_cc/how-i-bypassed-blazor-webassemblys-virtual-dom-using-raw-wasm-pointers-4jn7</guid>
      <description>&lt;h2&gt;
  
  
  Table Of Contents
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;The Bottleneck&lt;/li&gt;
&lt;li&gt;Step 1: The Memory Slab&lt;/li&gt;
&lt;li&gt;Step 2: JSExport Bridge&lt;/li&gt;
&lt;li&gt;Step 3: DOM Mutation&lt;/li&gt;
&lt;li&gt;The Performance Payoff&lt;/li&gt;
&lt;li&gt;Compile-time Generation with Roslyn&lt;/li&gt;
&lt;li&gt;Try it yourself!&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  The Bottleneck: When WebAssembly UI gets sluggish
&lt;/h2&gt;

&lt;p&gt;If you've ever built a heavy data grid, a real-time telemetry dashboard, or a line-of-business spreadsheet application in Blazor WebAssembly, you've likely hit the rendering wall.&lt;/p&gt;

&lt;p&gt;Blazor WASM is incredibly productive, but when thousands of cells change multiple times a second:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Every property change triggers an event.&lt;/li&gt;
&lt;li&gt;Every event triggers standard Blazor component cycle overhead (&lt;code&gt;StateHasChanged&lt;/code&gt;).&lt;/li&gt;
&lt;li&gt;The Virtual DOM (VDOM) diffs the old rendering tree with the new one.&lt;/li&gt;
&lt;li&gt;JS-Interop serializes the diffs and updates the browser DOM.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Under high frequency (like 100+ updates per second on 5,000+ fields), this pipeline stutters. The CPU spikes to 100%, garbage collection (GC) triggers pauses, and key-press latency rises.&lt;/p&gt;

&lt;p&gt;We decided to see if we could completely bypass Blazor's rendering pipeline while maintaining C# as the single source of truth for business logic.&lt;/p&gt;

&lt;p&gt;Our solution is &lt;strong&gt;V.A.L.I.D.&lt;/strong&gt;—a compile-time state-tracking framework that shares raw WebAssembly memory slabs directly with JavaScript.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 1: The Unmanaged Memory Slab in C
&lt;/h2&gt;

&lt;p&gt;To avoid heap allocations and GC overhead when managing object states (dirty, error, busy, deleted), we allocate a contiguous block of native memory on the WebAssembly linear heap.&lt;/p&gt;

&lt;p&gt;We built a custom bump allocator wrapper called &lt;code&gt;UnmanagedSlab&amp;lt;T&amp;gt;&lt;/code&gt; that uses &lt;code&gt;NativeMemory.Alloc&lt;/code&gt;:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;unsafe&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;UnmanagedSlab&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IDisposable&lt;/span&gt; &lt;span class="k"&gt;where&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;unmanaged&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;_pointer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;readonly&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;_length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;UnmanagedSlab&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;length&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;_length&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="c1"&gt;// Allocate contiguous memory in the WASM heap&lt;/span&gt;
        &lt;span class="n"&gt;_pointer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;*)&lt;/span&gt;&lt;span class="n"&gt;NativeMemory&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Alloc&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;nuint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;length&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;nuint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="k"&gt;sizeof&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;ref&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;ref&lt;/span&gt; &lt;span class="n"&gt;_pointer&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="nf"&gt;GetUnsafePointer&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;_pointer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="c1"&gt;// Dispose calls NativeMemory.Free...&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Every business object in the application is registered to a fixed slot in this slab. Its state flags are represented as single bits in a System.UInt128 mask register, giving us up to 128 fields tracked per object in O(1) time with 0 heap allocations.&lt;/p&gt;
&lt;h2&gt;
  
  
  Step 2: The JSExport Bridge
&lt;/h2&gt;

