Understanding Flutter didChangeDependencies mechanics - flutter

After reading the docs here and the State lifecycle here, I am still not sure about how didChangeDependencies works.
As far as I understand it will be triggered after initState and after any change in an InheritedWidget, but what are these changes? I think it's important to understand what changes trigger didChangeDependencies, so we can understand when and how to use it properly.

When Flutter calls updateShouldNotify() and it returns true, then widgets that requested an inherited widget in build() previously are notified by didChangeDependencies being called.
updateShouldNotify should return true if its state changed since the last time it was called.

TLDR
As the creator of the Widget, you set it's dependencies (InheritedWidget) by using of or maybeOf, etc., so you should understand when they call updateShouldNotify (or they're dependencies call it). It's quite complex:
Usage
You usually don't have to override this method in State because your widget will rebuild when a dependency changes anyway. If you want to do expensive work, like making a network request, then you would avoid making that network request in a normal build, and put this expensive work in didChangeDependencies instead. This allows you to only make these expensive operations when a dependency changes. Tbh, I struggled to think of a situation where you'd want to make an expensive operation purely if an InheritedWidget changes if you're properly structuring your app's logic into services. So I looked at the Flutter framework internals...
Examples of didChangeDependencies overrides:
Flutter's Image widget (the comments are my commentary, and tbh load is probably not the right word I'm using, but resolve isn't much better IMHO)
#override
void didChangeDependencies() {
_updateInvertColors(); // Checks if the image should inverted or not.
_resolveImage(); // Reloads the image if necessary?
if (TickerMode.of(context)) // This method returns a bool: Whether tickers in the given subtree should be enabled or disabled.
_listenToStream(); // Keep loading the image
else
_stopListeningToStream(keepStreamAlive: true); // Be efficient and not read from the stream if not needed. (ticker is false)
super.didChangeDependencies();
}
And when is didChangeDependencies called? aka. what are Image's dependencies (which are all InheritedWidgets)? It uses both of and maybeOf to register the InheritedWidget dependencies, including MediaQuery, Directionality, DefaultAssetBundle, TickerMode, Localizations. So when these dependencies change/ get updated, Image's didChangeDependencies will be called.
What is a dependency?
You make a widget depend on a subtype of InheritedWidget with InheritedWidgetType.of(context), which internally calls context.dependOnInheritedWidgetOfExactType<InheritedWidgetType>();. So the widget has a dependency on that InheritedWidget. For example, Theme.of(BuildContext context) can be seen here.
From the docs inside the Flutter Framework's comments about dependOnInheritedWidgetOfExactType:
Obtains the nearest widget of the given type T, which must be the
type of a concrete [InheritedWidget] subclass, and registers this
build context with that widget such that when that widget changes (or
a new widget of that type is introduced, or the widget goes away),
this build context is rebuilt so that it can obtain new values from
that widget.
Once a widget registers a dependency on a particular type by calling
this method, it will be rebuilt, and [State.didChangeDependencies]
will be called, whenever changes occur relating to that widget until
the next time the widget or one of its ancestors is moved (for
example, because an ancestor is added or removed).
There's more docs, which are really interesting, have a read.
Jitesh's answer is currently just wrong. Dependencies are not Widget's state, they are only relevant for InheritedWidget.

didChangeDependencies() Called when a dependency of this [State] object changes.
So, exactly How it gets called? as by the above definition, it looks like it will be called after state changes but how we come to know the state is changed?
Example:
The below example uses the Provider state management mechanism to update the child widget from the parent widget. The Provider has an attribute called updateShouldNotify which decides whether to state is changed or not. If it's returning true then only didChangeDependencies get called in ChildWidget class.
updateShouldNotify is returning true by default internally, as it knows the state got changed.
Why do we need updateShouldNotify?
It’s needed because if someone wants to update the state on a specific condition. Eg: if UI required to show only even values then we can add a condition like
updateShouldNotify: (oldValue, newValue) => newValue % 2 == 0,
Code Snippet:
class ParentWidget extends StatefulWidget {
ParentWidget({Key key, this.title}) : super(key: key);
final String title;
#override
_ParentWidgetState createState() => _ParentWidgetState();
}
class _ParentWidgetState extends State<ParentWidget> {
int _counter = 0;
void _incrementCounter() {
setState(() {
_counter++;
});
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('Life Cycle'),
),
body: Provider.value(
value: _counter,
updateShouldNotify: (oldValue, newValue) => true,
child: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
'Press Fab button to increase counter:',
),
ChildWidget()
],
),
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: Icon(Icons.add),
),
);
}
}
class ChildWidget extends StatefulWidget {
#override
_ChildWidgetState createState() => _ChildWidgetState();
}
class _ChildWidgetState extends State<ChildWidget> {
int _counter = 0;
#override
void initState() {
print('initState(), counter = $_counter');
super.initState();
}
#override
void didChangeDependencies() {
_counter = Provider.of<int>(context);
print('didChangeDependencies(), counter = $_counter');
super.didChangeDependencies();
}
#override
Widget build(BuildContext context) {
print('build(), counter = $_counter');
return Text(
'$_counter',
);
}
}
Output Logs:
I/flutter ( 3779): didChangeDependencies(), counter = 1
I/flutter ( 3779): build(), counter = 1
For more info:
https://medium.com/#jitsm555/differentiate-between-didchangedependencies-and-initstate-f98a8ae43164

