The docs here about how to update a ListView say:
In Flutter, if you were to update the list of widgets inside a
setState(), you would quickly see that your data did not change
visually. This is because when setState() is called, the Flutter
rendering engine looks at the widget tree to see if anything has
changed. When it gets to your ListView, it performs a == check, and
determines that the two ListViews are the same. Nothing has changed,
so no update is required.
For a simple way to update your ListView, create a new List inside of
setState(), and copy the data from the old list to the new list.
I don't get how the Render Engine determines if there are any changes in the Widget Tree in this case.
AFAICS, we care calling setState, which marks the State object as dirty and asks it to rebuild. Once it rebuilds there will be a new ListView, won't it? So how come the == check says it's the same object?
Also, the new List will be internal to the State object, does the Flutter engine compare all the objects inside the State object? I thought it only compared the Widget tree.
So, basically I don't understand how the Render Engine decides what it's going to update and what's going to ignore, since I can't see how creating a new List sends any information to the Render Engine, as the docs says the Render Engine just looks for a new ListView... And AFAIK a new List won't create a new ListView.
Flutter isn't made only of Widgets.
When you call setState, you mark the Widget as dirty. But this Widget isn't actually what you render on the screen.
Widgets exist to create/mutate RenderObjects; it's these RenderObjects that draw your content on the screen.
The link between RenderObjects and Widgets is done using a new kind of Widget: RenderObjectWidget (such as LeafRenderObjectWidget)
Most widgets provided by Flutter are to some extent a RenderObjectWidget, including ListView.
A typical RenderObjectWidget example would be this:
class MyWidget extends LeafRenderObjectWidget {
final String title;
MyWidget(this.title);
#override
MyRenderObject createRenderObject(BuildContext context) {
return new MyRenderObject()
..title = title;
}
#override
void updateRenderObject(BuildContext context, MyRenderObject renderObject) {
renderObject
..title = title;
}
}
This example uses a widget to create/update a RenderObject. It's not enough to notify the framework that there's something to repaint though.
To make a RenderObject repaint, one must call markNeedsPaint or markNeedsLayout on the desired renderObject.
This is usually done by the RenderObject itself using custom field setter this way:
class MyRenderObject extends RenderBox {
String _title;
String get title => _title;
set title(String value) {
if (value != _title) {
markNeedsLayout();
_title = value;
}
}
}
Notice the if (value != previous).
This check ensures that when a widget rebuilds without changing anything, Flutter doesn't relayout/repaint anything.
It's due to this exact condition that mutating List or Map doesn't make ListView rerender. It basically has the following:
List<Widget> _children;
List<Widget> get children => _children;
set children(List<Widget> value) {
if (value != _children) {
markNeedsLayout();
_children = value;
}
}
But it implies that if you mutate the list instead of creating a new one, the RenderObject will not be marked as needing a relayout/repaint. Therefore there won't be any visual update.
Related
Using Flutter, I display a list of elements in an app.
I have a StatefulWidget (ObjectList) that holds a list of items in its State (ObjectListState).
The state has a method (_populateList) to update the list of items.
I want the list to be updated when a method (updateList) is called on the widget.
To achieve this, I save a reference (_state) to the state in the widget. The value is set in createState. Then the method on the state can be called from the widget itself.
class ObjectList extends StatefulWidget {
const ObjectList({super.key});
static late ObjectListState _state;
#override
State<ObjectList> createState() {
_state = ObjectListState();
return _state;
}
void updateList() {
_state._populateList();
}
}
class ObjectListState extends State<ObjectList> {
List<Object>? objects;
void _populateList() {
setState(() {
// objects = API().getObjects();
});
}
// ... return ListView in build
}
The problem is that this raises a no_logic_in_create_state warning. Since I'm not "passing data to State objects" I assume this is fine, but I would still like to avoid the warning.
Is there a way to do any of these?
Saving the reference to the state without violating no_logic_in_create_state.
Accessing the state from the widget, without saving the reference.
Calling the method of the state from the outside without going through the widget.
It make no sense to put the updateList() method in the widget. You will not be able to call it anyway. Widgets are part of a widget tree, and you do not store or use a reference to them (unlike in other frameworks, such as Qt).
To update information in a widget, use a StreamBuilder widget and create the widget to be updated in the build function, passing the updated list to as a parameter to the widget.
Then, you store the list inside the widget. Possibly this may then be implemented as a stateless widget.
To learn GetX I created a simple controller class:
class MyDataController extends GetxController {
RxString aString = ''.obs;
void updateString(String s) {
aString.value = s;
}
}
aString's value is displayed in two classes: the AppBar (not discussed here) and another class in which aString is both set and displayed:
class Level1 extends StatelessWidget {
#override
Widget build(BuildContext context) {
final MyDataController controller = Get.find();
final textController = TextEditingController();
return Column(
children: [
TextField(
controller: textController,
onChanged: (_) {
controller.updateString(textController.text);
},
),
Text(controller.aString.value),
],
);
}
}
I'm confused about which widgets need to be wrapped in an instance of Obx().
If I wrap only the Text() (display widget) in an Obx instance, it's updated when the TextField() (input widget) changes. And if I wrap only the TextField() widget in an Obx instance, I get an error message:
The following message was thrown building Obx(has builder, dirty,
state: _ObxState#019a0):
[Get] the improper use of a GetX has been detected.
You should only use GetX or Obx for the specific widget that will be updated.