&lt;p&gt;Next, we need to let JavaScript know where this memory block is. We use .NET 8's new JS interop system with [JSExport] inside our WebWorkerBridge class:&lt;br&gt;
&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;partial&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;WebWorkerBridge&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;UnmanagedSlab&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;UInt128&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;?&lt;/span&gt; &lt;span class="n"&gt;_stateSlab&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;JSExport&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;unsafe&lt;/span&gt; &lt;span class="kt"&gt;nint&lt;/span&gt; &lt;span class="nf"&gt;GetStatePointer&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;_stateSlab&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;nint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;_stateSlab&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetUnsafePointer&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;When our Blazor page initializes, we retrieve this pointer and pass it directly to JS as a long integer address:&lt;br&gt;
&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;ptr&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;WebWorkerBridge&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetStatePointer&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;len&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;WebWorkerBridge&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetSlabLength&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="n"&gt;JSRuntime&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;InvokeVoidAsync&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"__VAVID_INITIALIZE_INDUSTRIAL_BYPASS__"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;long&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;ptr&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;len&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;h2&gt;
  
  
  Step 3: Surgical DOM Mutation in JS
&lt;/h2&gt;

&lt;p&gt;Once JavaScript receives the memory address, it connects to Mono's WebAssembly linear heap buffer (HEAPU8 array).&lt;/p&gt;

&lt;p&gt;First, we compile a surgical map of DOM inputs. Every VavidInput.razor component renders standard metadata data-attributes rather than binding inputs to Blazor:&lt;br&gt;
&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;input&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt;&lt;span class="err"&gt;="&lt;/span&gt;&lt;span class="nc"&gt;vavid&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;control&lt;/span&gt;&lt;span class="s"&gt;"
&lt;/span&gt;       &lt;span class="k"&gt;value&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="s"&gt;"@Value"&lt;/span&gt;
       &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;vavid&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;slab&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="s"&gt;"@SlabIndex"&lt;/span&gt;
       &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;vavid&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;bit&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="s"&gt;"@BitIndex"&lt;/span&gt; &lt;span class="p"&gt;/&amp;gt;&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Our JS code parses these elements on startup and runs a high-performance requestAnimationFrame loop.&lt;/p&gt;

&lt;p&gt;Because we know the exact byte offsets, JS can read the dirty/error/busy bitmasks directly from the heap array and surgically toggle class names without going through the VDOM:&lt;br&gt;
&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="n"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;syncSurgicalMap&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="n"&gt;h&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;globalThis&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Module&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="n"&gt;globalThis&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Module&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;HEAPU8&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="k"&gt;base&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;statePointer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// the nint address from C#&lt;/span&gt;

    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;let&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;surgicalMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="n"&gt;entry&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;surgicalMap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="n"&gt;ptr&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;base&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;offset&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// slot offset&lt;/span&gt;

        &lt;span class="c1"&gt;// Read dirty and error bit flags directly from WASM memory&lt;/span&gt;
        &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="n"&gt;isDirty&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;h&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;ptr&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;bitByte&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;bitMask&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!==&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="n"&gt;hasError&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;h&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;ptr&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;bitByte&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;bitMask&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!==&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Toggle UI classes instantly in place&lt;/span&gt;
        &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="n"&gt;el&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;entry&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;el&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;isDirty&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="n"&gt;el&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;classList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="k"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="err"&gt;'&lt;/span&gt;&lt;span class="n"&gt;vavid&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;dirty&lt;/span&gt;&lt;span class="err"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="n"&gt;el&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;classList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="k"&gt;remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="err"&gt;'&lt;/span&gt;&lt;span class="n"&gt;vavid&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;dirty&lt;/span&gt;&lt;span class="err"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;hasError&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="n"&gt;el&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;classList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="k"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="err"&gt;'&lt;/span&gt;&lt;span class="n"&gt;vavid&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;error&lt;/span&gt;&lt;span class="err"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="n"&gt;el&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;classList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="k"&gt;remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="err"&gt;'&lt;/span&gt;&lt;span class="n"&gt;vavid&lt;/span&gt;&lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;error&lt;/span&gt;&lt;span class="err"&gt;'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;h2&gt;
  
