Disciplines · Proposals

Neith Todos Part1

applications, rivaling Microsoft, Apple, and Epic Games in capability.

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Phase 41: Neith Sovereign Stack — Foundation & Core Runtime#

Neith (Egyptian: Nit/Net) — Primordial creator goddess who wove the world into existence. The Neith stack is Oshun's sovereign technology foundation, building custom alternatives and migration paths that reduce reliance on external dependencies over time.

Target: Complete technology sovereignty from operating systems to applications, rivaling Microsoft, Apple, and Epic Games in capability.


41.1 @neith/core — Runtime Kernel#

The foundational async runtime, memory management, and system primitives.

41.1.1 Async Runtime Foundation#

  • 41.1.1.1 Design async executor architecture (work-stealing)
  • 41.1.1.2 Implement multi-threaded task scheduler
  • 41.1.1.3 Create fiber/coroutine system for cooperative multitasking
  • 41.1.1.4 Implement async I/O layer (io_uring on Linux, IOCP on Windows)
  • 41.1.1.5 Create timer wheel for efficient timeout handling
  • 41.1.1.6 Implement cancellation tokens and graceful shutdown
  • 41.1.1.7 Create task-local storage system
  • 41.1.1.8 Implement priority-based task scheduling
  • 41.1.1.9 Create async channel primitives (mpsc, mpmc, broadcast)
  • 41.1.1.10 Implement backpressure mechanisms for flow control
  • 41.1.1.11 Create async mutex, rwlock, semaphore primitives
  • 41.1.1.12 Implement async barrier and latch synchronization
  • 41.1.1.13 Create thread pool with dynamic sizing
  • 41.1.1.14 Implement CPU affinity and NUMA awareness
  • 41.1.1.15 Create async runtime metrics and profiling

41.1.2 Memory Management#

  • 41.1.2.1 Implement arena allocator for frame-temporary data
  • 41.1.2.2 Create pool allocator for fixed-size objects
  • 41.1.2.3 Implement stack allocator for hierarchical data
  • 41.1.2.4 Create slab allocator for component storage
  • 41.1.2.5 Implement buddy allocator for variable-size blocks
  • 41.1.2.6 Create TLSF (Two-Level Segregated Fit) allocator
  • 41.1.2.7 Implement memory tagging for debugging
  • 41.1.2.8 Create allocation tracking and leak detection
  • 41.1.2.9 Implement memory defragmentation strategies
  • 41.1.2.10 Create virtual memory management utilities
  • 41.1.2.11 Implement memory-mapped file support
  • 41.1.2.12 Create shared memory primitives for IPC
  • 41.1.2.13 Implement huge page support for performance
  • 41.1.2.14 Create memory budget system with limits
  • 41.1.2.15 Implement out-of-memory handling strategies

41.1.3 Serialization System#

  • 41.1.3.1 Design binary serialization format (Neith Binary Format)
  • 41.1.3.2 Implement zero-copy deserialization
  • 41.1.3.3 Create schema evolution and versioning system
  • 41.1.3.4 Implement JSON serialization with streaming
  • 41.1.3.5 Create MessagePack serialization support
  • 41.1.3.6 Implement CBOR serialization for compactness
  • 41.1.3.7 Create Protocol Buffers compatibility layer
  • 41.1.3.8 Implement FlatBuffers-style access patterns
  • 41.1.3.9 Create custom derive macros for serialization
  • 41.1.3.10 Implement partial serialization for deltas
  • 41.1.3.11 Create compression integration (LZ4, Zstd)
  • 41.1.3.12 Implement encryption layer for sensitive data
  • 41.1.3.13 Create schema validation and migration tools
  • 41.1.3.14 Implement streaming serialization for large objects
  • 41.1.3.15 Create benchmark suite comparing formats

