I am going to develop an ecommerce app and want to select different attributes of a product. These attributes are coming from Database and they are dynamic. Here is the sample screenshot:
Here we have three attributes:
Sleves
Neck
Design
These attributes and their quantity is dynamic. There can be more than 3 attributes.
Now in this case we have two lists. One for Selves, Neck and Design. And other for their corresponding value like full, half, without.
I want to select value for all sleves, neck and design.
Can you please provide me workflow that how can i acheive this scenerio.
Thanks in advance.
I'm a bit lost on exactly how your data looks like, how many lists are you getting? what is in each of these lists? Could you possibly post your code so I can take a look at them better?
In any case, what I would do is write a class that has a title and a list of values:
class Section {
Section({required this.title, required this.values});
String title;
List<String> values;
}
And then, when you get your items from the database, you can structure them something like this:
// example
List<Section> sections = [
Section(title: 'Sleeves', values: ['Full', 'Half', 'Without']),
Section(title: 'Neck', values: ['Round', 'High']),
Section(title: 'Design', values: ['Beioided', 'Print']),
];
Then on the UI, you go something like this:
class SectionDisplay extends StatelessWidget {
SectionDisplay({required this.sections});
final List<Section> sections;
#override
Widget build(BuildContext context) {
return ListView(
children: sections.map((v) => _buildSection(v)).toList(),
);
}
Widget _buildSection(Section section) {
return Column(children: [
Text(section.title),
Row(
children: [
for (var value in section.values)
ElevatedButton(
child: Text(value),
onPressed: () {
int index = section.values.indexOf(value);
print("$index'th value: $value");
},
],
),
]);
}
}
Hope that is what you needed.
Related
I have a list of items (5-6 items) that are displayed using a ListView.builder. Each item contains a DropdownButton widget for the user to pick a number from 1 - 1000, thus containing 1000 DropdownMenuItems.
I implemented it as shown below, but the problem is that scrolling down the ListView is too slow and stutters. Even if the listView has 5 or 6 items, but note that each of them has an embedded DropdownButton containing 1000 DropdownMenuItems.
Is there a fix? Or another way to achieve my requirement?
N.B: Even if I reduce the number of DropdownMenuItems to 100, it still stutters when scrolling down the ListView.
class List extends StatelessWidget {
final List<Item> // Contains 5 items.
final List<int> quantityList = List<int>.generate(1000, (int i) => i);
//--
child: ListView.builder(
itemBuilder: (buildContext, i) {
return MyItem(
quantityList,
);
},
itemCount: items.length(),
)
class MyItem extends StatelessWidget {
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(),
body: Container(
child: DropdownButton<int>(
items: quantityList
.map(
(int e) =>
DropdownMenuItem<int>(
value: e,
child: Text(e.toString()),
),
)
.toList(),
),
),
);
}
Edit
I changed MyItem class to be as below, but still, the same problem exists.
Tried using ListView and ListView.custom instead of ListView.builder, to build the whole list in advance instead of lazily according to this, but still same issue.
I also tried running the app using --profile configuration to simulate a release version. The performance is better but still suffers from terrible stuttering and lag. Tested on emulator and physical device.
class MyItem extends StatelessWidget {
List<DropDownMenuItem> quantityList; // contains 1k
#override
Widget build(BuildContext context) {
return Container(
width:300,
height:300,
child: DropdownButton<int>(
items: quantityList,
),
),
);
}
ListView will create and destroy widgets as they come in and out of view. Your MyItem widget is a very heavy widget (lots of stuff to create and destroy).
You probably don't want each MyItem to be a Scaffold(). Normally you only have 1 Scaffold() visible as it's a fancy root view for an app. It has an app bar, snack bar, drawer, etc. Try having just your Container(...) that's currently under body: as the return from your MyItem.build().
In the items: of your DropdownButton, you build and destroy the list of items when the DropdownButton scrolls in and out of view. If this list is the same for every widget in your list like in your test code above, create one List<Widget>[] that contains your DropdownMenuItem widgets and pass it in to your MyItem() widgets. Something like:
//In your widget with the ListView
List<Widget> myItems;
//In the initState() of your widget with the ListView
...
myItems = quantitySelection.map(
(int e) => DropdownMenuItem<int>(
value: e,
child: Text(e.toString()),
),
).toList(),
...
//In your ListView.builder()
return MyItem(
...
items: myItems,
...
);
//In your MyItem.build() -> DropdownButton()
...
DropDownButton(
items: items
),
...
FWIW - we have a ListView with complex children that we test with 10,000 items. There's a significant difference in performance between the debug and release builds in Flutter. It stutters a little in the debug builds but is very smooth in the release builds.