Related

How ChangeNotifier notify the state?

Can someone give me idea how provider notify the state?
I don't want to use ChangeNotifierProvider, Can you give me a suggestion without library?
I just need better explanation with example.
How provider combine InheritedWidget.
What do you think about the following example (inspired by an answer here) with an AnimatedBuilder:
import 'package:flutter/material.dart';
class MyChangeNotifier extends ChangeNotifier {
int count = 0;
void addOne() {
count++;
notifyListeners();
}
}
class MyApp extends StatelessWidget {
final MyChangeNotifier myChangeNotifier = MyChangeNotifier();
#override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
body: Center(
child: ExampleButton(myChangeNotifier),
),
floatingActionButton: FloatingActionButton(
child: const Icon(Icons.add),
onPressed: myChangeNotifier.addOne,
),
),
);
}
}
class ExampleButton extends StatelessWidget {
final MyChangeNotifier myChangeNotifier;
const ExampleButton(this.myChangeNotifier, {Key? key}) : super(key: key);
#override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: myChangeNotifier,
builder: (context, child) {
return OutlinedButton(
onPressed: myChangeNotifier.addOne,
child: Text(
'Tap me - or the floating button\n\n${myChangeNotifier.count}',
textAlign: TextAlign.center,
));
});
}
}
void main() => runApp(MyApp());
The ChangeNotifier implements the Listenable class. You can see here how to listen to that Listenable, for example with an AnimatedBuilder (what my code does).
A ChangeNotifyProvider (I know, you don't want that) would also implement that for you and notify your widgets lower in the widget tree about changes.
Here is some idea for you :
widgets listen to changes and notify each other if there is a rebuild. As soon as the state changes, that particular widget rebuilds without affecting other widgets in the tree.
Three major components make all of this possible: the ChangeNotifier class in Flutter, the ChangeNotifierProvider (primarily used in our sample app), and the Consumer widgets.
Whatever change in the state observed from the ChangeNotifier class causes the listening widget to rebuild. The Provider package offers different types of providers – listed below are some of them:
The Provider class takes a value and exposes it, regardless of the value type
ListenableProvider is the specific provider used for listenable objects. It will listen, then ask widgets depending on it and affected by the state change to rebuild any time the listener is called
ChangeNotifierProvider is similar to ListenableProvider but for ChangeNotifier objects, and calls ChangeNotifier.dispose automatically when needed
ValueListenableProvider listens to a ValueListenable and exposes the value
StreamProvider listens to a stream, exposes the latest value emitted,
and asks widgets dependent on the stream to rebuild FutureProvider
takes a Future class and updates the widgets depending on it when the
future is completed
As a suggestion to learn provider from this article-
https://medium.com/flutter-community/making-sense-all-of-those-flutter-providers-e842e18f45dd

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).

