Compose Multiplatform / KMP patterns - expect/actual composables, platform-specific code, density and font handling cross-target, iOS/Android/Desktop interop.
Compose Multiplatform
Compose Multiplatform (CMP) and Kotlin Multiplatform (KMP) patterns for cross-platform UI.
Loaded for projects with org.jetbrains.compose plugin.
Foundation: ../compose-motion/SKILL.md for animation API; this file covers what's specific to writing one Compose codebase for Android + iOS + Desktop + Web.
KMP vs CMP - quick clarification
KMP (Kotlin Multiplatform) is the language and build infrastructure: shared Kotlin code compiled to JVM, Native (iOS, macOS, Linux, Windows), and Wasm. CMP (Compose Multiplatform) is the UI framework on top of KMP, built by JetBrains as a port of Jetpack Compose. You write a single Compose codebase in commonMain that runs on Android, iOS, Desktop (JVM), and Web (Wasm). Platform-specific code lives in androidMain, iosMain, desktopMain, wasmJsMain and is wired in via expect/actual declarations.
The commonMain folder should hold 80-95% of your code in a well-architected CMP project. If or start growing past a few hundred lines, you're probably leaking platform concerns into UI logic that could stay shared.
iosMain
androidMain
expect/actual pattern
The KMP escape hatch when you genuinely need different implementations per target. Declare the contract once in commonMain, implement it once per target.
expect/actual works for top-level functions, classes, type aliases, and properties. The signature in actual must match exactly, including modifiers and default values.
expect/actual for composables
Composables follow the same rules. Useful when a feature needs a platform-specific Compose API (Android RuntimeShader, iOS UIKitView, Desktop SwingPanel).
Rule: expect composables should be the exception, not the rule. Most "platform feel" differences can be tuned via tokens (colors, corner radii, spring stiffness) in commonMain, not via separate code paths.
LocalDensity cross-platform
On Android, LocalDensity.current.density reflects the device DPI bucket (1.0, 1.5, 2.0, 3.0...). On iOS, density is computed from UIScreen.scale (typically 2.0 or 3.0 on Retina). On Desktop, density depends on the screen scaling factor (1.0 by default; 2.0 on Retina-class displays; user-configurable on Windows). On Wasm, density follows window.devicePixelRatio.
Don't hardcode Dp to pixel ratios; trust Dp and LocalDensity to handle conversion. If you need an exact pixel value (e.g., for a Canvas draw operation), do the conversion explicitly:
val density = LocalDensity.current
val pxValue = with(density) { 16.dp.toPx() }
Avoid reading density inside hot loops; cache the conversion.
LocalConfiguration and platform-aware UI
LocalConfiguration.current is Android-only and lives in androidMain. For CMP, prefer the cross-platform alternatives:
LocalWindowInfo.current.containerSize - the window/screen size as IntSize, available in commonMain.
LocalDensity.current - density, available in commonMain.
If you need real device characteristics (orientation, idiom, model), wrap the access in expect/actual and pass a typed object like PlatformInfo to the common layer.
Fonts cross-platform via Compose Resources
org.jetbrains.compose.resources is the shared resources plugin. Drop fonts in commonMain/composeResources/font/, and the Gradle plugin generates a typed Res accessor.
Same pattern for Res.drawable.logo (image), Res.string.app_name (localized string via stringResource(...)), Res.file.config (raw bytes via Res.readBytes(...)).
iOS interop with SwiftUI
CMP produces a UIViewController you can drop into a SwiftUI app. KMP generates a top-level Kotlin function (commonly named MainViewController() or ComposeUIViewController { ... }) that returns a UIViewController. Wrap it with UIViewControllerRepresentable.
The Kotlin function name gets mangled to Main_iosKt.MainViewController() because the file is main.ios.kt. Check the generated framework headers if the symbol name surprises you.
Android entry point
No interop ceremony on Android. The Activity hosts the common composable directly via setContent { ... }.
If you need to pass Context or Activity into commonMain, expose it via a DI graph or an expect class PlatformContext in commonMain with actual class PlatformContext(val context: Context) in androidMain.
Embedding SwiftUI/UIKit inside a Compose iOS view (the reverse direction)
Use UIKitView for a UIView factory or UIKitViewController for a UIViewController factory.
For SwiftUI views: wrap them in a UIHostingController exposed via a Swift @objc bridge function, then call from Kotlin via the generated headers (cinterop). See references/cmp-interop.md for the full pattern.
