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const MyApp({super.key});
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(
title: const Text('My Home Page'),
),
body: Center(
child: Builder(
builder: (context) {
return Column(
children: [
const Text('Hello World'),
const SizedBox(height: 20),
ElevatedButton(
onPressed: () {
print('Click!');
},
child: const Text('A button'),
),
],
);
},
),
),
),
);
}
}<code_end>
In the preceding code, all instantiated classes are widgets.Apps update their user interface in response to events (such as a user
interaction) by telling the framework to replace a widget in the hierarchy with
another widget. The framework then compares the new and old widgets, and
efficiently updates the user interface.Flutter has its own implementations of each UI control, rather than deferring to
those provided by the system: for example, there is a pure Dart
implementation of both the
iOS Toggle
control
and the one for the
Android equivalent.This approach provides several benefits:<topic_end>
<topic_start>
Composition
Widgets are typically composed of many other small, single-purpose widgets that
combine to produce powerful effects.Where possible, the number of design concepts is kept to a minimum while
allowing the total vocabulary to be large. For example, in the widgets layer,
Flutter uses the same core concept (a Widget) to represent drawing to the
screen, layout (positioning and sizing), user interactivity, state management,
theming, animations, and navigation. In the animation layer, a pair of concepts,
Animations and Tweens, cover most of the design space. In the rendering
layer, RenderObjects are used to describe layout, painting, hit testing, and
accessibility. In each of these cases, the corresponding vocabulary ends up
being large: there are hundreds of widgets and render objects, and dozens of
animation and tween types.The class hierarchy is deliberately shallow and broad to maximize the possible
number of combinations, focusing on small, composable widgets that each do one
thing well. Core features are abstract, with even basic features like padding
and alignment being implemented as separate components rather than being built
into the core. (This also contrasts with more traditional APIs where features
like padding are built in to the common core of every layout component.) So, for
example, to center a widget, rather than adjusting a notional Align property,
you wrap it in a Center
widget.There are widgets for padding, alignment, rows, columns, and grids. These layout
widgets do not have a visual representation of their own. Instead, their sole
purpose is to control some aspect of another widget’s layout. Flutter also
includes utility widgets that take advantage of this compositional approach.For example, Container, a
commonly used widget, is made up of several widgets responsible for layout,
painting, positioning, and sizing. Specifically, Container is made up of the
LimitedBox,
ConstrainedBox,
Align,
Padding,
DecoratedBox, and
Transform widgets, as you
can see by reading its source code. A defining characteristic of Flutter is that
you can drill down into the source for any widget and examine it. So, rather
than subclassing Container to produce a customized effect, you can compose it
and other widgets in novel ways, or just create a new widget using
Container as inspiration.<topic_end>
<topic_start>
Building widgets
As mentioned earlier, you determine the visual representation of a widget by
overriding the
build() function to
return a new element tree. This tree represents the widget’s part of the user
interface in more concrete terms. For example, a toolbar widget might have a
build function that returns a horizontal
layout of some
text and
various
buttons. As needed,
the framework recursively asks each widget to build until the tree is entirely
described by concrete renderable
objects. The
framework then stitches together the renderable objects into a renderable object
tree.A widget’s build function should be free of side effects. Whenever the function
is asked to build, the widget should return a new tree of widgets1, regardless of what the widget previously returned. The
framework does the heavy lifting work to determine which build methods need to
be called based on the render object tree (described in more detail later). More
information about this process can be found in the Inside Flutter
topic.On each rendered frame, Flutter can recreate just the parts of the UI where the
state has changed by calling that widget’s build() method. Therefore it is