Does whole subtree rebuilds on setState in flutter

I am new to flutter and really wondering if all the subtree of widgets gets rebuild when we call setState.
Subtree here means all the widget tree below that widget (including that widget as root node).
When we call setState function, the build method is called on the root node of the subtree, which triggers the build methods on its child. Say a branch (here MyWidget1) of a subtree (a child of that widget) is independent of the state variables. I noticed that even independent branches are rebuilt on setState called in the parent node.
class _MyAppState extends State<MyApp> {
int count=0;
#override
Widget build(BuildContext context) {
return Scaffold(
body: Column(children: <Widget>[ MyWidget1(),MyWidget2(count),],),
floatingActionButton: FloatingActionButton(onPressed: ()=>setState((){count++;}),),
);
}
}
class MyWidget1 extends StatelessWidget {
#override
Widget build(BuildContext context) { print("widget builds 1");
return Container(height: 100, color: Colors.orange,);
}
}
class MyWidget2 extends StatelessWidget {
final int count;
MyWidget2(this.count);
#override
Widget build(BuildContext context) { print("widget builds 2");
return Text(count.toString());
}
}
Here we can see that MyWidget1 is independent of the state variable (here count), so generally, setState should have no impact on it.
I was wondering if there should be any optimization to avoid that useless build of MyWidget1 on the call of setState function. As the tree below MyWidget1 can be too big, that too will be rebuild again.
My Questions:
Is it Ok for this Independent Widget (here MyWidget1) to build again on setState?
Is there a better way to deal with this situation to avoid its rebuild.
Note: I have read this question
In this question, there is a way to avoid useless build by creating an instance of the independent branch outside the build method,
My doubt is :
Is this the WAY to deal with this situation or some other better way or this situation isn't that big at all as tree builds in O(n) time (which I think shouldn't be the answer because building tree might be O(n) operation but it may include many time-consuming operations which may not be optimization friendly to call again and again uselessly).
Yes, MyWidget1 is rebuilt upon that setState. Just trust the code. After you call setState, build is called, which calls the constructor of MyWidget1. After each setState, the entire subtree is rebuilt. Old widgets are thrown away. States are not thrown away, though. State instances live on, they are not recreated (see didUpdateWidget).
So, yes. After each setState, the entire subtree is rebuilt.
This is OK, don't worry.
The widget classes here are very lightweight classes. Dart's garbage collector is optimized to instantiate many such objects and throw them away together.
This tree that you get to recreate again and again is just a facade. There are two more parallel trees that are not lightweight and are not recreated. Your widget trees are diff'ed together to find how the actual ui elements should be modified by the system.
Why all this trouble, you may ask. Because creating trees is easy and maintaining them is difficult. This reactive declarative framework lets us get away with only creating the tree and not maintaining it.
There are some resources about Flutter internals that you can read more about this. One such resource is this video: https://www.youtube.com/watch?v=996ZgFRENMs
class _MyAppState extends State<MyApp> {
int count=0;
#override
Widget build(BuildContext context) {
return Scaffold(
body: Column(children: <Widget>[ const MyWidget1(),MyWidget2(count),],),
floatingActionButton: FloatingActionButton(onPressed: ()=>setState((){count++;}),),
);
}
}
class MyWidget1 extends StatelessWidget {
const MyWidget1();
#override
Widget build(BuildContext context) { print("widget builds 1");
return Container(height: 100, color: Colors.orange,);
}
}
class MyWidget2 extends StatelessWidget {
final int count;
MyWidget2(this.count);
#override
Widget build(BuildContext context) { print("widget builds 2");
return Text(count.toString());
}
}
when the constructor starts with a "const" keyword, which allows
you to cache and reuse the widget.
When calling the constructor to initiate the widget, use the "const" keyword. By calling with the "const" keyword, the widget does not rebuild when any parent widgets change
their state in the tree. If you omit the "const" keyword, the widget will be build every time the parent
widget redraws.

What is the difference between didChangeDependencies and initState?

