AnimatedWidget and AnimatedBuilder in Flutter - flutter

Hi everyone ,I have a problem, I don’t understand the difference between AnimatedWidget and AnimatedBuilder. The comments in the source code are as follows:
AnimatedWidget:
/// For more complex case involving additional state, consider using
/// [AnimatedBuilder].
AnimatedBuilder:
/// For simple cases without additional state, consider using
/// [AnimatedWidget].
I want to know how to choose between them, because I don't quite understand the documentation, thanks!

There's no real difference between them besides the syntax needed to use it.
To be clear, this is the code of AnimatedBuilder :
class AnimatedBuilder extends AnimatedWidget {
const AnimatedBuilder({
Key key,
#required Listenable animation,
#required this.builder,
this.child,
}) : assert(builder != null),
super(key: key, listenable: animation);
final TransitionBuilder builder;
final Widget child;
#override
Widget build(BuildContext context) {
return builder(context, child);
}
}
...Yup, does nothing
From this code we can clearly see that AnimatedBuilder is just a different syntax of using AnimatedWidget. Since AnimatedBuilder is an AnimatedWidget that delegate all the layout logic to a callback
So in the end, it's really up to you. Both do the same thing. Use what makes it more readable for you

Both the animatedWidget and animatedBuilder do the same work related to the animations.
before moving on u must know that to create an animation we must require atleast two things 1. The animation itself and 2. The widget on which we are going to apply the animation.
The clear cut difference between then is :
AnimatedWidget only takes animation as a parameter whereas AnimatedBuilder takes two arguments "child" and "animation".
AnimatedWidget is implemented as a class extending AnimatedWidget.
E.g.
class abc extends AnimatedWidget
Whereas AnimatedBuilder is implemented as a widget inside a class.
E.g.
child : AnimatedBuilder( .....),
Now, although both do the same work but both have different ways of doing it. In AnimatedWidget it has its own child so we have to pass only the animation.whereas in AnimatedBuilder we need to pass both child and animation.
Take AnimatedWidget for example u can use the same AnimatedWidget class for any number of animations with different values.
Now you will be thinking that if AnimatedWidget can do the thing why we need AnimatedBuilder?
The answer is simple
Changing the animation in AnimatedWidget requires changing the widget that renders the logo or our child. So what AnimatedBuilder did is to provided a choice to is to pass both child of your choice and animation explicitly.

Related

Is there a way to navigate to an specific child or row in flutter?