41.1.4 Reflection System#

  • 41.1.4.1 Design runtime type information (RTTI) system
  • 41.1.4.2 Implement type registry with unique IDs
  • 41.1.4.3 Create field metadata (name, type, offset, attributes)
  • 41.1.4.4 Implement method metadata and invocation
  • 41.1.4.5 Create enum reflection with variant info
  • 41.1.4.6 Implement generic type reflection
  • 41.1.4.7 Create attribute/annotation system
  • 41.1.4.8 Implement dynamic property access
  • 41.1.4.9 Create type conversion utilities
  • 41.1.4.10 Implement serialization integration
  • 41.1.4.11 Create editor integration for property grids
  • 41.1.4.12 Implement scripting language bindings
  • 41.1.4.13 Create documentation generation from reflection
  • 41.1.4.14 Implement validation rules via attributes
  • 41.1.4.15 Create reflection-based diff and patch

41.1.5 Event System#

  • 41.1.5.1 Design typed event bus architecture
  • 41.1.5.2 Implement synchronous event dispatch
  • 41.1.5.3 Create async event dispatch with ordering
  • 41.1.5.4 Implement event filtering and routing
  • 41.1.5.5 Create event priority system
  • 41.1.5.6 Implement event cancellation/consumption
  • 41.1.5.7 Create event batching for performance
  • 41.1.5.8 Implement event replay for debugging
  • 41.1.5.9 Create event serialization for networking
  • 41.1.5.10 Implement event sourcing patterns
  • 41.1.5.11 Create event versioning for compatibility
  • 41.1.5.12 Implement weak event references
  • 41.1.5.13 Create event statistics and monitoring
  • 41.1.5.14 Implement cross-process event bus
  • 41.1.5.15 Create visual event flow debugging

41.1.6 Logging & Diagnostics#

  • 41.1.6.1 Implement structured logging system
  • 41.1.6.2 Create log levels with runtime filtering
  • 41.1.6.3 Implement async log writing (non-blocking)
  • 41.1.6.4 Create log rotation and archival
  • 41.1.6.5 Implement log format customization
  • 41.1.6.6 Create JSON and binary log formats
  • 41.1.6.7 Implement distributed tracing (OpenTelemetry)
  • 41.1.6.8 Create span-based profiling integration
  • 41.1.6.9 Implement metric collection (counters, gauges, histograms)
  • 41.1.6.10 Create health check framework
  • 41.1.6.11 Implement crash reporting and minidumps
  • 41.1.6.12 Create assertion and contract system
  • 41.1.6.13 Implement performance markers for profilers
  • 41.1.6.14 Create remote logging and monitoring
  • 41.1.6.15 Implement log analysis and alerting

41.2 @neith/hal — Hardware Abstraction Layer#

Unified interface to hardware across all platforms.

41.2.1 GPU Abstraction#

  • 41.2.1.1 Create GPU device enumeration and selection
  • 41.2.1.2 Implement Vulkan backend via wgpu
  • 41.2.1.3 Implement Metal backend via wgpu
  • 41.2.1.4 Implement DirectX 12 backend via wgpu
  • 41.2.1.5 Implement WebGPU backend for browsers
  • 41.2.1.6 Create shader compilation pipeline (WGSL → SPIR-V)
  • 41.2.1.7 Implement shader hot-reloading for development
  • 41.2.1.8 Create GPU memory allocator (VMA-style)
  • 41.2.1.9 Implement resource binding and descriptor sets
  • 41.2.1.10 Create command buffer recording and submission
  • 41.2.1.11 Implement multi-queue support (graphics, compute, transfer)
  • 41.2.1.12 Create synchronization primitives (fences, semaphores)
  • 41.2.1.13 Implement GPU profiling and timing queries
  • 41.2.1.14 Create GPU capability detection and feature levels
  • 41.2.1.15 Implement multi-GPU support (explicit, implicit)

