Flutter & Dart : What is mounted for? - flutter

I am seeing this mounted syntax. What is it for? Could you give me sample?

TL;DR: A widget is mounted if it has state. If the widget is no longer mounted, i.e it has been closed or disposed, its state can no longer be updated. Therefore, we check if a widget is mounted to determine its state can still be updated.
Mounting is the process of creating the state of a StatefulWidget and attaching it to a BuildContext.
Take the following example:
class Example extends StatefulWidget {
#override
_ExampleState createState() => _ExampleState();
}
class _ExampleState extends State<Example> {
#override
Widget build(BuildContext context) {
return Container(
);
}
}
The widget is assigned its state (_ExampleState) when the createState() method is called.
As soon as it is assigned its state, the widget becomes mounted.
Why is that important?
When a widget is unmounted in the dispose method of a StatefulWidget, it loses its state. This happens when it is no longer in the tree. I.e, it is has been closed, or no longer exists.
#override
void unmount() {
super.unmount();
state.dispose();
assert(() {
if (state._debugLifecycleState == _StateLifecycle.defunct)
return true;
throw FlutterError.fromParts(<DiagnosticsNode>[
ErrorSummary('${state.runtimeType}.dispose failed to call super.dispose.'),
ErrorDescription(
'dispose() implementations must always call their superclass dispose() method, to ensure '
'that all the resources used by the widget are fully released.'
),
]);
}());
// This is the key
state._element = null;
}
This basically means the state can't be updated and setState can no longer be called. So when you check if a widget is mounted, you're checking if its state can still be updated.
Use case:
Going back to our example Stateful Widget example, let's say we had a number that we wanted to update 30 seconds after the Widget is created.
class Example extends StatefulWidget {
#override
_ExampleState createState() => _ExampleState();
}
class _ExampleState extends State<Example> {
int count = 0;
#override
void initState() {
Future.delayed(const Duration(seconds: 30), () {
setState(() => count = 5);
});
super.initState();
}
#override
void dispose() {
super.dispose();
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: Text('count $count'),
));
}
}
Our code will work fine, as long as the widget is disposed of or closed. If it is disposed of, we will get the famous error:
setState() called after dispose()
To prevent this, all we have to do is check if our widget still has state before updating it.
#override
void initState() {
Future.delayed(const Duration(seconds: 30), () {
if (mounted) setState(() => count = 5);
});
super.initState();
}

It represents whether a state is currently in the widget tree.
https://api.flutter.dev/flutter/widgets/State/mounted.html
You shouldn't call setState() on a state that is not currently in the tree.
Edit: The other answer provides a simple example. I should also mention that the described behavior is evident from the StatefulWidget lifecycle: https://flutterbyexample.com/lesson/stateful-widget-lifecycle
It's opinionated, but as far as I can see, it's a rare ocasion when you have to check for mounted, because you unsubscribe from outside events in dispose(). Even the Future from the example could be wrapped in CancelableOperation to cancel it in dispose(), which is before mounted == false

Related

What Happened When I use the dispose with any Controller on Flutter?

The questions is What happened when I call the .dispose() feature with any controller(For instance TextEditingController).
there is a example code at the below:
class SearchPage extends StatefulWidget {
const SearchPage({Key? key}) : super(key: key);
#override
State<SearchPage> createState() => _SearchPageState();
}
class _SearchPageState extends State<SearchPage> {
final TextEditingController _searchController = TextEditingController();
#override
void dispose() {
// TODO: implement dispose
super.dispose();
_searchController.dispose();
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: const Text("Search Page"),
),
);
}
}
I have searched the internet but I couldn't find satisfaction answer.So,What happen, when I use the _searchController.dispose()?
As far as I remember this method is being called before it gets removed from the widget tree. Like a cleanup method. So after you disposed something you can't access it anymore and it will throw a error if you still try to access it.
It checks if the object is still in use or not.
check if listeners are null.
#mustCallSuper
void dispose() {
assert(_debugAssertNotDisposed());
assert(() {
_debugDisposed = true;
return true;
}());
_listeners = _emptyListeners;
_count = 0;
}
Discards any resources used by the object. After this is called, the object is not in a usable state and should be discarded (calls to addListener will throw after the object is disposed)
Also try using super.dispos() on end part.
#override
void dispose() {
_searchController.dispose();
super.dispose();
}
State dispose
Called when this object is removed from the tree permanently.
Once you dispose of something, It is removed from the tree permanently.
You can check this question

Does StatefulWidget not rebuild State every time it has new data?