I was able to solve the issue by only using the cacheExtent property of ListView.builder, setting it to list.length*200. This is kind of a workaround knowing that in my case the list length will always be small.
Pre-building the DropDownMenuItems had no sensed performance enhancement by a user, but it is a good recommended practice regardless, as instead of building the same DropDownMenuItems over and over again for every list item.
Although according to the docs: ListView and ListView.separated does not lazy load items rather build them all up at the beginning, I kept experiencing the same stuttering and lag during scrolling as with ListView.builder.
I have this code that I can't get to work properly. I have a Food class and I have initialized the name, price, and unique ID strings on it. I made the unique ID to be Uuid().v4(), which would give each food item a random string.
FOOD CLASS
class Food {
String name;
String price;
String uniqueID = Uuid().v4();
Food({this.name,
this.price,
this.uniqueID})}
On another page I have a Provider function that would add items in the cart, it is a list of string items (this may not be the best option). Here is the code for it:
class CartItemsModel extends ChangeNotifier {
List<String> _cartItems = [];
List<String> get cartItems => _cartItems;
addCartItem(String item) {
_cartItems.add(item);
notifyListeners();
}
Now, on another page, I am calling that food to be added to the cart, it is an icon with onPressed above function:
return ListTile(
trailing: Container(
padding:
EdgeInsets.only(top: 15.0),
child: IconButton(
icon: Icon(Icons.add),
onPressed: () =>
model.addCartItem(
"${food.name}, Calories: ${food.calories} ${food.price} din\nVegan: ${food.isVegan}, ${Uuid().v4()}")),
Now, you see that I have Uuid on there (without my uniqueID from Food class, because for some reason it doesn't work). I have the Uuid, so that there isn't an error with multiple duplicate items if the button would be clicked twice, here's the error without it:
The issue is that this works and is functional, but I have this ugly ID from the Uuid displayed on the final 'cart' window. Basically I want this ID to be invisible. Here is how it looks:
And here is the code for the 'cart' screen:
class _CartState extends State<Cart> {
#override
Widget build(BuildContext context) {
return Consumer<CartItemsModel>(
builder: (c, model, _) => Scaffold(
body: SingleChildScrollView(
child: Column(
//on trailing i should have icon with clear function that will delete that item from the list
children: model
.cartItems //maybe below can return ListView.separated like on the food list user, we'll see
.map((e) =>
So to keep long story short, my uniqueID isn't used on here because for some reason it doesn't make each list tile item unique with its key, so it doesn't display and give me error when clicked twice, that's why temporatily I am using the Uuid trick.
What I want is for this to work exactly like this, but without the ugly Uuid string to be seen. Is there simple I can do with it, maybe add something to the CartItemsModel code, a conditional, or something else?
If I change the code in onPressed to this:
onPressed: () {
if (!model.cartItems
.contains(food)) {
model.addCartItem(Food);
}
}
I am getting error:
The argument type 'Type' can't be assigned to the parameter type 'String
Is there a simple solution to have items added to the 'cart' screen easily, no matter how many times I click on the same item, just have each as a separate list tile in the cart screen?
UPDATE ERRORS
I am getting these errors in different files when I change these, even if I change the value of everything to Text.
Strings do not have a key property as far as I know.
Try something like this (you could also use UniqueKey()) in order to get a key for your CardItems:
return ListTile(
trailing: Container(
padding: EdgeInsets.only(top: 15.0),
child: IconButton(
icon: Icon(Icons.add),
onPressed: () => model.addCartItem(
Text("${food.name}, Calories: ${food.calories} ${food.price} din\n
Vegan: ${food.isVegan}",
key:ValueKey(Food.uniqueID.toString()),
),
),
),
),
),
Then you need to adjust your CartItems model to List<Text> _cartItems = []; and List<Text> get cartItems => _cartItems;
This way each element of the list has your unique key. Also you need to adjust the map function in your _CartState builder because now you don't have Strings anymore but Text widgets.
How to use group button in listView ? In each row, it has two radio button.
