In developing some of the screens for my flutter app, I regularly need to dynamically render widgets based on the state of the screen. For circumstances where it makes sense to create a separate widget and include it, I do that.
However, there are many use cases where what I need to render is not fit for a widget, and leverages existing state from the page. Therefore I use builder methods to render the appropriate widgets to the page. As anyone who uses Flutter knows, that can lead to lengthy code where you need to scroll up/down a lot to get to what you need to work on.
For better maintainability, I would love to move those builder methods into separate files, and then just include them. This would make it much easier to work on specific code widgets rendered and make the screen widget much cleaner.
But I haven't found a proper way to extract that dynamic widget code, which makes use of state, calls to update state, etc. I'm looking for a type of "include" file that would insert code into the main screen and render as if it's part of the core code.
Is this possible? How to achieve?
With the introduction of extension members, I came across this really neat way of achieving exactly what your described!
Say you have a State class defined like this:
class MyWidgetState extends State<MyWidget> {
int cakes;
#override
void initState() {
super.initState();
cakes = 0;
}
#override
Widget build(BuildContext context) {
return Builder(
builder: (context) => Text('$cakes'),
);
}
}
As you can see, there is a local variable cakes and a builder function. The very neat way to extract this builder now is the following:
extension CakesBuilderExtension on MyWidgetState {
Widget cakesBuilder(BuildContext context) {
return Text('$cakes');
}
}
Now, the cakes member can be accessed from the extension even if the extension is placed in another file.
Now, you would update your State class like this (the builder changed):
class MyWidgetState extends State<MyWidget> {
int cakes;
#override
void initState() {
super.initState();
cakes = 0;
}
#override
Widget build(BuildContext context) {
return Builder(
builder: cakesBuilder,
);
}
}
The cakesBuilder can be referenced from MyWidgetState, even though it is only declared in the CakesBuilderExtension!
Note
The extension feature requires Dart 2.6. This is not yet available in the stable channel, but should be around the end of 2019 I guess. Thus, you need to use the dev or master channels: flutter channel dev or flutter channel master and update the environment constraint in your pubspec.yaml file:
environment:
sdk: '>=2.6.0-dev.8.2 <3.0.0'
Related
is there a difference in these 3 codes:
First: when i call my function inside onInit().
#override
void onInit() {
super.onInit();
fetchProductsFromAPI();
}
Second: when i call my function inside of build method, in stateless widget.
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
fetchProductsFromAPI();
return GetMaterialApp(
home: ShoppingPage(),
);
}
}
Third: when i call my function outside of build method, in stateless widget.
class MyApp extends StatelessWidget {
fetchProductsFromAPI();
#override
Widget build(BuildContext context) {
return GetMaterialApp(
home: ShoppingPage(),
);
}
}
Yes, there is a difference. You can read about flutter widget life cycle to have more details:
Life cycle in flutter
https://medium.flutterdevs.com/app-lifecycle-in-flutter-c248d894b830
In summary
When you call your method outside of build method (your 3rd example).
This is what is usually recommended when you can do it.
See is there any difference between assigning value to the variable inside of initState or not in Flutter StatefulWidget?
This will be run only once, when the class is created.
Inside the initState (your 1st example)
At this moment, your widget is being created. Some getters are already available, like the context. This method is called only once.
Inside the build method (your 2nd example)
This is usually the worst approach. Your method will be called for each and every build (you can consider 1 build = 1 frame) which can lead to poor performances. It is recommended to move those calls out of the build method when possible (and if it makes sense)
See How to deal with unwanted widget build?
First:
Put it on initState then the function fetchProductsFromAPI will only call first time your widget create
Second:
I highly recommend you do not use this approach, because build method will be trigger many time when widget need to rebuild, if you put it there, your app will be fetchProductsFromAPI at a lot of unexpected times.
Example when you need to call setState() for some changes, you don't want to call fetch API
Third:
This way will cause compile error, I don't think you can put it there like your code above
There are two ways in my mind to return widget which is repeating again and again. lets see with the example for better understanding. if there is a container which is repeating multiple times with only text changing to if we apply OOP concepts we can refactor the code by extracting container widget and call it wherever we need but there are two ways (in my knowledge) to do this task both works fine but what would be the best practice?
Widget returnContainer(String text){
return Container(....);
}
or creating stateless widget and return container
class ReturnContainer extends StatelessWidget {
final String text;
ReturnContainer(this.text);
#override
Widget build(BuildContext context) {
return Container(.....);
}
}
They're both valid solutions, but apply to different situations.