Is there a way to navigate from one dart "page" to a specific point in another? This will get me to a given page
Navigator.push(
context,
MaterialPageRoute(builder: (context) => WK3()),
);
But I want to navigate to a specific child or row within that page (which are unfortunately fairly long, and would otherwise require a lot of scrolling).
I am used to working with html, where you just have to indicate a position within a page using a hash tag:
#here
That should be possible to do in Flutter/Dart, right?
This is not possible by just using the flutter Navigator. What I would do to tackle that issue is that I would pass an argument which contains the scroll position to the Navigator for example:
Navigator.pushNamed(
context,
'/wk3',
arguments: {'scrollTo': elementId}, // or any other logic like half of the screen or so
);
To read more about Navigator and arguments you can check out the official documentation here. You can also do that for none named routes obviously.
Inside your target widget you could then do the following approach.
Take the argument and parse it to whatever you need.
Depending on your page and your scroll behavior you could use the initState to directly scroll to your desired location. What happens next is a bit dependend on your concrete implementation or where you want to scroll. In certain situations it might be more useful to add a postFrameCallBack for your scrolling instead of doing it in the initState. I'll add it for educational reasons in the snippet below.
Assuming we have a ScrollController of a ListView for example the widget we navigated to knows where we want it to scroll to due to our passed argument. If you use for instance a position value here and we have the ScrollController to do something like this:
controller.position.animateTo(
widget.args.scrollTo, //make sure it has the correct type
duration: const Duration(seconds: 1),
curve: Curves.easeInOut,
);
There are also ways you could scroll to a certain element in a list or a column (like for example the 100th element). Check this question for more information. You can find a slight implentation with a scroll controller below:
class ScreenArguments {
final String scrollTo;
ScreenArguments(this.scrollTo);
}
class Screen extends StatefulWidget {
final ScreenArguments args;
Screen(this.args, {Key key}) : super(key: key);
#override
ScreenState createState() => ScreenState();
}
class ScreenState extends State<Screen> {
#override
void initState() {
scrollMeTo = widget.args.scrollTo;
scrollController = ScrollController();
WidgetsBinding.instance
.addPostFrameCallback((_) => scrollTo(context)); // this is probably safer than doing scrollTo(context) directly in your initState
enter code here
// if you do not use addPostFrameCallback you can call scrollTo(context) directly.
//scrollTo could use scrollControler.animateTo() etc.
}
I dont have ScrollController / ListView implementation
If thats not the case and you do not have a ScrollController and you want just to scroll to any element on your widget things get a little bit more complicated. In that case I'd recommened you to use flutters Scrollable.ensureVisible. Taken from the documentation it does the following:
Scrolls the scrollables that enclose the given context so as to make
the given context visible.
Lets assume you have Column inside a SingleChildScrollView to have a foundation for your scrolling behavior. You would then define a GlobalKey for each section of your widget you would like to scroll to. This key would be the identifier which we pass in as an argument. Assuming we have a GlobalKey in the widget which is called second we could do the following:
Scrollable.ensureVisible(
GlobalObjectKey(widget.args.scrollTo).currentContext, //this would reference second
alignment: 0.5, //
duration: Duration(seconds: 2),
curve: Curves.easeInOut);
You can read more about Scrollable.ensureVisible here.
What approach to take is dependended on your needs and on your implementation.

Flutter: Equivalent of Animation<double> for a ScrollController

With Flutter we can provide an animation with a default value before we have built an AnimationController to act as it's default value.
This is done with AlwaysStoppedAnimation(double). This can also be assigned whenever an animation does not need to listen to it's controller, hypothetically.
How do you achieve similar functionality with a ScrollController. We know that ScrollController can be used as the animation property of an AnimatedBuilder and can be used accordingly. But how do you assign an effective AlwaysStoppedScrollController(double) as that property before a ScrollController has been assigned or after it no longer needs to be listened to.
Flutter allows the absence of solid field declarations so this can be achieved by not providing a scrollController to a class that is still expecting one. This is done by means of a question mark but requires some further logic.
For example
class MyTestWidget extends StatelessWidget {
const MyTestWidget({
this.animator: const AlwaysStoppedAnimation(0),
this.scrollController,
});
final Animation<double> animator;
final ScrollController? scrollController
}
The addition of the question mark after declaring that scrollController must be a ScrollController also allows it to be null and therefore no value to be provided.
Then in the build method of this Widget "MyTestWidget" you would need to address whether scroll controller is null or not.
Something like
ScrollController _scrollController;
if(scrollController != null){
_scrollController = scrollController;
}
It adds a bit more code but technically all the flexibility to do whatever you want both with this and any other widget and type will allow for any issue such as this. You can a allow a null field without declaring it then just have to make sure your build code knows what to do with a null value in that field.

