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it’s additionally responsible for compiling
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the Dart source code into machine code during runtime.A single Dart runtime exists per application session on
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Android and iOS.A one-time Dart VM start is done when constructing the
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FlutterEngine for the first time on
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Android and when running a Dart entrypoint
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for the first time on iOS.At this point, your Dart code’s snapshot
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is also loaded into memory from your application’s files.This is a generic process that also occurs if you used the
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Dart SDK directly, without the Flutter engine.The Dart VM never shuts down after it’s started.<topic_end>
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<topic_start>
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Creating and running a Dart Isolate
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After the Dart runtime is initialized,
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the Flutter engine’s usage of the Dart
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runtime is the next step.This is done by starting a Dart Isolate in the Dart runtime.
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The isolate is Dart’s container for memory and threads.
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A number of auxiliary threads on the host platform are
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also created at this point to support the isolate, such
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as a thread for offloading GPU handling and another for image decoding.One isolate exists per FlutterEngine instance, and multiple isolates
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can be hosted by the same Dart VM.On Android, this happens when you call
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DartExecutor.executeDartEntrypoint()
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on a FlutterEngine instance.On iOS, this happens when you call runWithEntrypoint:
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on a FlutterEngine.At this point, your Dart code’s selected entrypoint
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(the main() function of your Dart library’s main.dart file,
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by default) is executed. If you called the
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Flutter function runApp() in your main() function,
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then your Flutter app or your library’s widget tree is also created
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and built. If you need to prevent certain functionalities from executing
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in your Flutter code, then the AppLifecycleState.detached
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enum value indicates that the FlutterEngine isn’t attached
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to any UI components such as a FlutterViewController
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on iOS or a FlutterActivity on Android.<topic_end>
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<topic_start>
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Attaching a UI to the Flutter engine
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A standard, full Flutter app moves to reach this state as
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soon as the app is launched.In an add-to-app scenario,
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this happens when you attach a FlutterEngine
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to a UI component such as by calling startActivity()
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with an Intent built using FlutterActivity.withCachedEngine()
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on Android. Or, by presenting a FlutterViewController
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initialized by using initWithEngine: nibName: bundle:
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on iOS.This is also the case if a Flutter UI component was launched without
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pre-warming a FlutterEngine such as with
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FlutterActivity.createDefaultIntent() on Android,
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or with FlutterViewController initWithProject: nibName: bundle:
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on iOS. An implicit FlutterEngine is created in these cases.Behind the scene, both platform’s UI components provide the
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FlutterEngine with a rendering surface such as a
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Surface on Android or a CAEAGLLayer or CAMetalLayer
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on iOS.At this point, the Layer tree generated by your Flutter
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program, per frame, is converted into
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OpenGL (or Vulkan or Metal) GPU instructions.<topic_end>
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<topic_start>
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Memory and latency
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Showing a Flutter UI has a non-trivial latency cost.
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This cost can be lessened by starting the Flutter engine
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ahead of time.The most relevant choice for add-to-app scenarios is for you
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to decide when to pre-load a FlutterEngine
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(that is, to load the Flutter library, start the Dart VM,
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and run entrypoint in an isolate), and what the memory and latency
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cost is of that pre-warm. You also need to know how the pre-warm
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affects the memory and latency cost of rendering a first Flutter
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frame when the UI component is subsequently attached
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to that FlutterEngine.As of Flutter v1.10.3, and testing on a low-end 2015 class device
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in release-AOT mode, pre-warming the FlutterEngine costs:A Flutter UI can be attached during the pre-warm.
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The remaining time is joined to the time-to-first-frame latency.Memory-wise, a cost sample (variable,
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depending on the use case) could be:Latency-wise,
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a cost sample (variable, depending on the use case) could be:The FlutterEngine should be pre-warmed late enough to delay the
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memory consumption needed but early enough to avoid combining the
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Flutter engine start-up time with the first frame latency of
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showing Flutter.The exact timing depends on the app’s structure and heuristics.
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An example would be to load the Flutter engine in the screen
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before the screen is drawn by Flutter.Given an engine pre-warm, the first frame cost on UI attach is:Memory-wise, the cost is primarily the graphical memory buffer used for
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rendering and is dependent on the screen size.Latency-wise, the cost is primarily waiting for the OS callback to provide
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Flutter with a rendering surface and compiling the remaining shader programs
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that are not pre-emptively predictable. This is a one-time cost.When the Flutter UI component is released, the UI-related memory is freed.
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This doesn’t affect the Flutter state, which lives in the FlutterEngine
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(unless the FlutterEngine is also released).For performance details on creating more than one FlutterEngine,
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see multiple Flutters.
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<topic_end>
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<topic_start>Android Studio and IntelliJ
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<topic_end>
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<topic_start>
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Installation and setup
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Follow the Set up an editor
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instructions to install the Dart and Flutter plugins.<topic_end>
|
<topic_start>
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Updating the plugins
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Updates to the plugins are shipped on a regular basis.
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You should be prompted in the IDE when an update is available.To check for updates manually:<topic_end>
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<topic_start>
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Creating projects
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You can create a new project in one of several ways.<topic_end>
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<topic_start>
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Creating a new project
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Creating a new Flutter project from the Flutter starter app template
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differs between Android Studio and IntelliJ.In Android Studio:In IntelliJ:<topic_end>
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<topic_start>Setting the company domain
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When creating a new app, some Flutter IDE plugins ask for an
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organization name in reverse domain order,
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something like com.example. Along with the name of the app,
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this is used as the package name for Android, and the Bundle ID for iOS
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when the app is released. If you think you might ever release this app,
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