The widget TrainsPage is added to the build graph in main.dart, when the corresponding menu button is clicked. This is done twice: once when _routes is empty and a second time when _routes is filled.
Widget pageSelector() {
if (_selectedIndex == 2) {
return new TrainsPage(routes: _routes);
} else
return Text("");
}
In TrainsPage.dart, I have the code for the stateful widget TrainsPage.
class TrainsPage extends StatefulWidget {
const TrainsPage({Key? key, required this.routes}) : super(key: key);
final List<RSRoute> routes;
#override
_TrainsPageState createState() => _TrainsPageState();
}
class _TrainsPageState extends State<TrainsPage> {
List<RSRoute> _routes = List.empty();
#override
void initState() {
super.initState();
this._routes = new List<RSRoute>.from(widget.routes);
Now, the second time, TrainsPage gets called in main.dart (now with routes filled), initState() of _TrainsPageState is not called, which is responsible to read the data in routes. And because routes was empty the first time, there is nothing in display on the trains page.
Why does TrainsPage not rebuild _TrainsPageState, when it clearly got new data in the constructor?
This is exactly why the State exists : to keep the state of the current context alive even when the widget is rebuild.
If it was recreated each time the statefull widget is rebuild it could not keep the state of its own variables.
class MyWidget extends StatelessWidget {
var _someStateVariable = 0;
#override
void build(BuildContext context){
// here an action that increment _someStateVariable
}
}
Here _someStateVariable would be reset to 0 at each rebuild. Or if we wanted a StateFullWidget in the first place it's because we'll update this variable later and want to keep its updated value through the multiple widget rebuilds.
If you don't have such state variable to maintain maybe you don't need a StateFullWidget here.
Now to the solution to your problem : you can override didUpdateWidget instead of initstate since it will be called at each widget rebuild :
#override
void didUpdateWidget() {
didUpdateWidget();
_routes = new List<RSRoute>.from(widget.routes);
}

