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accessibility. in each of these cases, the corresponding vocabulary ends up
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being large: there are hundreds of widgets and render objects, and dozens of
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animation and tween types.
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the class hierarchy is deliberately shallow and broad to maximize the possible
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number of combinations, focusing on small, composable widgets that each do one
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thing well. core features are abstract, with even basic features like padding
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and alignment being implemented as separate components rather than being built
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into the core. (this also contrasts with more traditional APIs where features
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like padding are built in to the common core of every layout component.) so, for
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example, to center a widget, rather than adjusting a notional align property,
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you wrap it in a center
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widget.
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there are widgets for padding, alignment, rows, columns, and grids. these layout
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widgets do not have a visual representation of their own. instead, their sole
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purpose is to control some aspect of another widget’s layout. flutter also
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includes utility widgets that take advantage of this compositional approach.
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for example, container, a
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commonly used widget, is made up of several widgets responsible for layout,
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painting, positioning, and sizing. specifically, container is made up of the
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LimitedBox,
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ConstrainedBox,
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align,
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padding,
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DecoratedBox, and
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transform widgets, as you
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can see by reading its source code. a defining characteristic of flutter is that
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you can drill down into the source for any widget and examine it. so, rather
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than subclassing container to produce a customized effect, you can compose it
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and other widgets in novel ways, or just create a new widget using
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container as inspiration.
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<topic_end>
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<topic_start>
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building widgets
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as mentioned earlier, you determine the visual representation of a widget by
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overriding the
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build() function to
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return a new element tree. this tree represents the widget’s part of the user
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interface in more concrete terms. for example, a toolbar widget might have a
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build function that returns a horizontal
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layout of some
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text and
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various
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buttons. as needed,
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the framework recursively asks each widget to build until the tree is entirely
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described by concrete renderable
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objects. the
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framework then stitches together the renderable objects into a renderable object
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tree.
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a widget’s build function should be free of side effects. whenever the function
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is asked to build, the widget should return a new tree of widgets1, regardless of what the widget previously returned. the
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framework does the heavy lifting work to determine which build methods need to
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be called based on the render object tree (described in more detail later). more
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information about this process can be found in the inside flutter
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topic.
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on each rendered frame, flutter can recreate just the parts of the UI where the
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state has changed by calling that widget’s build() method. therefore it is
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important that build methods should return quickly, and heavy computational work
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should be done in some asynchronous manner and then stored as part of the state
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to be used by a build method.
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while relatively naïve in approach, this automated comparison is quite
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effective, enabling high-performance, interactive apps. and, the design of the
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build function simplifies your code by focusing on declaring what a widget is
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made of, rather than the complexities of updating the user interface from one
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state to another.
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<topic_end>
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<topic_start>
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widget state
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the framework introduces two major classes of widget: stateful and stateless
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widgets.
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many widgets have no mutable state: they don’t have any properties that change
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over time (for example, an icon or a label). these widgets subclass
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StatelessWidget.
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however, if the unique characteristics of a widget need to change based on user
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interaction or other factors, that widget is stateful. for example, if a
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widget has a counter that increments whenever the user taps a button, then the
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value of the counter is the state for that widget. when that value changes, the
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widget needs to be rebuilt to update its part of the UI. these widgets subclass
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StatefulWidget, and
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(because the widget itself is immutable) they store mutable state in a separate
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class that subclasses state.
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StatefulWidgets don’t have a build method; instead, their user interface is
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built through their state object.
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whenever you mutate a state object (for example, by incrementing the counter),
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you must call setState()
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to signal the framework to update the user interface by calling the state’s
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build method again.
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having separate state and widget objects lets other widgets treat both stateless
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and stateful widgets in exactly the same way, without being concerned about
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losing state. instead of needing to hold on to a child to preserve its state,
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the parent can create a new instance of the child at any time without losing the
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child’s persistent state. the framework does all the work of finding and reusing
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existing state objects when appropriate.
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<topic_end>
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<topic_start>
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state management
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so, if many widgets can contain state, how is state managed and passed around
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the system?
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as with any other class, you can use a constructor in a widget to initialize its
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data, so a build() method can ensure that any child widget is instantiated
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with the data it needs:
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