41.2.2 Audio Device Abstraction#

  • 41.2.2.1 Create audio device enumeration
  • 41.2.2.2 Implement WASAPI backend (Windows)
  • 41.2.2.3 Implement CoreAudio backend (macOS/iOS)
  • 41.2.2.4 Implement ALSA/PulseAudio/PipeWire backends (Linux)
  • 41.2.2.5 Implement AAudio/OpenSL ES backends (Android)
  • 41.2.2.6 Implement WebAudio backend (browsers)
  • 41.2.2.7 Create sample rate conversion
  • 41.2.2.8 Implement channel mapping and remixing
  • 41.2.2.9 Create low-latency audio paths
  • 41.2.2.10 Implement audio device hot-plugging
  • 41.2.2.11 Create MIDI device abstraction
  • 41.2.2.12 Implement audio routing and mixing
  • 41.2.2.13 Create audio format conversion
  • 41.2.2.14 Implement exclusive mode for pro audio
  • 41.2.2.15 Create audio latency measurement

41.2.3 Input Abstraction#

  • 41.2.3.1 Create unified input event system
  • 41.2.3.2 Implement keyboard input with scancodes and keycodes
  • 41.2.3.3 Create mouse input with raw and accelerated modes
  • 41.2.3.4 Implement gamepad support (XInput, DInput, HID)
  • 41.2.3.5 Create touch input with gesture recognition
  • 41.2.3.6 Implement pen/stylus input with pressure
  • 41.2.3.7 Create motion controller support (VR)
  • 41.2.3.8 Implement eye tracking integration
  • 41.2.3.9 Create voice input abstraction
  • 41.2.3.10 Implement haptic feedback (rumble, HD haptics)
  • 41.2.3.11 Create input remapping system
  • 41.2.3.12 Implement input recording and playback
  • 41.2.3.13 Create dead zone and curve configuration
  • 41.2.3.14 Implement multi-user input separation
  • 41.2.3.15 Create accessibility input adaptations

41.2.4 Sensor Abstraction#

  • 41.2.4.1 Create accelerometer abstraction
  • 41.2.4.2 Implement gyroscope abstraction
  • 41.2.4.3 Create magnetometer (compass) abstraction
  • 41.2.4.4 Implement barometer/altimeter abstraction
  • 41.2.4.5 Create GPS/GNSS location abstraction
  • 41.2.4.6 Implement proximity sensor abstraction
  • 41.2.4.7 Create ambient light sensor abstraction
  • 41.2.4.8 Implement heart rate sensor abstraction
  • 41.2.4.9 Create sensor fusion (IMU) algorithms
  • 41.2.4.10 Implement Kalman filtering for noise reduction
  • 41.2.4.11 Create sensor calibration utilities
  • 41.2.4.12 Implement sensor data recording
  • 41.2.4.13 Create sensor simulation for testing
  • 41.2.4.14 Implement power-efficient sensor batching
  • 41.2.4.15 Create sensor permission handling

41.2.5 Camera Abstraction#

  • 41.2.5.1 Create camera device enumeration
  • 41.2.5.2 Implement camera capture (Video4Linux, AVFoundation, MediaFoundation)
  • 41.2.5.3 Create camera format negotiation
  • 41.2.5.4 Implement camera controls (exposure, focus, white balance)
  • 41.2.5.5 Create multi-camera support
  • 41.2.5.6 Implement depth camera support (RealSense, Kinect)
  • 41.2.5.7 Create IR camera support
  • 41.2.5.8 Implement camera calibration utilities
  • 41.2.5.9 Create camera streaming to GPU textures
  • 41.2.5.10 Implement camera recording
  • 41.2.5.11 Create AR camera integration (ARKit, ARCore)
  • 41.2.5.12 Implement camera permission handling
  • 41.2.5.13 Create camera simulation for testing
  • 41.2.5.14 Implement camera hot-plugging
  • 41.2.5.15 Create stereoscopic camera support