The problem now is if I select one of the radio button , the radio button not showing it is selected.
int value;
Map<int, bool> answers = {};
String _radioValue;
String choice;
int count = 0;
...item['questions']
.asMap()
.entries
.map((items) {
count++;
return TableRow(children: [
Padding(
padding: EdgeInsets.all(10),
child: Text(items.value['name'])),
Row(
children: [
Radio(
value: items.value['id'],
groupValue: count,
onChanged: (val) {
setSelectedRadioTile(val);
},
),
Text("Yes"),
Radio(
value: items.value['id'] + count,
groupValue: count,
onChanged: (val) {
setSelectedRadioTile(val);
},
),
Text("N/A")
],
)
]);
}).toList()
setSelectedRadioTile(int val) {
print(val);
setState(() {
count = val;
});
}
Okay well I have built you a working version based on what you provided here. Please keep in mind that it would probably be a good idea to look at the documentation more in-depth so you get a feeling of how some widgets behave and what specific properties (like groupValue) are for. Also keep in mind that the following code is not optimised or whatsoever, I just got it worked out for your case - thinking about how to structure your data overall is some fundamental thing you should take a look at. Maybe try some out some flutter courses which are available or look at some youtube content from known flutter coders. But now back to some code stuff.
I used those properties in my StatefulWidget to work with. Since you use some kind of question map and I don't know how it looks like, I just used something bare bones:
/// Map which has the question ID as its key and the answer from the user (currently true for yes and false for no (or n/a as in your case)
Map<int, bool> _answers = {};
/// Map which holds the information of your questions. Right now only an ID to be able to reference it and the actual question - again very bare bones
Map<String, dynamic> _item = {
'questions': [
{
'id': 0,
'question': 'Is this legit?',
},
{
'id': 1,
'question': 'Oh really?',
},
]
};
Then the method which will be called by the Radio widget once onChanged is triggered:
/// We need to know which question has been answered (therefore the ID) and which (bool) answer has been clicked by the user
_setSelectedRadioTile(int id, bool answer) {
setState(() {
_answers[id] = answer;
});
}
And now the widget part - since your code starts where you iterate over the questions, I also share this part specifically:
/// Since the map itself is typed as <String, dynamic>, accessing 'questions' will return dynamic. Only we, as we know the structure, know that this is indeed a list. Therefore we need to cast this as "List<dynamic>" so we can iterate over it and won't get exceptions
(_item['questions'] as List<dynamic>)
.map(
(question) => TableRow(children: [
Padding(
padding: EdgeInsets.all(10),
child: Text(question['question'])),
Row(
children: [
Radio(
/// The [value] property of Radio tells us, which property is used in [onChanged] - therefore now once this Radio is clicked, true is provided in the [onChanged] callback
value: true,
/// [groupValue] is the value which this Radio is bound to. As you probably know, only one Radio button should be active for a group. So if you have a question which has several possible answers as radio buttons, we only want one of them to be active at a time. Thats what the [groupValue] is for. Since we iterate over all questions and every entity of a question (currently) has two possible answers (Yes and N/A), both those answers are for a specific question - the question with the current ID
groupValue: _answers[question['id']],
onChanged: (answer) {
_setSelectedRadioTile(question['id'], answer);
},
),
Text("Yes"),
Radio(
value: false,
groupValue: _answers[question['id']],
onChanged: (answer) {
_setSelectedRadioTile(question['id'], answer);
},
),
Text("N/A")
],
)
]),
)
.toList(),
This should work on your side once you updated this example to fit with your data model. Again: I advise you to think about how you structure your data generally.
I am new to flutter, and am trying to code mobile game. So far I have been able to manage through previous questions on forums, youtube tutorials and example apps. However I have hit a wall that I cannot solve.
Many of the features in my UI are supposed to change based on user behavior but do not update, I am using this DropdownButton as my example but it is a problem I am having elsewhere in the code as well. When the user makes a selection from the DropdownButton it should update the value of the button, but instead only the hint is displayed. I have been able to determine through print statements that the selection is registered.
Based on what I have learned so far I suspect that the issue entails my widget's statefulness or lack thereof. I found a few similar questions which suggested using a StatefulBuilder, however when I tried to implement it the code had errors or else duplicated my entire ListTile group. I also saw suggestions about creating a stateful widget instead but the instructions were too vague for me to follow and implement without errors. I am including snippets of the code below, I am hesitant to paste the whole thing because the app is nearly 2000 lines at this point. Please let me know if any further information or code is needed.
this is the problematic code, see below for the code in context.