I am new to flutter and when I want to call my context in InitState it throws an error :
which is about
BuildContext.inheritFromWidgetOfExactType
but then I use didChangeDependencies and it works correctly.
Now I have 2 question:
1- Why calling our context in initState does not work but it works when calling from didChangeDependencies ?
(because as I read in official doc This method is also called immediately after [initState],
and both of them will be called before build method. )
2- Why do we have access to our context outside of build method ( because there we have build(BuildContext context) and we can use our context but in didChangeDependencies we don't have anything like didChangeDependencies(BuildContext context) , so from where can we call context to use it) ?
Context of a state is available to us from the moment the State loads its dependencies.
At the time build is called, context is available to us and is passed as an argument.
Now moving on,
initstate is called before the state loads its dependencies and for that reason no context is available and you get an error for that if you use context in initstate.
However, didChangeDependencies is called just a few moments after the state loads its dependencies and context is available at this moment so here you can use context.
However both of them are called before build is called.
The only difference is that one is called before the state loads its dependencies and the other is called a few moments after the state loads its dependencies.
I've found a significant difference between initState and didChangeDependencies:
initState is called only once for a widget.
didChangeDependencies may be called multiple times per widget lifecycle (in my case it was called when the keyboard appears / disappears)
initState() Called when new Widget is inserted into the tree.
The framework will call this method exactly once for each [State] object
it creates. This will be called once so perform work which required to be performed only once, but remember context can't be used here, as widget state gets loaded only initState() work is done.
Syntax:
#override
void initState() {
debugPrint('initState()');
super.initState();
}
didChangeDependencies() Called when a dependency of this [State] object changes.
So, exactly How it gets called? as by the above definition, it looks like it will be called after state changes but how we come to know the state is changed?
Example:
The below example uses the Provider state management mechanism to update the child widget from the parent widget. The Provider has an attribute called updateShouldNotify which decides whether to state is changed or not. If it's returning true then only didChangeDependencies gets called in ChildWidget class.
updateShouldNotify is returning true by default internally, as it knows the state got changed. Then Why we need updateShouldNotify? it's need because if someone wants to update the state on a specific condition,
Eg: if UI required to show only even values then we can add a condition like
updateShouldNotify: (oldValue, newValue) => newValue % 2 == 0,
Code Snippet:
class ParentWidget extends StatefulWidget {
ParentWidget({Key key, this.title}) : super(key: key);
final String title;
#override
_ParentWidgetState createState() => _ParentWidgetState();
}
class _ParentWidgetState extends State<ParentWidget> {
int _counter = 0;
void _incrementCounter() {
setState(() {
_counter++;
});
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('Life Cycle'),
),
body: Provider.value(
value: _counter,
updateShouldNotify: (oldValue, newValue) => true,
child: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
'Press Fab button to increase counter:',
),
ChildWidget()
],
),
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: Icon(Icons.add),
),
);
}
}
class ChildWidget extends StatefulWidget {
#override
_ChildWidgetState createState() => _ChildWidgetState();
}
class _ChildWidgetState extends State<ChildWidget> {
int _counter = 0;
#override
void initState() {
print('initState(), counter = $_counter');
super.initState();
}
#override
void didChangeDependencies() {
_counter = Provider.of<int>(context);
print('didChangeDependencies(), counter = $_counter');
super.didChangeDependencies();
}
#override
Widget build(BuildContext context) {
print('build(), counter = $_counter');
return Text(
'$_counter',
);
}
}
Output Logs:
I/flutter ( 3779): didChangeDependencies(), counter = 1
I/flutter ( 3779): build(), counter = 1
For detail explanation:
https://medium.com/#jitsm555/differentiate-between-didchangedependencies-and-initstate-f98a8ae43164?sk=47b8dda310f307865d8d3873966a9f4f
According to initState documentation
You cannot use BuildContext.inheritFromWidgetOfExactType from this method. However, didChangeDependencies will be called immediately following this method, and BuildContext.inheritFromWidgetOfExactType can be used there.
So you need to use BuildContext.inheritFromWidgetOfExactType in didChangeDependencies.
Every Widget has its own context. That is why you have access to context outside build method.
Regarding build(BuildContext context), build method accepts context from the parent widget. It means this parameter BuildContext context is not current widget's context but its parent's context.
The notion of context being mysteriously accessible outside build() was the one that bugged me. I think clarifying this subtle point supplements explanations given in other answers about the first question.
How is context accessible from outside the build() method?
The confusion stems from the (wrong) assumption that context needed to be passed to State.build() at all. Note that the State class already has a context property and according to the documentation, it is redundantly provided to build() here, so that its signature matches that of a WidgetBuilder. However, this is not the same build() method as that of a StatelessWidget.
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.
In fact Subclasses rarely override this method because the framework always calls build after a dependency changes. Some subclasses do override this method because they need to do some expensive work (e.g., network fetches) when their dependencies change, and that work would be too expensive to do for every build.
This is a supplemental answer showing what the OP described.
The State class of a StatefulWidget has a context property. This build context is first available in didChangeDependencies. Trying to use context in initState will cause an error.
class HomeWidget extends StatefulWidget {
const HomeWidget({Key key}) : super(key: key);
#override
_HomeWidgetState createState() => _HomeWidgetState();
}
class _HomeWidgetState extends State<HomeWidget> {
#override
void initState() {
print('initState');
// print(Theme.of(context)); // ERROR!
super.initState();
}
#override
void didChangeDependencies() {
print('didChangeDependencies');
print(Theme.of(context)); // OK
super.didChangeDependencies();
}
#override
Widget build(BuildContext context) {
print('build');
print(Theme.of(context)); // OK
return Container();
}
}
Running that gives the print statements in the following order:
initState
didChangeDependencies
ThemeData#93b06
build
ThemeData#93b06
See also Working with didChangeDependencies() in Flutter
you can still use context in initState() method, its hack buts works, all you need to do is sought of delay whatever you will need to execute that has context in it like so:
#override
void initState() {
Future.delayed(Duration.zero).then((_) {
// you code with context here
});
super.initState();
}