41.2.6 Network Abstraction#

  • 41.2.6.1 Create socket abstraction (TCP, UDP)
  • 41.2.6.2 Implement TLS/SSL integration (rustls)
  • 41.2.6.3 Create QUIC protocol support (quinn)
  • 41.2.6.4 Implement WebSocket support
  • 41.2.6.5 Create HTTP/1.1 and HTTP/2 clients
  • 41.2.6.6 Implement HTTP/3 support
  • 41.2.6.7 Create DNS resolution with caching
  • 41.2.6.8 Implement mDNS/DNS-SD for discovery
  • 41.2.6.9 Create Bluetooth abstraction
  • 41.2.6.10 Implement Wi-Fi Direct/P2P support
  • 41.2.6.11 Create NFC abstraction
  • 41.2.6.12 Implement network quality detection
  • 41.2.6.13 Create bandwidth estimation
  • 41.2.6.14 Implement network simulation for testing
  • 41.2.6.15 Create VPN/proxy tunneling support

41.2.7 Storage Abstraction#

  • 41.2.7.1 Create file system abstraction
  • 41.2.7.2 Implement async file I/O
  • 41.2.7.3 Create directory watching (inotify, FSEvents, ReadDirectoryChanges)
  • 41.2.7.4 Implement file locking
  • 41.2.7.5 Create memory-mapped file support
  • 41.2.7.6 Implement sparse file support
  • 41.2.7.7 Create archive format support (ZIP, TAR)
  • 41.2.7.8 Implement cloud storage abstraction (S3-compatible)
  • 41.2.7.9 Create database abstraction (SQLite, embedded)
  • 41.2.7.10 Implement key-value store abstraction
  • 41.2.7.11 Create secure storage (keychain, credential manager)
  • 41.2.7.12 Implement storage quota management
  • 41.2.7.13 Create storage migration utilities
  • 41.2.7.14 Implement storage encryption
  • 41.2.7.15 Create storage benchmarking

41.3 @neith/crypto — Cryptography & Security#

Sovereign cryptographic primitives and security utilities.

41.3.1 Symmetric Encryption#

  • 41.3.1.1 Implement AES-256-GCM encryption
  • 41.3.1.2 Create ChaCha20-Poly1305 encryption
  • 41.3.1.3 Implement AES-256-CBC with HMAC
  • 41.3.1.4 Create XChaCha20-Poly1305 for extended nonces
  • 41.3.1.5 Implement streaming encryption for large files
  • 41.3.1.6 Create authenticated encryption wrapper
  • 41.3.1.7 Implement key derivation (HKDF, PBKDF2, Argon2)
  • 41.3.1.8 Create secure key storage integration
  • 41.3.1.9 Implement hardware acceleration detection (AES-NI)
  • 41.3.1.10 Create encryption benchmarks
  • 41.3.1.11 Implement constant-time operations
  • 41.3.1.12 Create secure memory wiping
  • 41.3.1.13 Implement encryption context/AAD support
  • 41.3.1.14 Create multi-recipient encryption
  • 41.3.1.15 Implement forward secrecy patterns

41.3.2 Asymmetric Encryption#

  • 41.3.2.1 Implement Ed25519 signatures
  • 41.3.2.2 Create X25519 key exchange
  • 41.3.2.3 Implement RSA-4096 for compatibility
  • 41.3.2.4 Create ECDSA (P-256, P-384) support
  • 41.3.2.5 Implement ECDH key agreement
  • 41.3.2.6 Create hybrid encryption (ECIES-style)
  • 41.3.2.7 Implement key pair generation
  • 41.3.2.8 Create key import/export (PEM, DER, JWK)
  • 41.3.2.9 Implement certificate parsing (X.509)
  • 41.3.2.10 Create certificate chain validation
  • 41.3.2.11 Implement certificate pinning
  • 41.3.2.12 Create CSR generation
  • 41.3.2.13 Implement OCSP and CRL checking
  • 41.3.2.14 Create post-quantum hybrid schemes (Kyber+X25519)
  • 41.3.2.15 Implement threshold signatures