DropdownButton(
value: skillChoice,
items: listDrop,
hint: Text("Choose Skill"),
onChanged: (value) {
setState(() {
skillChoice = value;
});
},
),
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Hunters Guild',
theme: ThemeData(
primaryColor: Colors.grey,
),
home: Main(),
);
}
}
final List<Combatant> _combatants = List<Combatant>();
//combatant is a class that holds stats like HP which may change during a battle
//they also have a Fighter and a Monster and one of those will be null and the other useful
//depending if faction = "good" or "evil
//I am aware that this may not be the most elegant implementation but that is a problem for another day.
class MainState extends State<Main> {
final List<Fighter> _squad = List<Fighter>();
//Fighter is a class which stores info like HP, name, skills, etc for game character,
//this List is populated in the page previous to _fight
//where the user picks which characters they are using in a given battle
void _fight(Quest theQuest){
for(Fighter guy in _squad){
_combatants.add(Combatant("good", guy, null));
}
_combatants.add(Combatant("evil", null, theQuest.boss));
//quests are a class which store a boss Monster, later on I will add other things like rewards and prerequisites
final tiles = _combatants.map((Combatant comba){ //this structure is from the build your first app codelab
List<DropdownMenuItem<String>> listDrop = [];
String skillChoice = null;
if (comba.faction == "good"){
for (Skill skill in comba.guy.skills){
listDrop.add((DropdownMenuItem(child: Text(skill.name), value: skill.name)));
}
}
else if (comba.faction == "evil"){
for (Skill skill in comba.boss.skills){
listDrop.add((DropdownMenuItem(child: Text(skill.name), value: skill.name)));
}
}
//^this code populates each ListTile (one for each combatant) with a drop down button of all their combat skills
return ListTile(
leading: comba.port,
title: Text(comba.info),
onTap: () {
if(comba.faction == "good"){
_fighterFightInfo(comba.guy, theQuest.boss); //separate page with more detailed info, not finished
}
else{
_monsterFightInfo(theQuest.boss); //same but for monsters
}
},
trailing: Row(
mainAxisSize: MainAxisSize.min,
children: [
DropdownButton( //HERE IS WHERE THE ERROR LIES
value: skillChoice,
items: listDrop,
hint: Text("Choose Skill"),
onChanged: (value) {
setState(() {
skillChoice = value;
});
},
),
IconButton(icon: Icon(Icons.check), onPressed: (){
//eventually this button will be used to execute the user's skill choice
})
],
),
subtitle: Text(comba.hp.toString()),
);
},
);
Navigator.of(context).push(
MaterialPageRoute<void>(
builder: (BuildContext context) {
//I have tried moving most of the above code into here,
//and also implementing StatelessBuilders here and other places in the below code to no effect
final divided = ListTile.divideTiles(
context: context,
tiles: tiles,
).toList();
return Scaffold(
appBar: AppBar(
title: Text("Slay "+theQuest.boss.name+" "+theQuest.boss.level.toString()+" "+theQuest.boss.type.name, style: TextStyle(fontSize: 14),),
leading: IconButton(icon: Icon(Icons.arrow_back), onPressed: () {
_squadSelect(theQuest);
}),
),
body: ListView(children: divided),
);
},
),
);
}
//there are a lot more methods here which I haven't included
#override
Widget build(BuildContext context) {
//I can show this if you need it but there's a lot of UI building on the main page
//Also might not be the most efficiently implemented
//what you need to know is that there are buttons which call _fight and go to that page
}
class Main extends StatefulWidget {
#override
MainState createState() => MainState();
}
Thank you for any help or advice you can offer.
Its a bit difficult to understand what is going on here, so if possible add the problem areas in a new widget and post it here.
In any case, for now it seems your skillShare variable is local, so every time you are setting state it does not update. Try something like this:
class MainState extends State<Main> {
String skillShare = ""; //i.e make skillShare a global variable
final List<Fighter> _squad = List<Fighter>();
The following question had information which helped me find the answer. Different question but the solution applies. Thanks user:4576996 Sven. Basically I need to reformat from doing my constructing in the void _fight to a new stateful page. This may be useful for anyone else who is using the beginning tutorial as a framework to build their app.
flutter delete item from listview
Column(
children: <Widget>[
...myObject
.map((data) => Text("Text 1"), Text("Text 2")),
]
);
This block of code will fail because I'm returning 2 widgets instead of one. How could I fix it and return as many widget as I want without creating another column inside the map?
First you cant use an arrow function to return multiple values, you need to change it to a normal function that returns a list of widgets. Second, you need to use the .toList() method since .map is lazy and you need to iterate in order to map execute.
With this 2 steps you are going to end with a List<List<Widget>> and you should flat it before return it to a column that needs a List<Widget>. This can be achieved with the Iterable.expand() with an identity function.
You can try something like this:
Column(
children: <Widget>[
..._generateChildrens(myObjects),
],
),
And the actual implementation to obtain the widgets is:
List<Widget> _generateChildrens(List myObjects) {
var list = myObjects.map<List<Widget>>(
(data) {
var widgetList = <Widget>[];
widgetList.add(Text("Text 1"));
widgetList.add(Text("Text 2"));
return widgetList;
},
).toList();
var flat = list.expand((i) => i).toList();
return flat;
}
Hope it helps!