How to reload the page whenever the page is on screen - flutter

Is there any callbacks available in flutter for every time the page is visible on screen? in ios there are some delegate methods like viewWillAppear, viewDidAppear, viewDidload.
I would like to call a API call whenever the particular page is on-screen.
Note: I am not asking the app states like foreground, backround, pause, resume.
Thank You!
Specifically to your question:
Use initState but note that you cannot use async call in initState because it calls before initializing the widget as the name means. If you want to do something after UI is created didChangeDependencies is great. But never use build() without using FutureBuilder or StreamBuilder
Simple example to demostrate:
import 'dart:convert';
import 'package:flutter/material.dart';
import 'package:http/http.dart' as http;
void main() {
runApp(MaterialApp(home: ExampleScreen()));
}
class ExampleScreen extends StatefulWidget {
ExampleScreen({Key key}) : super(key: key);
#override
_ExampleScreenState createState() => _ExampleScreenState();
}
class _ExampleScreenState extends State<ExampleScreen> {
List data = [];
bool isLoading = true;
void fetchData() async {
final res = await http.get("https://jsonplaceholder.typicode.com/users");
data = json.decode(res.body);
setState(() => isLoading = false);
}
// this method invokes only when new route push to navigator
#override
void initState() {
super.initState();
fetchData();
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: isLoading
? CircularProgressIndicator()
: Text(data?.toString() ?? ""),
),
);
}
}
Some lifecycle method of StatefulWidget's State class:
initState():
Describes the part of the user interface represented by this widget.
The framework calls this method in a number of different situations:
After calling initState.
After calling didUpdateWidget.
After receiving a call to setState.
After a dependency of this State object changes (e.g., an InheritedWidget referenced by the previous build changes).
After calling deactivate and then reinserting the State object into the tree at another location.
The framework replaces the subtree below this widget with the widget
returned by this method, either by updating the existing subtree or by
removing the subtree and inflating a new subtree, depending on whether
the widget returned by this method can update the root of the existing
subtree, as determined by calling Widget.canUpdate.
Read more
didChangeDependencies():
Called when a dependency of this State object changes.
For example, if the previous call to build referenced an
InheritedWidget that later changed, the framework would call this
method to notify this object about the change.
This method is also called immediately after initState. It is safe to
call BuildContext.dependOnInheritedWidgetOfExactType from this method.
Read more
build() (Stateless Widget)
Describes the part of the user interface represented by this widget.
The framework calls this method when this widget is inserted into the
tree in a given BuildContext and when the dependencies of this widget
change (e.g., an InheritedWidget referenced by this widget changes).
Read more
didUpdateWidget(Widget oldWidget):
Called whenever the widget configuration changes.
If the parent widget rebuilds and request that this location in the
tree update to display a new widget with the same runtimeType and
Widget.key, the framework will update the widget property of this
State object to refer to the new widget and then call this method with
the previous widget as an argument.
Read more
Some widgets are stateless and some are stateful. If it's a stateless widget, then only values can change but UI changes won't render.
Same way for the stateful widget, it will change for both as value as well as UI.
Now, will look into methods.
initState(): This is the first method called when the widget is created but after constructor call.
#override
void initState() {
// TODO: implement initState
super.initState();
}
didChangeDependecies() - Called when a dependency of this State object changes.Gets called immediately after initState method.
#override
void didChangeDependencies() {
super.didChangeDependencies();
}
didUpdateWidget() - It gets called whenever widget configurations gets changed. Framework always calls build after didUpdateWidget
#override
void didUpdateWidget (
covariant Scaffold oldWidget
)
setState() - Whenever internal state of State object wants to change, need to call it inside setState method.
setState(() {});
dispose() - Called when this object is removed from the tree permanently.
#override
void dispose() {
// TODO: implement dispose
super.dispose();
}
You don't need StatefulWidget for calling the api everytime the screen is shown.
In the following example code, press the floating action button to navigate to api calling screen, go back using back arrow, press the floating action button again to navigate to api page.
Everytime you visit this page api will be called automatically.
import 'dart:async';
import 'package:flutter/material.dart';
main() => runApp(MaterialApp(home: HomePage()));
class HomePage extends StatelessWidget {
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(),
floatingActionButton: FloatingActionButton(
onPressed: () => Navigator.push(context, MaterialPageRoute(builder: (_) => ApiCaller())),
),
);
}
}
class ApiCaller extends StatelessWidget {
static int counter = 0;
Future<String> apiCallLogic() async {
print("Api Called ${++counter} time(s)");
await Future.delayed(Duration(seconds: 2));
return Future.value("Hello World");
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('Api Call Count: $counter'),
),
body: FutureBuilder(
future: apiCallLogic(),
builder: (BuildContext context, AsyncSnapshot<String> snapshot) {
if (snapshot.connectionState == ConnectionState.waiting) return const CircularProgressIndicator();
if (snapshot.hasData)
return Text('${snapshot.data}');
else
return const Text('Some error happened');
},
),
);
}
}
This is the simple code with zero boiler-plate.
The simplest way is to use need_resume
1.Add this to your package's pubspec.yaml file:
dependencies:
need_resume: ^1.0.4
2.create your state class for the stateful widget using type ResumableState instead of State
class HomeScreen extends StatefulWidget {
#override
HomeScreenState createState() => HomeScreenState();
}
class HomeScreenState extends ResumableState<HomeScreen> {
#override
void onReady() {
// Implement your code inside here
print('HomeScreen is ready!');
}
#override
void onResume() {
// Implement your code inside here
print('HomeScreen is resumed!');
}
#override
void onPause() {
// Implement your code inside here
print('HomeScreen is paused!');
}
#override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: RaisedButton(
child: Text('Go to Another Screen'),
onPressed: () {
print("hi");
},
),
),
);
}
}
If you want to make an API call, then you must be (or really should be) using a StatefulWidget.
Walk through it, let's say your stateful widget receives some id that it needs to make an API call.
Every time your widget receives a new id (including the first time) then you need to make a new API call with that id.
So use didUpdateWidget to check to see if the id changed and, if it did (like it does when the widget appears because the old id will be null) then make a new API call (set the appropriate loading and error states, too!)
class MyWidget extends StatefulWidget {
Suggestions({Key key, this.someId}) : super(key: key);
String someId
#override
State<StatefulWidget> createState() => MyWidgetState();
}
class MyWidgetState extends State<MyWidget> {
dynamic data;
Error err;
bool loading;
#override
Widget build(BuildContext context) {
if(loading) return Loader();
if(err) return SomeErrorMessage(err);
return SomeOtherStateLessWidget(data);
}
#override
void didUpdateWidget(covariant MyWidget oldWidget) {
super.didUpdateWidget(oldWidget);
// id changed in the widget, I need to make a new API call
if(oldWidget.id != widget.id) update();
}
update() async {
// set loading and reset error
setState(() => {
loading = true,
err = null
});
try {
// make the call
someData = await apiCall(widget.id);
// set the state
setState(() => data = someData)
} catch(e) {
// oops an error happened
setState(() => err = e)
}
// now we're not loading anymore
setState(() => loading = false);
}
}
I'm brand new to Flutter (literally, just started playing with it this weekend), but it essentially duplicates React paradigms, if that helps you at all.
Personal preference, I vastly prefer this method rather than use FutureBuilder (right now, like I said, I'm brand new). The logic is just easier to reason about (for me).