Caching child widgets vs. recreating them

Im unsure about wether caching a widget instance and reusing it in the build() method makes a significant difference.
Suppose we have two widget classes:
class ParentWidget extends StatelessWidget {
ParentWidget({Key key})
: super(key: key);
#override
Widget build(BuildContext context) {
return Container( // or some other widgets that define the ui
child: ChildWidget(/*...*/),
);
}
}
class ChildWidget extends StatelessWidget {
ChildWidget({Key key}) : super(key: key); // no constant
#override
Widget build(BuildContext context) {
/*
* returns some Widget
*/
}
}
From my understanding, everytime Flutter calls build() on the ParentWidget, a new ChildWidget is created and attached to the same Element in the element tree. Except if const ChildWidget is available (e.g. ChildWidget has a const constructor).
However, we can cache the child like so:
class ParentWidget extends StatelessWidget {
final Widget child;
ParentWidget({Key key})
: child = ChildWidget(/*...*/),
super(key: key);
#override
Widget build(BuildContext context) {
return Container(
// or some other widgets that define the ui
child: child, // <-- use child instead of ChildWidget()
);
}
}
From my understanding, the same widget will be used and no modification of the element tree has to be done by flutter. But I am unsure in which cases that matters.
Is there a significant difference between caching a widget and creating a new Widget with the same configuration?
If so, is there a rule on when to cache widgets instead of reconstructing them?
In the documentation of StatefulWidget, it is recommended to cache a widget if the subtree represented by that widget does not change:
If a subtree does not change, cache the widget that represents that subtree and re-use it each time it can be used. It is massively more efficient for a widget to be re-used than for a new (but identically-configured) widget to be created. Factoring out the stateful part into a widget that takes a child argument is a common way of doing this.
I therefore conclude that whenever a Widget changes State, subtrees that do not change based on the state should be cached and reused.
However, the example declared in the question is not a situation in which choosing to cache the widget is a good option, as only the root of a not-changing subtree should be cached by the parent of that subtree. But as ParentWidget is itself a StatelessWidget, it will be part of a not-changing subtree each time ChildWidget is. Therefore, some stateful Parent of ParentWidget should be responsible for caching.
There can be a difference, if for example the child widget allocates resources or has a large subtree of children.
The official flutter api documentation does recommend caching in certain situations. But generally, it should not be the first thing to do, when trying to optimise your views.
Read the documentation on Stateful and Stateless widgets, in particular the "Performance Considerations" section has a lot of relevant further information. For example:
If a subtree does not change, cache the widget that represents that subtree and re-use it each time it can be used.
Use const widgets where possible. (This is equivalent to caching a widget and re-using it.)

Dart : Object vs Function what's the best implementation choice [duplicate]