What's the design benefit of Flutter's (Widget)State/StatefulWidget pattern?

My docs and Flutter videos, the explanation of the design of the StatefulWidget (+(Widget)State) is that it:
promotes a declarative design (good)
formalizes the process by which Flutter to efficiently decide which components need to be re-rendered (also good)
From the example:
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => new _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
void _incrementCounter() {
setState(() {
_counter++;
});
}
#override
Widget build(BuildContext context) {...}
}
However:
since we have to explicitly remember call setState in order to invalidate the state, is this really a declarative design?
Flutter doesn't automatically detect changes in the State object and decide to call build (although it could have), and so it doesn't really formalize/automate/make-safe the invalidation of view components. Since we have to explicitly call setState, what's the benefit of the Flutter's (Widget)State/StatefulWidget pattern over, let's say:
class MyHomePage extends StatefulWidget // Define dirty method
{
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
int _counter = 0;
_incrementCounter() {
_counter++;
this.dirty(); // Require the view to be rebuilt. Arranges generateView to be called.
}
#override
Widget generateView(BuildContext context) {return ... rendering description containing updated counter ... ;}
}
... which would place the same burden of marking the UI dirty on the programmer, is no less decalrative, and avoids additional abstraction that obfuscates the intention of the program.
What have I missed? What's the benefit of separating of StatefulWidget from (Widget)State in Flutter?
[Before people chime in with MVC comments, note that the Flutter model rather explicitly only manages only the widget's state and its tightly coupled to the UI's Widget through the build method - there is no separation of concern here and it doesn't have a lot to say about larger application state that's not attached to a view.]
[Also, moderators, these not the same questions: Why does Flutter State object require a Widget?, What is the relation between stateful and stateless widgets in Flutter?. My question is one about what's the benefit of the present design, not how this design works.]
Update: #Rémi Rousselet -- Here's a declarative example with only a new state class needing to be declared. With some work, you could even get rid of that (though it may not be better).
This way of declaring interaction with need didn't require (the user) declaring two new circularly type-referencing class, and the widget that is changing in response to state is decoupled from the state (its constructed a pure function of the state and does not need to allocate the state).
This way of doing things doesn't survive hot-reload. (sad face).
I suspect this is more of an issue with hot-reload, but if there's a way to make it work it would be great,
import 'dart:collection';
import 'package:flutter/material.dart';
////////////////////////////////
// Define some application state
class MyAppState with ChangeSubscribeable<MyAppState> {
/***
* TODO. Automate notifyListeners on setter.
* Binds changes to the widget
*/
int _counter;
get counter => _counter;
set counter(int c) {
_counter = c;
notifyListeners(); // <<<<<< ! Calls ... .setState to invalidate widget
}
increment() {
counter = _counter + 1;
}
MyAppState({int counter: 0}) {
_counter = counter;
}
}
void main() => runApp(MyApp5());
class MyApp5 extends StatelessWidget {
#override
Widget build(BuildContext context) {
// Declare the mutable state.
// Note because the state is not coupled to any particular widget
// its possible to easily share the state between concerned.
// StateListeningWidgets register for, and are notified on changes to
// the state.
var state = new MyAppState(counter: 5);
return MaterialApp(
title: 'Flutter Demo',
home: Scaffold(
appBar: AppBar(
title: Text('Flutter Demo'),
),
body: Center(
child: Column(
children: [
// When the button is click, increment the state
RaisedButton(
onPressed: () => {
state.increment(),
print("Clicked. New state: ${state.counter}")
},
child: Text('Click me'),
),
// Listens for changes in state.
StateListeningWidget(
state,
// Construct the actual widget based on the current state
// A pure function of the state.