Get InheritedWidget parameter in initState

i need some help understanding how to obtain data from inherited widget.
I usually get the parameter from my widget directly from the build method using
#override
Widget build(BuildContext context) {
//THIS METHOD
var data = StateContainer.of(context).data;
return Container(child:Text("${data.parameter}"));
}
But this method cant be called from initState since there is no buildContext yet.
I need in the initState method to have that parameter (i call my fetch from server in that and i need to pass that data to my function), so, how should i do it?
#override
void initState() {
otherData = fetchData(data);
super.initState();
}
I tried using didChangeDipendencies() but it is called every time the view is rebuilt (popping from screen, etc.) so it is not what i want to use and neither the FutureBuilder widget.
Any suggestion?
First, note that you probably do want to use didChangeDependencies. But you can't just do your call there without any check. You need to wrap it in an if first.
A typical didChangeDependencies implementation should look similar to:
Foo foo;
#override
void didChangeDependencies() {
super.didChangeDependencies();
final foo = Foo.of(context);
if (this.foo != foo) {
this.foo = foo;
foo.doSomething();
}
}
Using such code, doSomething will be executed only when foo changes.
Alternatively, if you are lazy and know for sure that your object will never ever change, there's another solution.
To obtain an InheritedWidget, the method typically used is:
BuildContext context;
InheritedWidget foo = context.inheritFromWidgetOfExactType(Foo);
and it is this method that cannot be called inside initState.
But there's another method that does the same thing:
BuildContext context;
InheritedWidget foo = context.ancestorInheritedElementForWidgetOfExactType(Foo)?.widget;
The twist is:
- this method can be called inside initState
- it won't handle the scenario where the value changed.
So if your value never changes, you can use that instead.
1, If you only need InheritedWidget as a Provider of parameter for Widget.
You can using on initState as bellow:
#override
void initState() {
super.initState();
var data = context.ancestorInheritedElementForWidgetOfExactType(type)?.widget;
}
2, If you need listener to re-render widget when data of InheritedWidget change. I suggest you wrapper your StatefulWidget insider a StatelessWidget,
parameter of StatefulWidget is passed from StatelessWidget, when InheritedWidget change data, it will notify to StatelessWidget, on StatefulWidget we will get change on didChangeDependencies and you can refresh data.
This is code guide:
class WrapperDemoWidget extends StatelessWidget {
#override
Widget build(BuildContext context) {
DemoData data = StateContainer.of(context).data;
return Container();
}
}
class ImplementWidget extends StatefulWidget {
DemoData data;
ImplementWidget({this.data});
#override
_ImplementWidgetState createState() => _ImplementWidgetState();
}
class _ImplementWidgetState extends State<ImplementWidget> {
#override
void initState() {
super.initState();
//TODO Do sth with widget.data
}
#override
void didChangeDependencies() {
super.didChangeDependencies();
//TODO Do change with widget.data
}
#override
Widget build(BuildContext context) {
return Container();
}
}
I prefer the solution with didChangeDependencies because Future.delayed solution is a bit hack, looks unprofessional and unhealthy. However, it works out of the box.
This is the solution I prefer:
class _MyAppState extends State<MyApp> {
bool isDataLoaded = false;
#override
void didChangeDependencies() {
if (!isDataLoaded) {
otherData = fetchData(data).then((_){
this.isDataLoaded = true;
});
}
super.didChangeDependencies();
}
...
You can also get the context in initState, try using a future with duration zero. You can find some examples here
void initState() {
super.initState();
Future.delayed(Duration.zero,() {
//use context here
showDialog(context: context, builder: (context) => AlertDialog(
content: Column(
children: <Widget>[
Text('#todo')
],
),
actions: <Widget>[
FlatButton(onPressed: (){
Navigator.pop(context);
}, child: Text('OK')),
],
));
});
}
i use it to make loading screens using inherited widgets and avoid some global variables