  
  The Performance Payoff
&lt;/h2&gt;

&lt;p&gt;We ran micro-benchmarks comparing this bypass model to standard Blazor VDOM mutation and F# rules engines:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Method&lt;/th&gt;
&lt;th&gt;Mean&lt;/th&gt;
&lt;th&gt;Gen 0 / 1000&lt;/th&gt;
&lt;th&gt;Allocated&lt;/th&gt;
&lt;th&gt;Speedup&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;VALID Slab direct memory write&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;6.62 ns&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;0 B&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;26.7x&lt;/strong&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;F# Rule Evaluation&lt;/td&gt;
&lt;td&gt;15.80 ns&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;0 B&lt;/td&gt;
&lt;td&gt;10.4x&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Blazor VDOM Mutation (Baseline)&lt;/td&gt;
&lt;td&gt;172.78 ns&lt;/td&gt;
&lt;td&gt;0.0048&lt;/td&gt;
&lt;td&gt;40 B&lt;/td&gt;
&lt;td&gt;Baseline&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;At 6.6ns per update with 0 bytes allocated, state tracking is running at register-level CPU efficiency.&lt;/p&gt;

&lt;p&gt;By avoiding Blazor's entire component render cycle, UI grids can handle millions of visual updates with zero input latency.&lt;/p&gt;

&lt;p&gt;&lt;a&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h2&gt;
  
  
  Compile-time Generation with Roslyn
&lt;/h2&gt;

&lt;p&gt;Writing manual pointer offsets and bit masks by hand for every class is exhausting. To keep the developer experience clean, we built a Roslyn Source Generator.&lt;/p&gt;

&lt;p&gt;All you do is write a partial class:&lt;br&gt;
&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;ValidObject&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;partial&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Invoice&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;Required&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;CustomerName&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;get&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;set&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;""&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;Range&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;10000&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;decimal&lt;/span&gt; &lt;span class="n"&gt;Amount&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;get&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;set&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;The source generator intercepts this at build time and generates the bitmask backing properties, circular undo/redo history, F# record projections, and auto-generates unit/fuzz tests right into your test projects.&lt;/p&gt;
&lt;h2&gt;
  
  
  Try it yourself!
&lt;/h2&gt;

&lt;p&gt;V.A.L.I.D. is fully open-source. If you want to check out the WASM memory management, review the source generators, or run the Blazor grid benchmark locally, check out the repository:&lt;/p&gt;


&lt;div class="ltag-github-readme-tag"&gt;
  &lt;div class="readme-overview"&gt;
    &lt;h2&gt;
      &lt;img src="https://assets.dev.to/assets/github-logo-5a155e1f9a670af7944dd5e12375bc76ed542ea80224905ecaf878b9157cdefc.svg" alt="GitHub logo"&gt;
      &lt;a href="https://github.com/UnitBuilds-CC" rel="noopener noreferrer"&gt;
        UnitBuilds-CC
      &lt;/a&gt; / &lt;a href="https://github.com/UnitBuilds-CC/V.A.L.I.D." rel="noopener noreferrer"&gt;
        V.A.L.I.D.
      &lt;/a&gt;
    &lt;/h2&gt;
    &lt;h3&gt;
      V.A.L.I.D. (Vectorized Asynchronous Logic &amp;amp; Intelligent Diagnostics)
    &lt;/h3&gt;
  &lt;/div&gt;
  &lt;div class="ltag-github-body"&gt;
    
&lt;div id="readme" class="md"&gt;
&lt;div class="markdown-heading"&gt;
&lt;h1 class="heading-element"&gt;V.A.L.I.D. (Vectorized Asynchronous Logic &amp;amp; Intelligent Diagnostics)&lt;/h1&gt;
&lt;/div&gt;