You would choose the return function if your widget needs to be called only in the dart file where you are implementing it.
You would otherwise choose a stateless widget if your code needs to be used many times in manu different files.
I am trying to create tests for my Flutter application. Simple example:
class MyWidget extends StatelessWidget {
#override
build(BuildContext context) {
return MySecondWidget();
}
}
I would like to verify that MyWidget is actually calling MySecondWidget without building MySecondWidget.
void main() {
testWidgets('It should call MySecondWidget', (WidgetTester tester) async {
await tester.pumpWidget(MyWidget());
expect(find.byType(MySecondWidget), findsOneWidget);
}
}
In my case this will not work because MySecondWidget needs some specific and complex setup (like an API key, a value in a Provider...). What I would like is to "mock" MySecondWidget to be an empty Container (for example) so it doesn't raise any error during the test.
How can I do something like that ?
There is nothing done out of the box to mock a widget. I'm going to write some examples/ideas on how to "mock"/replace a widget during a test (for example with a SizedBox.shrink().
But first, let me explain why I think this is not a good idea.
In Flutter you are building a widget tree. A specific widget has a parent and usually has one or several children.
Flutter chose a single pass layout algorithm for performance reasons (see this):
Flutter performs one layout per frame, and the layout algorithm works in a single pass. Constraints are passed down the tree by parent objects calling the layout method on each of their children. The children recursively perform their own layout and then return geometry up the tree by returning from their layout method. Importantly, once a render object has returned from its layout method, that render object will not be visited again until the layout for the next frame. This approach combines what might otherwise be separate measure and layout passes into a single pass and, as a result, each render object is visited at most twice during layout: once on the way down the tree, and once on the way up the tree.
From this, we need to understand that a parent needs its children to build to get their sizes and then render itself properly. If you remove its children, it might behave completely differently.
It is better to mock the services if possible. For example, if your child makes an HTTP request, you can mock the HTTP client:
HttpOverrides.runZoned(() {
// Operations will use MyHttpClient instead of the real HttpClient
// implementation whenever HttpClient is used.
}, createHttpClient: (SecurityContext? c) => MyHttpClient(c));
If the child needs a specific provider you can provide a dummy one:
testWidgets('My test', (tester) async {
tester.pumpWidget(
Provider<MyProvider>(
create: (_) => MyDummyProvider(),
child: MyWidget(),
),
);
});
If you still want to change a widget with another one during your tests, here are some ideas:
1. Use Platform.environment.containsKey('FLUTTER_TEST')
You can either import Platform from dart:io (not supported on web) or universal_io (supported on web).
and your build method could be:
#override
Widget build(BuildContext context) {
final isTest = Platform.environment.containsKey('FLUTTER_TEST');
if (isTest) return const SizedBox.shrink();
return // Your real implementation.
}
2. Use the annotation #visibleForTesting
You can annotate a parameter (ex: mockChild) that is only visible/usable in a test file:
class MyWidget extends StatelessWidget {
const MyWidget({
#visibleForTesting this.mockChild,
});
final Widget? child;
#override
Widget build(BuildContext context) {
return mockChild ?? // Your real widget implementation here.
}
}
And in your test:
tester.pumpWidget(
MyWidget(
mockChild: MyMockChild(),
),
);
You can mock MySecondWidget (eg using Mockito) but you do need to change your real code to create a MockMySecondWidget when in test mode, so it's not pretty. Flutter does not support object instantiation based on a Type (except through dart:mirrors but that is not compatible with Flutter), so you cannot 'inject' the type as a dependency. To determine if you are in test mode use Platform.environment.containsKey('FLUTTER_TEST') - best to determine this once upon startup and set the result as a global final variable, which will make any conditional statements quick.
One way to do it, is to wrap the child widget into a function, and pass the function to parent widget's constructor:
class MyWidget extends StatelessWidget {
final Widget Function() buildMySecondWidgetFn;
const MyWidget({
Key? key,
this.buildMySecondWidgetFn = _buildMySecondWidget
}): super(key: key);
#override
build(BuildContext context) {
return buildMySecondWidgetFn();
}
}
Widget _buildMySecondWidget() => MySecondWidget();
Then you can make up your mock widget, pass it thru buildMySecondWidgetFn in test.
I'm new to dart/flutter and having a little trouble getting my head around communication patterns.