Share bloc across different routes

I'm trying to share same bloc across two routes.
But when I come back from second route the bloc get automatically disposed so in the first route I find myself with all the stream closed.
For example this is the first route (HomePage) where I instantiate the bloc, download a list from api and show it in the build method.
class HomePage extends StatefulWidget {
#override
State<StatefulWidget> createState() => _HomePageState();
}
class _HomePageState extends State<HomePage> {
GroupsBloc _groupBloc;
#override
void initState() {
super.initState();
}
#override
void didChangeDependencies(){
super.didChangeDependencies();
_groupBloc = GroupsBloc();
_groupBloc.getAll();
}
#override
void dispose(){
_groupBloc.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
...
}
}
Then I navigate to a second screen where I can add an item to the list.
_onAddGroupPress(){
Navigator.of(context).push(new MaterialPageRoute(
builder: (BuildContext context) => BlocProvider<GroupsBloc>(bloc: _groupBloc, child: GroupPage()),
fullscreenDialog: true
),
);
}
In the second screen I retrieve the bloc and I use it to add an item, then I go back to Home Page.
class GroupPage extends StatefulWidget {
#override
_GroupPageState createState() => _GroupPageState();
}
class _GroupPageState extends State<GroupPage> {
FormBloc _formBloc; //another bloc
GroupsBloc _groupBloc;
#override
void initState(){
super.initState();
}
#override
void didChangeDependencies(){
super.didChangeDependencies();
_formBloc = FormBloc();
_groupBloc = BlocProvider.of<GroupsBloc>(context); //retrieve of the bloc
}
#override
void dispose() {
_formBloc?.dispose();
super.dispose();
}
#override
Widget build(BuildContext context) {
...
}
In the dispose method of the second screen I dispose only _formBloc bloc but _groupBloc gets disposed too, so when I come back in the first page I found myself with _groupBloc disposed and all it's stream closes.
I tought of passing the bloc to the second screen as a props but I don't know if it's the right way to do this.
It obviously depends on the scope of your Bloc, but there is nothing preventing you from sharing the same instance throughout your whole app.
ie. simply wrap your whole MaterialApp inside BlocProvider<GroupsBloc>(bloc: _groupBloc, child: MaterialApp( ... ))
if "groups" are not global to your app, you should probably just pass the bloc along to the second widget.