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the flutter framework (along with any code you write) is compiled to JavaScript.
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it’s also worthy to note that dart has very few language semantic differences
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across all its modes (jit versus AOT, native versus web compilation), and most
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developers will never write a line of code that runs into such a difference.
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during development time, flutter web uses
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dartdevc, a compiler that supports
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incremental compilation and therefore allows hot restart (although not currently
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hot reload) for apps. conversely, when you are ready to create a production app
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for the web, dart2js, dart’s
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highly-optimized production JavaScript compiler is used, packaging the flutter
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core and framework along with your application into a minified source file that
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can be deployed to any web server. code can be offered in a single file or split
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into multiple files through deferred imports.
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<topic_end>
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<topic_start>
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further information
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for those interested in more information about the internals of flutter, the
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inside flutter whitepaper
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provides a useful guide to the framework’s design philosophy.
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footnotes:
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1 while the build function returns a fresh tree,
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you only need to return something different if there’s some new
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configuration to incorporate. if the configuration is in fact the same, you can
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just return the same widget.
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2 this is a slight simplification for ease of
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reading. in practice, the tree might be more complex.
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3 there are some limitations with this approach, for
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example, transparency doesn’t composite the same way for a platform view as it
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would for other flutter widgets.
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4 one example is shadows, which have to be
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approximated with DOM-equivalent primitives at the cost of some fidelity.
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<topic_end>
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<topic_start>
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inside flutter
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this document describes the inner workings of the flutter toolkit that make
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flutter’s API possible. because flutter widgets are built using aggressive
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composition, user interfaces built with flutter have a large number of
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widgets. to support this workload, flutter uses sublinear algorithms for
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layout and building widgets as well as data structures that make tree
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surgery efficient and that have a number of constant-factor optimizations.
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with some additional details, this design also makes it easy for developers
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to create infinite scrolling lists using callbacks that build exactly those
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widgets that are visible to the user.
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<topic_end>
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<topic_start>
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aggressive composability
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one of the most distinctive aspects of flutter is its aggressive
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composability. widgets are built by composing other widgets,
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which are themselves built out of progressively more basic widgets.
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for example, padding is a widget rather than a property of other widgets.
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as a result, user interfaces built with flutter consist of many,
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many widgets.
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the widget building recursion bottoms out in RenderObjectWidgets,
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which are widgets that create nodes in the underlying render tree.
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the render tree is a data structure that stores the geometry of the user
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interface, which is computed during layout and used during painting and
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hit testing. most flutter developers do not author render objects directly
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but instead manipulate the render tree using widgets.
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in order to support aggressive composability at the widget layer,
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flutter uses a number of efficient algorithms and optimizations at
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both the widget and render tree layers, which are described in the
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following subsections.
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<topic_end>
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<topic_start>
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sublinear layout
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with a large number of widgets and render objects, the key to good
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performance is efficient algorithms. of paramount importance is the
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performance of layout, which is the algorithm that determines the
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geometry (for example, the size and position) of the render objects.
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some other toolkits use layout algorithms that are O(N²) or worse
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(for example, fixed-point iteration in some constraint domain).
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flutter aims for linear performance for initial layout, and sublinear
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layout performance in the common case of subsequently updating an
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existing layout. typically, the amount of time spent in layout should
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scale more slowly than the number of render objects.
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flutter performs one layout per frame, and the layout algorithm works
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in a single pass. constraints are passed down the tree by parent
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objects calling the layout method on each of their children.
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the children recursively perform their own layout and then return
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geometry up the tree by returning from their layout method. importantly,
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once a render object has returned from its layout method, that render
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object will not be visited again1
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until the layout for the next frame. this approach combines what might
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otherwise be separate measure and layout passes into a single pass and,
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as a result, each render object is visited at most
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twice2 during layout: once on the way
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down the tree, and once on the way up the tree.
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flutter has several specializations of this general protocol.
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the most common specialization is RenderBox, which operates in
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two-dimensional, cartesian coordinates. in box layout, the constraints
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are a min and max width and a min and max height. during layout,
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the child determines its geometry by choosing a size within these bounds.
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after the child returns from layout, the parent decides the child’s
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position in the parent’s coordinate system3.
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note that the child’s layout cannot depend on its position,
|
as the position is not determined until after the child
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returns from the layout. as a result, the parent is free to reposition
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the child without needing to recompute its layout.
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more generally, during layout, the only information that flows from
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parent to child are the constraints and the only information that
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