41.3.3 Hashing & MACs#

  • 41.3.3.1 Implement SHA-256/SHA-512
  • 41.3.3.2 Create SHA-3 (Keccak) support
  • 41.3.3.3 Implement BLAKE3 for speed
  • 41.3.3.4 Create BLAKE2b/BLAKE2s
  • 41.3.3.5 Implement HMAC-SHA256/SHA512
  • 41.3.3.6 Create keyed BLAKE3
  • 41.3.3.7 Implement Poly1305 MAC
  • 41.3.3.8 Create incremental/streaming hashing
  • 41.3.3.9 Implement parallel hashing for large files
  • 41.3.3.10 Create hash tree (Merkle tree) utilities
  • 41.3.3.11 Implement content-addressable storage hashing
  • 41.3.3.12 Create password hashing (Argon2id)
  • 41.3.3.13 Implement hash-based KDF
  • 41.3.3.14 Create hash benchmarks
  • 41.3.3.15 Implement hash verification with timing safety

41.3.4 Random Number Generation#

  • 41.3.4.1 Create cryptographically secure RNG (CSPRNG)
  • 41.3.4.2 Implement OS entropy source integration
  • 41.3.4.3 Create hardware RNG support (RDRAND)
  • 41.3.4.4 Implement deterministic RNG for testing
  • 41.3.4.5 Create random byte generation
  • 41.3.4.6 Implement random integer in range
  • 41.3.4.7 Create random string generation
  • 41.3.4.8 Implement UUID v4 generation
  • 41.3.4.9 Create entropy pool management
  • 41.3.4.10 Implement entropy health monitoring
  • 41.3.4.11 Create fork-safe RNG
  • 41.3.4.12 Implement RNG reseeding
  • 41.3.4.13 Create RNG state serialization (for replays)
  • 41.3.4.14 Implement bias-free random selection
  • 41.3.4.15 Create random permutation (shuffle)

41.3.5 TLS & Secure Channels#

  • 41.3.5.1 Implement TLS 1.3 client (rustls)
  • 41.3.5.2 Create TLS 1.3 server
  • 41.3.5.3 Implement certificate verification
  • 41.3.5.4 Create SNI support
  • 41.3.5.5 Implement ALPN negotiation
  • 41.3.5.6 Create session resumption (tickets)
  • 41.3.5.7 Implement 0-RTT early data
  • 41.3.5.8 Create client certificate authentication
  • 41.3.5.9 Implement DTLS for UDP
  • 41.3.5.10 Create Noise Protocol framework
  • 41.3.5.11 Implement WireGuard-style channels
  • 41.3.5.12 Create secure channel abstraction
  • 41.3.5.13 Implement channel binding
  • 41.3.5.14 Create perfect forward secrecy verification
  • 41.3.5.15 Implement TLS debugging and logging

41.4 @neith/net — Networking Stack#

Custom networking for games, real-time, and general applications.

41.4.1 Transport Layer#

  • 41.4.1.1 Implement reliable UDP protocol
  • 41.4.1.2 Create packet fragmentation and reassembly
  • 41.4.1.3 Implement congestion control (BBR-style)
  • 41.4.1.4 Create flow control with backpressure
  • 41.4.1.5 Implement packet prioritization
  • 41.4.1.6 Create ordered and unordered channels
  • 41.4.1.7 Implement reliable and unreliable channels
  • 41.4.1.8 Create connection establishment handshake
  • 41.4.1.9 Implement connection migration
  • 41.4.1.10 Create NAT traversal (STUN, TURN, ICE)
  • 41.4.1.11 Implement hole punching
  • 41.4.1.12 Create relay fallback
  • 41.4.1.13 Implement bandwidth estimation
  • 41.4.1.14 Create latency measurement (RTT)
  • 41.4.1.15 Implement packet loss detection and recovery

41.4.2 Game Networking#

  • 41.4.2.1 Implement client-server architecture
  • 41.4.2.2 Create peer-to-peer mesh networking
  • 41.4.2.3 Implement state synchronization
  • 41.4.2.4 Create delta compression
  • 41.4.2.5 Implement interest management (relevancy)
  • 41.4.2.6 Create client-side prediction
  • 41.4.2.7 Implement server reconciliation
  • 41.4.2.8 Create lag compensation
  • 41.4.2.9 Implement snapshot interpolation
  • 41.4.2.10 Create entity replication system
  • 41.4.2.11 Implement RPC system
  • 41.4.2.12 Create lobby and matchmaking protocols
  • 41.4.2.13 Implement voice chat integration
  • 41.4.2.14 Create anti-cheat foundations
  • 41.4.2.15 Implement network simulation (artificial lag, loss)