Animation cross-platform
All animation APIs (animate*AsState, AnimatedVisibility, updateTransition, SharedTransitionLayout) work identically across targets in CMP 1.7+. Spring tuning written in commonMain produces the same physics on Android and iOS. Gestures (Modifier.draggable, Modifier.pointerInput) work cross-platform with the same API surface.
The animation primer lives in ../compose-motion/SKILL.md. Cross-platform deltas to keep in mind:
iOS first-frame is slower (Skia bootstrap); a 200ms enter animation feels tighter on Android, slightly delayed on iOS cold start.
Wasm motion can stutter on first frame (JIT warmup); pre-warm critical paths or hide motion until interactive.
What does NOT work (gotchas)
Drawer state on iOS: native ModalNavigationDrawer swipe-to-open from the leading edge conflicts with iOS's back-swipe gesture. Use a button trigger or move the swipe area inward 30dp+.
LayoutDirection.Rtl quirks: Android handles RTL natively, iOS Compose had bugs in 1.6 (text alignment, padding inversions). Improved in 1.7+ but verify with real Arabic/Hebrew strings.
Soft keyboard handling: imePadding() works on Android out of the box. On iOS Compose 1.6+, it requires IOSKeyboardEventListener setup or a WindowInsets observer wired through the platform layer.
Color.parseHex(...) does not exist in Compose. Use Color(0xFFRRGGBB) or write a tiny extension.
System fonts on iOS via Compose: do not fallback to FontFamily.SansSerif and expect SF Pro. Compose on iOS ships its own font fallback chain. Either bundle SF Pro via Compose Resources (license-permitting) or use UIKitView to drop a native UILabel for system-font text.
Animations on Web (Wasm): heavier startup, occasional first-frame stutter; profile with browser devtools and lazy-load heavy animation graphs.
java.util.UUID, java.io.File and other JVM-only APIs are forbidden in commonMain if you ship to iOS or Wasm. Use kotlinx.uuid, kotlinx-io, or the okio multiplatform port.
CMP version notes (April 2026 baseline)
Compose Multiplatform 1.7 stable: SharedTransitionLayout cross-platform, improved iOS keyboard handling, lifecycle observability via LocalLifecycleOwner on iOS.
Kotlin 2.0+ required (K2 compiler).
Some Material 3 components have platform-specific look (e.g., Switch on iOS auto-renders with iOS-style proportions; DatePicker stays Material across all targets).
compose-multiplatform-resources plugin is the standard for assets; the older moko-resources is no longer recommended for new projects.
Performance considerations
iOS first-frame is slower than Android (Skia bootstrapping ~150-300ms cold). Keep your splash visible until the first composition emits, or pre-warm with a transparent root composable.
Wasm bundle size: aim for <2MB compressed. Tree-shake heavy deps, lazy-load secondary screens via kotlinx.coroutines deferred composition, and inspect the .wasm output in wasmJsBrowserDistribution.
Desktop: cold start is fast on JVM; AOT compilation via Kotlin/Native is overkill for desktop unless you need a single-file binary.
Android: same baseline as Jetpack Compose - profile with the Compose compiler stability metrics and Layout Inspector recomposition counts.
Anti-Patterns
BAD
GOOD
Why
Reflection trick or System.getProperty("os.name") to detect platform inside commonMain
expect/actual with a typed Platform object
Reflection breaks on Wasm/Native; expect/actual is the contract the compiler enforces
Assuming Android Context is reachable in commonMain
Inject a typed dependency via expect class PlatformContext or a DI scope
Context does not exist on iOS/Desktop/Wasm; the code will not compile for those targets
Hardcoding Material colors that look great on Android but jarring on iOS
Define a commonMain design system, then optionally adjust 2-3 tokens via actual
Cross-platform consistency is good, but iOS users notice when a Material blue feels alien on iPhone
LaunchedEffect(Unit) { while(true) { delay(16); ... } } in commonMain
rememberInfiniteTransition() or scope to lifecycle events
Tight coroutine loops drain battery on iOS; infinite transitions pause when offscreen
Quick Reference: Loading Sub-skills
Need
Load
iOS / Android interop deep-dive
references/cmp-interop.md
Per-platform behavior catalog
references/cmp-platform-quirks.md
Animation API
../compose-motion/SKILL.md
Advanced graphics (M3 Expressive, AGSL on Android only)
../compose-graphics/SKILL.md
iOS-side native interop with SwiftUI
../swiftui-motion/SKILL.md (when target is iOS and SwiftUI native blend wanted)