I have realized that it is possible to create widgets using plain functions instead of subclassing StatelessWidget. An example would be this:
Widget function({ String title, VoidCallback callback }) {
return GestureDetector(
onTap: callback,
child: // some widget
);
}
This is interesting because it requires far less code than a full-blown class. Example:
class SomeWidget extends StatelessWidget {
final VoidCallback callback;
final String title;
const SomeWidget({Key key, this.callback, this.title}) : super(key: key);
#override
Widget build(BuildContext context) {
return GestureDetector(
onTap: callback,
child: // some widget
);
}
}
So I've been wondering: Is there any difference besides syntax between functions and classes to create widgets? And is it a good practice to use functions?
Edit: The Flutter team has now taken an official stance on the matter and stated that classes are preferable. See https://www.youtube.com/watch?v=IOyq-eTRhvo
TL;DR: Prefer using classes over functions to make reusable widget-tree.
EDIT: To make up for some misunderstanding:
This is not about functions causing problems, but classes solving some.
Flutter wouldn't have StatelessWidget if a function could do the same thing.
Similarly, it is mainly directed at public widgets, made to be reused. It doesn't matter as much for private functions made to be used only once – although being aware of this behavior is still good.
There is an important difference between using functions instead of classes, that is: The framework is unaware of functions, but can see classes.
Consider the following "widget" function:
Widget functionWidget({ Widget child}) {
return Container(child: child);
}
used this way:
functionWidget(
child: functionWidget(),
);
And it's class equivalent:
class ClassWidget extends StatelessWidget {
final Widget child;
const ClassWidget({Key key, this.child}) : super(key: key);
#override
Widget build(BuildContext context) {
return Container(
child: child,
);
}
}
used like that:
new ClassWidget(
child: new ClassWidget(),
);
On paper, both seem to do exactly the same thing: Create 2 Container, with one nested into the other. But the reality is slightly different.
In the case of functions, the generated widget tree looks like this:
Container
Container
While with classes, the widget tree is:
ClassWidget
Container
ClassWidget
Container
This is important because it changes how the framework behaves when updating a widget.
Why that matters
By using functions to split your widget tree into multiple widgets, you expose yourself to bugs and miss on some performance optimizations.
There is no guarantee that you will have bugs by using functions, but by using classes, you are guaranteed to not face these issues.
Here are a few interactive examples on Dartpad that you can run yourself to better understand the issues:
https://dartpad.dev/?id=bcae5878ccced764b35dd9a659a593db
This example showcases how by splitting your app into functions,
you may accidentally break things like AnimatedSwitcher
https://dartpad.dev/?id=481a2c301c2e4bed6c30ba651d01bacb
This example showcases how classes allow more granular rebuilds of the
widget tree, improving performances
https://dartpad.dev/?id=8bcb85ba535102bed652e5bf1540ac3b
This example showcases how, by using functions, you expose yourself
to misusing BuildContext and facing bugs when using InheritedWidgets (such as Theme or providers)
Conclusion
Here's a curated list of the differences between using functions and classes:
Classes:
allow performance optimization (const constructor, more granular rebuild)
ensure that switching between two different layouts correctly disposes of the resources (functions may reuse some previous state)
ensures that hot-reload works properly (using functions could break hot-reload for showDialogs & similar)
are integrated into the widget inspector.
We see ClassWidget in the widget-tree showed by the devtool, which
helps understanding what is on screen
We can override debugFillProperties to print what the parameters passed to a widget are
better error messages
If an exception happens (like ProviderNotFound), the framework will give you the name of the currently building widget.
If you've split your widget tree only in functions + Builder, your errors won't have a helpful name
can define keys
can use the context API
Functions:
have less code (which can be solved using code-generation functional_widget)
Overall, it is considered a bad practice to use functions over classes for reusing widgets because of these reasons.
You can, but it may bite you in the future.
I've been researching on this issue for the past 2 days. I came to the following conclusion: it is OKAY to break down pieces of the app into functions. It's just ideal that those functions return a StatelessWidget, so optimisations can be made, such as making the StatelessWidget const, so it doesn't rebuild if it doesn't have to.
For example, this piece of code is perfectly valid:
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
void _incrementCounter() {
setState(() {
++_counter;
});
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text(widget.title),
),
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
'You have pushed the button this many times:',
),
Text(