One reoccurring problem is that I keep looking to expose a public method on a widget so it can be called by other widgets.
The problem is with stateful widgets. In these cases, I need to call down to the widgets state to do the actual work.
The problem is that the widget doesn't have a copy of the state.
I have been saving a copy of the state in the widget but of course this throws a warning as it makes the widget mutable.
Let me give a specific example:
I have a specialised menu which can have a set of menu items.
Each are stateful.
When the menu is closing it needs to iterate over the list of menu items that it owns and tell each one to hide (the menu items are not visually contained within the menu so hiding the menu doesn't work).
So the menu has the following code:
class Menu{
closeMenu() {
for (var menuItem in menuItems) {
menuItem.close();
}
}
So that works fine, but of course in the MenuItem class I need to:
class MenuItem {
MenuItemState state;
close()
{
state.close();
}
But of course having the state object stored In the MenuItem is a problem given that MenuItem is meant to be immutable. (It is only a warning so the code works, but its clearly not the intended design pattern).
I could do with seeing more of your code to get a better idea of how to solve your specific issue but it appears that the Flutter documentation will help you in some regard, specifically the section on Lifting state up:
In Flutter, it makes sense to keep the state above the widgets that use it.
Why? In declarative frameworks like Flutter, if you want to change the UI, you have to rebuild it.
…it’s hard to imperatively change a widget from outside, by calling a method on it. And even if you could make this work, you would be fighting the framework instead of letting it help you.
It appears you're trying to fight the framework in your example and that you were correct to be apprehensive about adding public methods to your Widgets. What you need to do is something closer to what's detailed in the documentation (which details all of the new classes etc you'll see below). I've put a quick example together based on this and the use of Provider which makes this approach to state management easy. Here's a Google I/O talk from this year encouraging its use.
void main() {
runApp(
ChangeNotifierProvider(
builder: (context) => MenuModel(),
child: MyApp(),
),
);
}
class MyApp extends StatelessWidget {
…
// call this when the menu is closed
void onMyMenuClosed(BuildContext context) {
var menuModel = getMyMenuModel(context);
menuModel.hideMenuItems();
}
}
class MenuModel extends ChangeNotifier {
bool _displayItems = false;
void hideMenuItems() {
_displayItems = false;
notifyListeners();
}
void showMenuItems() {
_displayItems = true;
notifyListeners();
}
}
Calling hideMenuItems() makes a call to notifyListeners() that'll do just that; notify any listeners of a change which in turn prompts a rebuild of the Widget/s you wrap in a Consumer<MenuModel> Now, when the Widget that displays the menu is rebuilt, it just grabs the appropriate detail from the MenuModel class - the one source of truth for the state. This reduces the number of code paths you'd otherwise have to deal with to one and makes it far easier to see what's happening when you make further changes.
#override
Widget build(BuildContext context) {
return Consumer<MenuModel>(
builder: (context, menuModel, child) {
return menuModel._displayItems() ? MenuItemsWidget() : Container();
},
);
}
I recommend you read the entire page on state management.
I have a screen, which contains a Form with a StreamBuilder. when I load initial data from StreamBuilder, TextFormField show data as expected.
When I tap inside the TextFormField, the software keyboard shows up, which causes the widgets to rebuild. The same happens again when the keyboard goes down again.
Unfortunately, the StreamBuilder is subscribed again and the text box values is replaced with the initial value.
Here is my code:
#override
Widget build(BuildContext context) {
return StreamBuilder(
stream: _bloc.inputObservable(),
builder: (context, snapshot) {
if (snapshot.hasData) {
return TextFormField(
// ...
);
}
return const Center(
child: CircularProgressIndicator(),
);
},
);
}
How do I solve this?
Keyboard causing rebuilds
It makes total sense and is expected that the software keyboard opening causes rebuilds. Behind the scenes, the MediaQuery is updated with view insets. These MediaQueryData.viewInsets make sure that your UI knows about the keyboard obscuring it. Abstractly, the keyboard obscuring a screen causes a change to the window and most of the time to your UI, which requires changes to the UI - a rebuild.
I can make the confident guess that you are using a Scaffold in your Flutter application. Like many other framework widgets, the Scaffold widgets depends (see InheritedWidget) on the MediaQuery (that gets its data from the Window containing your app) using MediaQuery.of(context).
See MediaQueryData for more information.