// However, is seems closures are not hot-reload.
(context, s) => new Text("Counter4 : ${s.counter}"),
),
],
))),
);
}
}
// //////////////////////
// Implementation
// This one is the onChange callback should accept the state.
//typedef OnChangeFunc<ARG0> = void Function(ARG0);
typedef OnChangeFunc = void Function();
mixin ChangeSubscribeable<STATE> {
final _listener2Notifier =
new LinkedHashMap<Object, OnChangeFunc>(); // VoidFunc1<STATE>>();
List<OnChangeFunc> get _listeners => List.from(_listener2Notifier.values);
void onChange(listenerKey, OnChangeFunc onChange) {
// onChange(listenerKey, VoidFunc1<STATE> onChange) {
assert(!_listener2Notifier.containsKey(listenerKey));
_listener2Notifier[listenerKey] = onChange;
print("Num listeners: ${_listener2Notifier.length}");
}
void removeOnChange(listenerKey) {
if (_listener2Notifier.containsKey(listenerKey)) {
_listener2Notifier.remove(listenerKey);
}
}
void notifyListeners() {
// _listener2Notifier.forEach((key, value)=>value(state));
// Safer, in-case state-update triggers add/remove onChange:
// Call listener
_listeners.forEach((value) => value());
}
}
typedef StateToWidgetFunction<WIDGET extends Widget,
STATE extends ChangeSubscribeable>
= WIDGET Function(BuildContext, STATE);
void noOp() {}
class _WidgetFromStateImpl<WIDGET extends Widget,
STATE extends ChangeSubscribeable> extends State<StatefulWidget> {
STATE _state;
// TODO. Make Widget return type more specific.
StateToWidgetFunction<WIDGET, STATE> stateToWidgetFunc;
_WidgetFromStateImpl(this.stateToWidgetFunc, this._state) {
updateState(){setState(() {});}
this._state.onChange(this, updateState);
}
#override
Widget build(BuildContext context) => stateToWidgetFunc(context, this._state);
#override
dispose() {
_state.removeOnChange(this);
super.dispose();
}
}
class StateListeningWidget<WIDGET extends Widget,
STATE extends ChangeSubscribeable> extends StatefulWidget {
STATE _watched_state;
StateToWidgetFunction<WIDGET, STATE> stateToWidgetFunc;
StateListeningWidget(this._watched_state, this.stateToWidgetFunc) {}
#override
State<StatefulWidget> createState() {
return new _WidgetFromStateImpl<WIDGET, STATE>(
stateToWidgetFunc, _watched_state);
}
}
I've been directed at the ChangeProvider pattern: https://github.com/flutter/samples/blob/master/provider_counter/lib/main.dart
class MyHomePage extends StatelessWidget {
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: Text('Flutter Demo Home Page'),),
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text('You have pushed the button this many times:'),
Consumer<Counter>( // <<< Pure. Hidden magic mutable parameter
builder: (context, counter, child) => Text(
'${counter.value}',
style: Theme.of(context).textTheme.display1,
),),],),),
floatingActionButton: FloatingActionButton(
onPressed: () =>
// <<< Also a hidden magic parameter
Provider.of<Counter>(context, listen: false).increment(),
tooltip: 'Increment',
child: Icon(Icons.add),
),
);
}
}
... but this also suffers problems:
its not clear to reader of what the state requirements are or how to provide them -- the interface (at least in this github example HomePage) example does not require Counter as a formal parameter. Here we have new HomePage() that has configuration that is not provided in its parameters - this type of access suffers similar problems to global variables.
access to state is by class type, not object reference - so its not clear (or at least straightforward) what to do if you want two objects of the same type (e.g. shippingAddress, billingAddress) that are peers in the model. To resolve this, the state model likely needs to be refactored.
I think I'm with user48956 on this. (Catchy name by the way).
Unfortunately, the Flutter authors seem to have suffixed their View class with the word 'State'. This has rather confused the whole Flutter state management discussions.
I think the purpose of the two classes is actually to make the painting more performant but it comes with a very heavy plumbing cost for us developers.
As to the naming convention:
The dirty flag approach allows the widget painter to optimise their painting without knowing about our state, thereby alleviation the need for two classes.
Also generateView() is kinda meaningful (unless of course, you start using these widgets to hold model-fragments (as per Package:provider).