'$_counter',
style: Theme.of(context).textTheme.display1,
),
const MyWidgetClass(key: const Key('const')),
MyWidgetClass(key: Key('non-const')),
_buildSomeWidgets(_counter),
],
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: Icon(Icons.add),
), // This trailing comma makes auto-formatting nicer for build methods.
);
}
Widget _buildSomeWidgets(int val) {
print('${DateTime.now()} Rebuild _buildSomeWidgets');
return const MyWidgetClass(key: Key('function'));
// This is bad, because it would rebuild this every time
// return Container(
// child: Text("hi"),
// );
}
}
class MyWidgetClass extends StatelessWidget {
const MyWidgetClass({Key key}) : super(key: key);
#override
Widget build(BuildContext context) {
print('${DateTime.now()} Rebuild MyWidgetClass $key');
return Container(
child: Text("hi"),
);
}
}
The use of function there is perfectly fine, as it returns a const StatelessWidget. Please correct me if I'm wrong.
1 - Most of the time build method (child widget) calls number of synchronous and asynchronous functions.
Ex:
To download network image
get input from users etc.
so build method need to keep in the separate class widget (because all other methods call by build() method can keep in one class)
2 - Using the widget class you can create a number of other classes without writing the same code again and again (** Use Of Inheritance** (extends)).
And also using inheritance(extend) and polymorphism (override) you can create your own custom class.
(Down below example, In there I will customize (Override) the animation by extending MaterialPageRoute (because its default transition I want to customize).👇
class MyCustomRoute<T> extends MaterialPageRoute<T> {
MyCustomRoute({ WidgetBuilder builder, RouteSettings settings })
: super(builder: builder, settings: settings);
#override //Customize transition
Widget buildTransitions(BuildContext context,
Animation<double> animation,
Animation<double> secondaryAnimation,
Widget child) {
if (settings.isInitialRoute)
return child;
// Fades between routes. (If you don't want any animation,
// just return child.)
return new FadeTransition(opacity: animation, child: child);
}
}
3 - Functions cannot add conditions for their parameters, But using the class widget's constructor You can do this.
Down below Code example👇 (this feature is heavily used by framework widgets)
const Scaffold({
Key key,
this.bottomNavigationBar,
this.bottomSheet,
this.backgroundColor,
this.resizeToAvoidBottomPadding,
this.resizeToAvoidBottomInset,
this.primary = true,
this.drawerDragStartBehavior = DragStartBehavior.start,
this.extendBody = false,
this.extendBodyBehindAppBar = false,
this.drawerScrimColor,
this.drawerEdgeDragWidth,
}) : assert(primary != null),
assert(extendBody != null),
assert(extendBodyBehindAppBar != null),
assert(drawerDragStartBehavior != null),
super(key: key);
4 - Functions cannot use const and the Class widget can use the const for their constructors.
(that affect the performance of the main thread)
5 - You can create any number of independent widgets using the same class (instances of a class/objects)
But function cannot create independant widgets(instance), but reusing can.
[each instance has its own instance variable and that is completely independant from other widgets(object), But function's local variable is dependant on each function call* (which means, when you change a value of a local variable it affect for all other parts of the application which use this function)]
There were many Advantages in class over functions..(above are few use cases only)
My Final Thought
So don't use Functions as building blocks of your application, use them only for doing Operations.
Otherwise, it causes many unchangeable problems when your application gets scalable.
Use functions for doing a small portion of the task
Use class as a building block of an application(Managing application)
As Remi has eloquently put repeatedly, it's not the functions by themselves that cause a problem, the problem is us thinking that using a function has a similar benefit to using a new widget.
Unfortunately this advice is evolving into "the act of merely using a function is inefficient", with often incorrect speculations into why this might be.
Using a function is almost the same as using what the function returns in place of that function. So, if you are calling a widget constructor and giving it as a child to another widget, you are not making your code inefficient by moving that constructor call into a function.
//...
child: SomeWidget(),
//...
is not significantly better in terms of efficiency than
//...
child: buildSomeWidget();
//...
Widget buildSomeWidget() => SomeWidget();
It is fine to argue the following about the second one:
It's ugly
It's unnecessary
I don't like it
Function does not appear in Flutter Inspector
Two functions may not work with AnimatedSwitcher et al.
It does not create a new context, so you can't reach the Scaffold above it through context
If you use ChangeNotifier in it, its rebuild is not contained within the function
But it's not correct to argue this:
Using a function is inefficient in terms of performance
Creating a new widget brings these performance benefits:
ChangeNotifier within it does not make its parent rebuild upon changes
