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for a total of 16ms or less.
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if your frames are rendering in well under
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16ms total in profile mode,
|
you likely don’t have to worry about performance
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even if some performance pitfalls apply,
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but you should still aim to build and
|
render a frame as fast as possible. why?
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if you are wondering why 60fps leads to a smooth visual experience,
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check out the video why 60fps?
|
<topic_end>
|
<topic_start>
|
pitfalls
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if you need to tune your app’s performance,
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or perhaps the UI isn’t as smooth as you expect,
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the DevTools performance view can help!
|
also, the flutter plugin for your IDE might
|
be useful. in the flutter performance window,
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enable the show widget rebuild information check box.
|
this feature helps you detect when frames are
|
being rendered and displayed in more than 16ms.
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where possible,
|
the plugin provides a link to a relevant tip.
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the following behaviors might negatively impact
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your app’s performance.
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avoid using the opacity widget,
|
and particularly avoid it in an animation.
|
use AnimatedOpacity or FadeInImage instead.
|
for more information, check out
|
performance considerations for opacity animation.
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when using an AnimatedBuilder,
|
avoid putting a subtree in the builder
|
function that builds widgets that don’t
|
depend on the animation. this subtree is
|
rebuilt for every tick of the animation.
|
instead, build that part of the subtree
|
once and pass it as a child to
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the AnimatedBuilder. for more information,
|
check out performance optimizations.
|
avoid clipping in an animation.
|
if possible, pre-clip the image before animating it.
|
avoid using constructors with a concrete list
|
of children (such as column() or ListView())
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if most of the children are not visible
|
on screen to avoid the build cost.
|
avoid overriding operator == on widget objects.
|
while it might seem like it would help by avoiding unnecessary rebuilds,
|
in practice it hurts performance because it results in O(N²) behavior.
|
the only exception to this rule is leaf widgets (widgets with no children),
|
in the specific case where comparing the properties of the widget
|
is likely to be significantly more efficient than rebuilding the widget
|
and where the widget will rarely change configuration.
|
even in such cases,
|
it is generally preferable to rely on caching the widgets,
|
because even one override of operator ==
|
can result in across-the-board performance degradation
|
as the compiler can no longer assume that the call is always static.
|
<topic_end>
|
<topic_start>
|
resources
|
for more performance info, check out the following resources:
|
<topic_end>
|
<topic_start>
|
measuring your app's size
|
many developers are concerned with the size of their compiled app.
|
as the APK, app bundle, or IPA version of a flutter app is
|
self-contained and holds all the code and assets needed to run the app,
|
its size can be a concern. the larger an app,
|
the more space it requires on a device,
|
the longer it takes to download,
|
and it might break the limit of useful
|
features like android instant apps.
|
<topic_end>
|
<topic_start>
|
debug builds are not representative
|
by default, launching your app with flutter run,
|
or by clicking the play button in your IDE
|
(as used in test drive and
|
write your first flutter app),
|
generates a debug build of the flutter app.
|
the app size of a debug build is large due to
|
the debugging overhead that allows for hot reload
|
and source-level debugging. as such, it is not representative of a production
|
app end users download.
|
<topic_end>
|
<topic_start>
|
checking the total size
|
a default release build, such as one created by flutter build apk or
|
flutter build ios, is built to conveniently assemble your upload package
|
to the play store and app store. as such, they’re also not representative of
|
your end-users’ download size. the stores generally reprocess and split
|
your upload package to target the specific downloader and the downloader’s
|
hardware, such as filtering for assets targeting the phone’s DPI, filtering
|
native libraries targeting the phone’s CPU architecture.
|
<topic_end>
|
<topic_start>
|
estimating total size
|
to get the closest approximate size on each platform, use the following
|
instructions.
|
<topic_end>
|
<topic_start>
|
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