&lt;p&gt;&lt;a href="https://github.com/UnitBuilds-CC/V.A.L.I.D" rel="noopener noreferrer"&gt;&lt;img src="https://camo.githubusercontent.com/9e968d9471725151bf93b46bcd079913754b36f39f5205ac6b0c1e18328adb7b/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f5374617475732d537461626c652d627269676874677265656e" alt="Framework Status"&gt;&lt;/a&gt;
&lt;a href="https://github.com/UnitBuilds-CC/V.A.L.I.D" rel="noopener noreferrer"&gt;&lt;img src="https://camo.githubusercontent.com/a0fa059a0b6612c64ae7f79aca4969bc0fdcf87c1dc887523adaa4a84ca333ff/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f506572666f726d616e63652d566563746f72697a65642d626c7565" alt="Performance"&gt;&lt;/a&gt;
&lt;a href="https://github.com/UnitBuilds-CC/V.A.L.I.D" rel="noopener noreferrer"&gt;&lt;img src="https://camo.githubusercontent.com/987132214657a7dae35815af9d501d541cc64ff98ec24bbead6f5ee0a61c8d3b/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f4855442d562e412e562e492e442e2d6f72616e6765" alt="Diagnostics"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;V.A.L.I.D. is a high-performance, low-latency business logic framework for .NET. It replaces standard reflection-based change tracking with a compile-time, bitmask-driven, and compiler-integrated architecture.&lt;/p&gt;
&lt;p&gt;Built specifically for complex enterprise data management, V.A.L.I.D. ensures surgical precision in synchronization and real-time visibility in the browser.&lt;/p&gt;

&lt;div class="markdown-heading"&gt;
&lt;h2 class="heading-element"&gt;⚡ Performance Benchmarks&lt;/h2&gt;
&lt;/div&gt;
&lt;p&gt;V.A.L.I.D. is engineered for absolute zero-allocation on core operations. Below are the official BenchmarkDotNet results comparing V.A.L.I.D.'s direct memory write speed against other state-management components:&lt;/p&gt;
&lt;div class="snippet-clipboard-content notranslate position-relative overflow-auto"&gt;&lt;pre class="notranslate"&gt;&lt;code&gt;BenchmarkDotNet v0.13.12, Windows 11 (10.0.29591.1000)
.NET SDK 10.0.200-preview.0.26103.119
  [Host]     : .NET 8.0.24 (8.0.2426.7010), X64 RyuJIT AVX2
  DefaultJob : .NET 8.0.24 (8.0.2426.7010), X64 RyuJIT AVX2
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;
&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Method&lt;/th&gt;
&lt;th&gt;Mean&lt;/th&gt;
&lt;th&gt;Error&lt;/th&gt;
&lt;th&gt;StdDev&lt;/th&gt;
&lt;th&gt;Gen0&lt;/th&gt;
&lt;th&gt;Allocated&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;VALID Slab direct memory write&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;6.619 ns&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;0.1573 ns&lt;/td&gt;
&lt;td&gt;0.2305 ns&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;- (0 B)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;F# Rule Evaluation&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;15.800 ns&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;0.3659 ns&lt;/td&gt;
&lt;td&gt;0.7308 ns&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;- (0 B)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;F# CRDT Convergence&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;86.478 ns&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;1.7367 ns&lt;/td&gt;
&lt;td&gt;3.7384 ns&lt;/td&gt;
&lt;td&gt;0.0391&lt;/td&gt;
&lt;td&gt;328 B&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;strong&gt;Blazor VDOM Mutation&lt;/strong&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;…&lt;/div&gt;
  &lt;/div&gt;
  &lt;div class="gh-btn-container"&gt;&lt;a class="gh-btn" href="https://github.com/UnitBuilds-CC/V.A.L.I.D." rel="noopener noreferrer"&gt;View on GitHub&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;I’d love to hear your thoughts on this. Is sharing raw pointers with JS in WebAssembly too unsafe for typical business applications, or is the performance payoff worth the trade-off?&lt;/p&gt;

</description>
      <category>blazor</category>
      <category>webassembly</category>
      <category>performance</category>
      <category>csharp</category>
    </item>
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