Sibling widgets are protected from each other's rebuilds
Creating it with const (if possible) protects it from parent's rebuilds
You are more likely to keep your const constructor if you can isolate the changing children to other widgets
However, if you do not have any of these cases, and your build function is looking more and more like pyramid of doom, it is better to refactor a part of it to a function rather than keeping the pyramid. Especially if you are enforcing 80 character limit, you may find yourself writing code in about 20 character-wide space. I see a lot of newbies falling into this trap. The message to those newbies should be "You should really be creating new widgets here. But if you can't, at least create a function.", not "You have to create a widget or else!". Which is why I think we have to be more specific when we promote widgets over functions and avoid being factually incorrect about efficiency.
For your convenience, I have refactored Remi's code to show that the problem is not simply using functions, but the problem is avoiding creating new widgets. So, if you were to place the widget-creating code in those functions into where the functions are called (refactor-inline) you have the exact same behavior as using functions, but without using functions! So, it's not using functions that's the problem, it's the avoidance of creating new widget classes.
(remember to turn off null safety as the original code is from 2018)
Here are a few interactive examples on Dartpad that you can run
yourself to better understand the issues:
https://dartpad.dev/1870e726d7e04699bc8f9d78ba71da35 This example
showcases how by splitting your app into functions, you may
accidentally break things like AnimatedSwitcher
Non-function version: https://dartpad.dev/?id=ae5686f3f760e7a37b682039f546a784
https://dartpad.dev/a869b21a2ebd2466b876a5997c9cf3f1 This example
showcases how classes allow more granular rebuilds of the widget tree,
improving performances
Non-function version: https://dartpad.dev/?id=795f286791110e3abc1900e4dcd9150b
https://dartpad.dev/06842ae9e4b82fad917acb88da108eee This example
showcases how, by using functions, you expose yourself to misusing
BuildContext and facing bugs when using InheritedWidgets (such as
Theme or providers)
Non-function version: https://dartpad.dev/?id=65f753b633f68503262d5adc22ea27c0
You will find that not having them in a function creates the exact same behavior. So it's adding widgets that gives you the win. It's not adding functions that creates a problem.
So the suggestions should be:
Avoid the pyramid of doom at any cost! You need horizontal space to code. Don't get stuck at the right margin.
Create functions if you need, but do not give parameters to them as it's impossible to find the line that calls the function through Flutter Inspector.
Consider creating new widget classes, it's the better way! Try Refactor->Extract Flutter Widget. You won't be able to if your code is too coupled with the current class. Next time you should plan better.
Try to comment out things that prevent you from extracting a new widget. Most likely they are function calls in the current class (setState, etc.). Extract your widget then, and find ways of adding that stuff in. Passing functions to the constructor may be ok (think onPressed). Using a state management system may be even better.
I hope this can help remind why we prefer widgets over functions and that simply using a function is not a huge problem.
Edit: one point that was missed in this whole discussion: when you widgetize, siblings don't rebuild each other anymore. This Dartpad demonstrates this: https://dartpad.dartlang.org/?id=8d9b6d5bd53a23b441c117cd95524892
When you are calling the Flutter widget make sure you use the const keyword. For example const MyListWidget();
In case this helps anyone passing this way, some things I have in my conceptual model of Flutter developed from this question and working with Flutter in general (caveat: I could still be deeply confused and wrong about this stuff).
A Widget is what you want and the Elements are what you have. It is the job of the rendering engine to reconcile the two as efficiently as possible.
Use Keys, they can help a lot.
A BuildContext is an Element.
Any Thing.of(context) is likely to introduce a build dependency. If Thing changes it will trigger a rebuild from the context element.
In your build() if you access a BuildContext from a nested widget you are acting on the Element at the top of your subtree.
Widget build(BuildContext rootElement) {
return Container(
child:Container(
child:Container(
child:Text(
"Depends on rootElement",
// This introduces a build trigger
// If ThemeData changes a rebuild is triggered
// on rootElement not this Text()-induced element
style:Theme.of(rootElement).textTheme.caption,
),
),
),
);
}
AnimatedSwitcher is a slippery beast - it has to be able to distinguish its children. You can use functions if they return different types or return the same type but with different Keys
If you are authoring a Widget use a class not a Function but feel free to refactor your 1000 line build() method with functions/methods, the outcome is identical*.
* but could be even better to refactor into classes