It all boils down to the Scaffold having a dependency on the view insets. This allows it to resize when these view insets change. Basically, when the keyboard is opened, the view insets update, which allows the scaffold to shrink at the bottom, removing the obscured space.
Long story short, the scaffold adapting to the adjusted view insets requires the scaffold UI to rebuild. And since your widgets are necessarily children of the scaffold (likely the body), your widgets are also rebuilt when that happens.
You can disable the view insets resizing behavior using Scaffold.resizeToAvoidBottomInset. However, this will not necessarily stop the rebuilds as there might still be a dependency on the MediaQuery. I will explain how you should really think about the problem in the following.
Idempotent build methods
You should always build your Flutter widgets in a way where your build methods are idempotent.
The paradigm is that a build call could happen at any point in time, up to 60 times per second (or more if on a higher refresh rate).
What I mean by idempotent build calls is that when nothing about your widget configuration (in the case of StatelessWidgets) or nothing about your state (in the case of StatefulWidgets) changes, the resulting widget tree should be strictly the same. Thus, you do not want to handle any state in build - its only responsibility should be representing the current configuration or state.
The software keyboard opening causing rebuilds is simply a good example for why this is so. Other examples are rotating the device, resizing on web, but it can really be anything as your widget tree starts to get complex (more on that below).
StreamBuilder resubscribing on rebuild
To come back to the original question: in this case, your problem is that you are approaching the StreamBuilder incorrectly. You should not feed it a stream that is recreated each build.
The way stream builders work is by subscribing to the initial stream and then resubscribing whenever the stream is updated. This means that when the stream property of the StreamBuilder widget is different between two build calls, the stream builder will unsubscribe from the first and subscribe to the second (new) stream.
You can see this in the _StreamBuilderBaseState.didUpdateWidget implementation:
if (oldWidget.stream != widget.stream) {
if (_subscription != null) {
_unsubscribe();
_summary = widget.afterDisconnected(_summary);
}
_subscribe();
}
The obvious solution here is that you will want to supply the same stream between different build calls when you do not want to resubscribe. This goes back to idempotent build calls!
A StreamController for example will always return the same stream, which means that it is safe to use stream: streamController.stream in your StreamBuilder. Basically, all controller, behavior subject, etc. implementations should behave this way - as long as you are not recreating your stream, StreamBuilder will properly take care of it!
The faulty function in your case is therefore _bloc.inputObservable(), which creates a new stream each time instead of returning the same one.
Notes
Note that I said that build calls can happen "at any point in time". In reality, you can (technically) control exactly when every build happens in your app. However, a normal app will be so complex that you cannot possibly have control over that, hence, you will want to have idempotent build calls.
The keyboard causing rebuilds is a good example for this.
If you think about it on a high level, this is exactly what you want - the framework and its widget (or widgets that you create) take care of responding to outside changes and rebuilding whenever necessary. Your leaf widgets in the tree should not care about whether a rebuild happens - they should be fine being placed in any environment and the framework takes care of reacting to changes to that environment by rebuilding correspondently.
I hope that I was able to clear this up for you :)
I faced a similar issue in my application. What resolved my issue was to make my "widget tree clean" as suggested by one of the programmers on this forum.
Try moving the definition of your stream to init state. This will prevent your stream from disconnecting and reconnecting every time there is a rebuild.
var datastream;
#override
void initState() {
dataStream = _bloc.inputObservable();
super.initState();
}
#override
Widget build(BuildContext context) {
return StreamBuilder(
stream: dataStream,
builder: (context, snapshot) {
if (snapshot.hasData) {
return TextFormField(
// ...
);
}
return const Center(
child: CircularProgressIndicator(),
);
},
);
}
It can be resolved by creating a stateful widget like following
class StatefulWrapper extends StatefulWidget {
final Function onInit;
final Widget child;
const StatefulWrapper({#required this.onInit, #required this.child});
#override
_StatefulWrapperState createState() => _StatefulWrapperState();
}
class _StatefulWrapperState extends State<StatefulWrapper> {
#override
void initState() {
if (widget.onInit.call != null) {
widget.onInit();
}
super.initState();
}
#override
Widget build(BuildContext context) {
return widget.child;
}
}
and wrapping the stateless widget using the wrapper
Widget body;
class WidgetStateless extends StatelessWidget {
WidgetStateless();
#override
Widget build(BuildContext context) {
return StatefulWrapper(
onInit: () async {
//Create the body widget in the onInit
body = Container();
},
child : body
)
}