If you are seeing this error, you probably did not insert any observable variables into GetX/Obx
or insert them outside the scope that GetX considers suitable for an update
(example: GetX => HeavyWidget => variableObservable).
If you need to update a parent widget and a child widget, wrap each one in an Obx/GetX.
Everything seems clear: widgets displaying state must be wrapped in Obx() instances to display updated variables. That makes perfect sense. And widgets that change state don't need to be wrapped in Obx() instances.
I'm confused, though, because if I wrap both widgets in separate Obx() instances, I get the error message. But if I wrap the entire Column() in an Obx() instance, the text is properly updated when the TextField() changes. ... What am I missing in my understanding?
You got it all up to the point when you wrapped the Text widget in an Obx. In actual fact it is best to wrap only the smallest widget that would need updating in Obx, the Text widget in this case.
Let me explain what happened the cases in which you tried testing it out:
Case 1: When you wrapped only the Text widget in Obx (The best thing to do)
This case happen to be the best and most encouraged approach. In this scenario when the value of aString changes in the controller (MyDataController) the Obx is notified to re-build only the affected Text widget from scratch, and this is exactly the aim of GetX.
Case 2: When you wrapped both the Text && the TextField widget in Obx (This will throw an error).
In this case you have wrapped both the Text and TextField widget in Obx, we can therefore let case 1 account for the Text widget.
Now, moving unto the TextField widget, an error will occur because the TexField widget is not in any way dependent on any obs-value (observable value).
It is important to note that in the onChanged callback provided to the textField, the method updateString called on the controller have no effect whatsoever on TextField's parameter and thus this leads GetX to throw an error since you are trying to forcibly update/re-build a widget that needs no rebuilding.
Case 3: When you wrapped the whole column in Obx (Will not throw an error but not the best practice).
In this case the widget will be built with no error whatsoever since the Text widget (which is inside the Column) is dependent on the value of aString. So, let's see what happens when the method updateString is called.
When the updateString is called the whole Column is re-built (along with the TextField and the Text widgets and this action will as well cause the value in the Text widget to be updated.
Now, you can see why this third case can be detrimental, if you try wrapping your whole app in Obx, your whole app will then have to get re-built (which can really affect your app's performance negatively. Of course GetX has a way of disallowing that and thus it throws an error when you try wrapping an HeavyWidget in Obx or GetX.
I am using the following to spread Map values inside a stack. All widgets are positioned.
...widgets.values,
This works fine, however when I used the Map.update function to update the position of the Widgets at a certain key, there is no change to the widgets position.
if (widgets.containsKey(uniqueValue)) {
setState(() {
widgets.update(
uniqueValue,
(value) => Box(
uuid: uniqueValue,
startPosLeft: newPos,
startPostop: newPos,
onMoved: (uniqueValue) => _boxMoved(uniqueValue),
),
);
});
I can see the widget is being updated if I print out the Map Widget position, but it wont move.
Any idea what might be going wrong here?
The problem here was the state not being updated inside the child widget.
My solution was to create a behavioral subject with RXDart and bind the stream listen function in the widgets initState function.
Bloc Class
final boxMovementController = BehaviorSubject<String>();
Function(List<String>) get inputMovingBoxId =>
boxMovementController.sink.add;
Child Widget
streamSubscription = bloc.boxMovementController.listen((value) {
setState(() {});
});
The widget would then call setState whenever it detected an addition to the behavioral Subject stream.
The parent would then sink.add to the stream whenever positioned changed therefore triggering a state update on the child.
Parent Widget
bloc.boxMovementController(value);
Hopefully this is useful to others facing a similar issue.
I've got a widget that displays a classes' list, but that list changes (the content changes) over time by other elements and interactions of the program. How can the DisplayListWidget detect this? Do the elements that change this list have to communicate with the displaylistwidget?
EDIT: I'm familiair with stateful widgets and setState () {}. It's just that the data changes in the background (e.g. by a timer) so there's no reference from bussiness logic classes to widgets to even call setState.
If you would like to notify (rebuild) widgets when data changes, check out provider package.
There are some other options:
BLoC (Business Logic Component) design pattern.
mobx
Redux
Good luck
Try wrapping the display widget in a state widget, and then whenever you update the list, call setState(() { //update list here })
ex.
// this is the widget that you'd nest directly into the rest of your tree
class FooList extends StatefulWidget {
FooListState createState() => FooListState();
}
// this is the state you will want to call setState on
class FooListState extends State<FooList> {
Widget build(BuildContext context) {
return DisplayListWidget [...]
}
}
I would recommend following this flutter tutorial where they dynamically update a list
And to learn more about StatefulWidgets and States check this out: https://api.flutter.dev/flutter/widgets/StatefulWidget-class.html
I'm using the Provider library and have a class that extends ChangeNotifier. The class provides an UnmodifiableListView of historicalRosters to my widgets.
I want to create an AnimatedListView that displays these rosters. The animated list supposedly needs a separate list which will tell the widget when the widget to animate in or out new list items.
final GlobalKey<AnimatedListState> _listKey = GlobalKey<AnimatedListState>();
This example uses a model to update both the list attached to the widget's state and the AnimateListState at the same time.
// Inside model
void insert(int index, E item) {
_items.insert(index, item);
_animatedList.insertItem(index);
}
I want to do the same thing but I'm having trouble thinking how. That is, what's a good way I can update the list provided by provider and also change the AnimatedListState.