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<topic_start>
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Package directories
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By default, DevTools limits the widgets displayed in the widget tree
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to those from the project’s root directory, and those from Flutter. This
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filtering only applies to the widgets in the Inspector Widget Tree (left side
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of the Inspector) – not the Widget Details Tree (right side of the Inspector
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in the same tab view as the Layout Explorer). In the Widget Details Tree, you
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will be able to see all widgets in the tree from all packages.In order to show other widgets, a parent directory of theirs must be added to the Package Directories.For example, consider the following directory structure:Running your app from project_foo_app displays only widgets from
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project_foo/pkgs/project_foo_app in the widget inspector tree.To show widgets from widgets_A in the widget tree,
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add project_foo/pkgs/widgets_A to the package directories.To display all widgets from your project root in the widget tree,
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add project_foo to the package directories.Changes to your package directories persist the next time the
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widget inspector is opened for the app.<topic_end>
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<topic_start>
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Other resources
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For a demonstration of what’s generally possible with the inspector,
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see the DartConf 2018 talk demonstrating the IntelliJ version
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of the Flutter inspector.To learn how to visually debug layout issues
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using DevTools, check out a guided
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Flutter Inspector tutorial.
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<topic_end>
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<topic_start>Using the Performance view
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info Note
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The DevTools performance view works for Flutter mobile and desktop apps.
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For web apps, Flutter adds timeline events to the
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performance panel of Chrome DevTools instead.
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To learn about profiling web apps, check out Debugging web performance.The performance page can help you diagnose performance
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problems and UI jank in your application.
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This page offers timing and performance information
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for activity in your application.
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It consists of several tools to help you identify
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the cause of poor performance in your app:Use a profile build of your application to analyze performance.
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Frame rendering times aren’t indicative of release performance
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when running in debug mode. Run your app in profile mode,
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which still preserves useful debugging information.The performance view also supports importing and exporting of
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data snapshots. For more information,
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check out the Import and export section.<topic_end>
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<topic_start>
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What is a frame in Flutter?
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Flutter is designed to render its UI at 60 frames per second
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(fps), or 120 fps on devices capable of 120Hz updates.
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Each render is called a frame.
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This means that, approximately every 16ms, the UI updates
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to reflect animations or other changes to the UI. A frame
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that takes longer than 16ms to render causes jank
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(jerky motion) on the display device.<topic_end>
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<topic_start>
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Flutter frames chart
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This chart contains Flutter frame information for your application.
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Each bar set in the chart represents a single Flutter frame.
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The bars are color-coded to highlight the different portions
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of work that occur when rendering a Flutter frame: work from
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the UI thread and work from the raster thread.This chart contains Flutter frame timing information for your
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application. Each pair of bars in the chart represents a single
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Flutter frame. Selecting a frame from this chart updates the data
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that is displayed below in the Frame analysis tab
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or the Timeline events tab.
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(As of DevTools 2.23.1, the Raster stats
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is a standalone feature without data per frame).The flutter frames chart updates when new frames
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are drawn in your app. To pause updates to this chart,
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click the pause button to the right of the chart.
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This chart can be collapsed to provide more viewing space
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for data below by clicking the Flutter frames button above the chart.The pair of bars representing each Flutter frame are color-coded
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to highlight the different portions of work that occur when rendering
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a Flutter frame: work from the UI thread and work from the raster thread.<topic_end>
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<topic_start>
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UI
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The UI thread executes Dart code in the Dart VM. This includes
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code from your application as well as the Flutter framework.
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When your app creates and displays a scene, the UI thread creates
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a layer tree, a lightweight object containing device-agnostic
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painting commands, and sends the layer tree to the raster thread
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to be rendered on the device. Do not block this thread.<topic_end>
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<topic_start>
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Raster
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The raster thread executes graphics code from the Flutter Engine.
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This thread takes the layer tree and displays it by talking to
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the GPU (graphic processing unit). You can’t directly access
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the raster thread or its data, but if this thread is slow,
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it’s a result of something you’ve done in the Dart code.
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Skia, the graphics library, runs on this thread.
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Impeller also uses this thread.Sometimes a scene results in a layer tree that is easy to construct,
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but expensive to render on the raster thread. In this case, you
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need to figure out what your code is doing that is causing
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rendering code to be slow. Specific kinds of workloads are more
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difficult for the GPU. They might involve unnecessary calls to
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saveLayer(), intersecting opacities with multiple objects,
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and clips or shadows in specific situations.For more information on profiling, check out
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Identifying problems in the GPU graph.<topic_end>
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<topic_start>
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Jank (slow frame)
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The frame rendering chart shows jank with a red overlay.
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A frame is considered to be janky if it takes more than
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~16 ms to complete (for 60 FPS devices). To achieve a frame rendering rate of
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60 FPS (frames per second), each frame must render in
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~16 ms or less. When this target is missed, you may
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experience UI jank or dropped frames.For more information on how to analyze your app’s performance,
|
check out Flutter performance profiling.<topic_end>
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<topic_start>
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Shader compilation
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Shader compilation occurs when a shader is first used in your Flutter
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