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slider, the radio buttons. as the user interacts with the UI, changes must be
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reflected in every other place. worse, unless care is taken, a minor change to
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one part of the user interface can cause ripple effects to seemingly unrelated
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pieces of code.
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one solution to this is an approach like MVC, where you push data changes to the
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model via the controller, and then the model pushes the new state to the view
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via the controller. however, this also is problematic, since creating and
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updating UI elements are two separate steps that can easily get out of sync.
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flutter, along with other reactive frameworks, takes an alternative approach to
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this problem, by explicitly decoupling the user interface from its underlying
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state. with react-style APIs, you only create the UI description, and the
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framework takes care of using that one configuration to both create and/or
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update the user interface as appropriate.
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in flutter, widgets (akin to components in react) are represented by immutable
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classes that are used to configure a tree of objects. these widgets are used to
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manage a separate tree of objects for layout, which is then used to manage a
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separate tree of objects for compositing. flutter is, at its core, a series of
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mechanisms for efficiently walking the modified parts of trees, converting trees
|
of objects into lower-level trees of objects, and propagating changes across
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these trees.
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a widget declares its user interface by overriding the build() method, which
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is a function that converts state to UI:
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the build() method is by design fast to execute and should be free of side
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effects, allowing it to be called by the framework whenever needed (potentially
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as often as once per rendered frame).
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this approach relies on certain characteristics of a language runtime (in
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particular, fast object instantiation and deletion). fortunately, dart is
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particularly well suited for this
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task.
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<topic_end>
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<topic_start>
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widgets
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as mentioned, flutter emphasizes widgets as a unit of composition. widgets are
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the building blocks of a flutter app’s user interface, and each widget is an
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immutable declaration of part of the user interface.
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widgets form a hierarchy based on composition. each widget nests inside its
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parent and can receive context from the parent. this structure carries all the
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way up to the root widget (the container that hosts the flutter app, typically
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MaterialApp or CupertinoApp), as this trivial example shows:
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<code_start>
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import 'package:flutter/material.dart';
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import 'package:flutter/services.dart';
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void main() => runApp(const MyApp());
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class MyApp extends StatelessWidget {
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const MyApp({super.key});
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@override
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widget build(BuildContext context) {
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return MaterialApp(
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home: scaffold(
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appBar: AppBar(
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title: const Text('My home page'),
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),
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body: center(
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child: builder(
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builder: (context) {
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return column(
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children: [
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const Text('Hello world'),
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const SizedBox(height: 20),
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ElevatedButton(
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onPressed: () {
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print('Click!');
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},
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child: const Text('A button'),
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),
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],
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);
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},
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),
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),
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),
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);
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}
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}
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<code_end>
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in the preceding code, all instantiated classes are widgets.
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apps update their user interface in response to events (such as a user
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interaction) by telling the framework to replace a widget in the hierarchy with
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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
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iOS toggle
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control
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and the one for the
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android equivalent.
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this approach provides several benefits:
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<topic_end>
|
<topic_start>
|
composition
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widgets are typically composed of many other small, single-purpose widgets that
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combine to produce powerful effects.
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where possible, the number of design concepts is kept to a minimum while
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allowing the total vocabulary to be large. for example, in the widgets layer,
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flutter uses the same core concept (a widget) to represent drawing to the
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screen, layout (positioning and sizing), user interactivity, state management,
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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
|
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