41.4.3 WebRTC Integration#

  • 41.4.3.1 Implement WebRTC data channels
  • 41.4.3.2 Create WebRTC audio/video streams
  • 41.4.3.3 Implement ICE candidate gathering
  • 41.4.3.4 Create DTLS-SRTP for media encryption
  • 41.4.3.5 Implement SDP offer/answer
  • 41.4.3.6 Create SCTP data channel multiplexing
  • 41.4.3.7 Implement bandwidth estimation (REMB, TWCC)
  • 41.4.3.8 Create simulcast support
  • 41.4.3.9 Implement SVC (Scalable Video Coding) support
  • 41.4.3.10 Create screen sharing
  • 41.4.3.11 Implement recording
  • 41.4.3.12 Create stats collection
  • 41.4.3.13 Implement quality adaptation
  • 41.4.3.14 Create echo cancellation integration
  • 41.4.3.15 Implement noise suppression integration

41.4.4 HTTP Stack#

  • 41.4.4.1 Implement HTTP/1.1 client
  • 41.4.4.2 Create HTTP/2 client with multiplexing
  • 41.4.4.3 Implement HTTP/3 (QUIC) client
  • 41.4.4.4 Create connection pooling
  • 41.4.4.5 Implement cookie handling
  • 41.4.4.6 Create redirect following
  • 41.4.4.7 Implement retry logic with backoff
  • 41.4.4.8 Create request/response streaming
  • 41.4.4.9 Implement multipart form data
  • 41.4.4.10 Create file upload/download
  • 41.4.4.11 Implement progress callbacks
  • 41.4.4.12 Create caching (ETag, Cache-Control)
  • 41.4.4.13 Implement compression (gzip, br, zstd)
  • 41.4.4.14 Create proxy support (HTTP, SOCKS5)
  • 41.4.4.15 Implement HTTP server for local services

41.5 @neith/ui — UI Toolkit#

GPU-accelerated, cross-platform UI toolkit.

41.5.1 Rendering Core#

  • 41.5.1.1 Implement GPU-accelerated 2D renderer
  • 41.5.1.2 Create vector path rendering (Bézier curves)
  • 41.5.1.3 Implement anti-aliased line and shape drawing
  • 41.5.1.4 Create gradient fills (linear, radial, conic)
  • 41.5.1.5 Implement image rendering with filtering
  • 41.5.1.6 Create blend modes (multiply, screen, overlay, etc.)
  • 41.5.1.7 Implement clipping and masking
  • 41.5.1.8 Create shadow and blur effects
  • 41.5.1.9 Implement render layers and compositing
  • 41.5.1.10 Create texture atlasing
  • 41.5.1.11 Implement render caching (dirty rectangles)
  • 41.5.1.12 Create subpixel positioning
  • 41.5.1.13 Implement HiDPI/Retina support
  • 41.5.1.14 Create color management (sRGB, Display P3)
  • 41.5.1.15 Implement HDR rendering

41.5.2 Text Rendering#

  • 41.5.2.1 Implement font loading (TTF, OTF, WOFF2)
  • 41.5.2.2 Create font rasterization (signed distance field)
  • 41.5.2.3 Implement glyph caching and atlasing
  • 41.5.2.4 Create text shaping (HarfBuzz integration)
  • 41.5.2.5 Implement complex script support (Arabic, Devanagari, CJK)
  • 41.5.2.6 Create bidirectional text (RTL, LTR)
  • 41.5.2.7 Implement text layout (line breaking, justification)
  • 41.5.2.8 Create rich text with inline styles
  • 41.5.2.9 Implement text selection and cursor
  • 41.5.2.10 Create text editing with IME support
  • 41.5.2.11 Implement font fallback chains
  • 41.5.2.12 Create variable font support
  • 41.5.2.13 Implement emoji rendering (color fonts)
  • 41.5.2.14 Create text truncation with ellipsis
  • 41.5.2.15 Implement text accessibility (screen reader)

41.5.3 Layout Engine#

  • 41.5.3.1 Implement flexbox layout algorithm
  • 41.5.3.2 Create CSS Grid layout algorithm
  • 41.5.3.3 Implement absolute/relative positioning
  • 41.5.3.4 Create stack layout (Z-order)
  • 41.5.3.5 Implement scroll containers
  • 41.5.3.6 Create virtualized lists (thousands of items)
  • 41.5.3.7 Implement constraint-based layout
  • 41.5.3.8 Create responsive breakpoints
  • 41.5.3.9 Implement layout caching
  • 41.5.3.10 Create layout animation support
  • 41.5.3.11 Implement intrinsic sizing
  • 41.5.3.12 Create aspect ratio constraints
  • 41.5.3.13 Implement safe area insets
  • 41.5.3.14 Create layout debugging visualization
  • 41.5.3.15 Implement layout performance profiling

41.5.4 Widget Library#

  • 41.5.4.1 Create Button widget with states
  • 41.5.4.2 Implement TextField with validation
  • 41.5.4.3 Create TextArea (multiline)
  • 41.5.4.4 Implement Checkbox and Radio
  • 41.5.4.5 Create Slider and Range slider
  • 41.5.4.6 Implement Dropdown/Select
  • 41.5.4.7 Create DatePicker and TimePicker
  • 41.5.4.8 Implement ColorPicker
  • 41.5.4.9 Create Progress bar and Spinner
  • 41.5.4.10 Implement Tabs and TabView
  • 41.5.4.11 Create TreeView with lazy loading
  • 41.5.4.12 Implement DataGrid/Table
  • 41.5.4.13 Create Modal and Dialog
  • 41.5.4.14 Implement Tooltip and Popover
  • 41.5.4.15 Create ContextMenu

41.5.5 Animation System#

  • 41.5.5.1 Implement property animation
  • 41.5.5.2 Create easing functions library
  • 41.5.5.3 Implement spring physics animations
  • 41.5.5.4 Create keyframe animations
  • 41.5.5.5 Implement animation sequencing
  • 41.5.5.6 Create parallel animations
  • 41.5.5.7 Implement animation curves (cubic-bezier)
  • 41.5.5.8 Create gesture-driven animations
  • 41.5.5.9 Implement transition system
  • 41.5.5.10 Create shared element transitions
  • 41.5.5.11 Implement staggered animations
  • 41.5.5.12 Create animation cancellation
  • 41.5.5.13 Implement animation debugging
  • 41.5.5.14 Create Lottie animation support
  • 41.5.5.15 Implement physics-based gestures

41.5.6 Theming System#

  • 41.5.6.1 Create design token system
  • 41.5.6.2 Implement color themes (light, dark)
  • 41.5.6.3 Create typography scale
  • 41.5.6.4 Implement spacing scale
  • 41.5.6.5 Create component variants
  • 41.5.6.6 Implement theme inheritance
  • 41.5.6.7 Create runtime theme switching
  • 41.5.6.8 Implement theme serialization
  • 41.5.6.9 Create theme editor UI
  • 41.5.6.10 Implement system theme detection
  • 41.5.6.11 Create high contrast mode
  • 41.5.6.12 Implement reduced motion mode
  • 41.5.6.13 Create theme validation
  • 41.5.6.14 Implement CSS-in-Rust styling
  • 41.5.6.15 Create style documentation generator

Phase 41 Summary — Neith Foundation#

Library Section Tasks
@neith/core 41.1 90
@neith/hal 41.2 105
@neith/crypto 41.3 75
@neith/net 41.4 60
@neith/ui 41.5 90
Phase 41 Total 420