What is the difference between functions and classes to create reusable widgets?

I have realized that it is possible to create widgets using plain functions instead of subclassing StatelessWidget. An example would be this:
Widget function({ String title, VoidCallback callback }) {
return GestureDetector(
onTap: callback,
child: // some widget
);
}
This is interesting because it requires far less code than a full-blown class. Example:
class SomeWidget extends StatelessWidget {
final VoidCallback callback;
final String title;
const SomeWidget({Key key, this.callback, this.title}) : super(key: key);
#override
Widget build(BuildContext context) {
return GestureDetector(
onTap: callback,
child: // some widget
);
}
}
So I've been wondering: Is there any difference besides syntax between functions and classes to create widgets? And is it a good practice to use functions?
Edit: The Flutter team has now taken an official stance on the matter and stated that classes are preferable. See https://www.youtube.com/watch?v=IOyq-eTRhvo
TL;DR: Prefer using classes over functions to make reusable widget-tree.
EDIT: To make up for some misunderstanding:
This is not about functions causing problems, but classes solving some.
Flutter wouldn't have StatelessWidget if a function could do the same thing.
Similarly, it is mainly directed at public widgets, made to be reused. It doesn't matter as much for private functions made to be used only once – although being aware of this behavior is still good.
There is an important difference between using functions instead of classes, that is: The framework is unaware of functions, but can see classes.
Consider the following "widget" function:
Widget functionWidget({ Widget child}) {
return Container(child: child);
}
used this way:
functionWidget(
child: functionWidget(),
);
And it's class equivalent:
class ClassWidget extends StatelessWidget {
final Widget child;
const ClassWidget({Key key, this.child}) : super(key: key);
#override
Widget build(BuildContext context) {
return Container(
child: child,
);
}
}
used like that:
new ClassWidget(
child: new ClassWidget(),
);
On paper, both seem to do exactly the same thing: Create 2 Container, with one nested into the other. But the reality is slightly different.
In the case of functions, the generated widget tree looks like this:
Container
Container
While with classes, the widget tree is:
ClassWidget
Container
ClassWidget
Container
This is important because it changes how the framework behaves when updating a widget.
Why that matters
By using functions to split your widget tree into multiple widgets, you expose yourself to bugs and miss on some performance optimizations.
There is no guarantee that you will have bugs by using functions, but by using classes, you are guaranteed to not face these issues.
Here are a few interactive examples on Dartpad that you can run yourself to better understand the issues:
https://dartpad.dev/?id=bcae5878ccced764b35dd9a659a593db
This example showcases how by splitting your app into functions,
you may accidentally break things like AnimatedSwitcher
https://dartpad.dev/?id=481a2c301c2e4bed6c30ba651d01bacb
This example showcases how classes allow more granular rebuilds of the
widget tree, improving performances
https://dartpad.dev/?id=8bcb85ba535102bed652e5bf1540ac3b
This example showcases how, by using functions, you expose yourself
to misusing BuildContext and facing bugs when using InheritedWidgets (such as Theme or providers)
Conclusion
Here's a curated list of the differences between using functions and classes:
Classes:
allow performance optimization (const constructor, more granular rebuild)
ensure that switching between two different layouts correctly disposes of the resources (functions may reuse some previous state)
ensures that hot-reload works properly (using functions could break hot-reload for showDialogs & similar)
are integrated into the widget inspector.
We see ClassWidget in the widget-tree showed by the devtool, which
helps understanding what is on screen
We can override debugFillProperties to print what the parameters passed to a widget are
better error messages
If an exception happens (like ProviderNotFound), the framework will give you the name of the currently building widget.
If you've split your widget tree only in functions + Builder, your errors won't have a helpful name
can define keys
can use the context API
Functions:
have less code (which can be solved using code-generation functional_widget)
Overall, it is considered a bad practice to use functions over classes for reusing widgets because of these reasons.
You can, but it may bite you in the future.
I've been researching on this issue for the past 2 days. I came to the following conclusion: it is OKAY to break down pieces of the app into functions. It's just ideal that those functions return a StatelessWidget, so optimisations can be made, such as making the StatelessWidget const, so it doesn't rebuild if it doesn't have to.
For example, this piece of code is perfectly valid:
import 'package:flutter/material.dart';
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
MyHomePage({Key key, this.title}) : super(key: key);
final String title;
#override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
void _incrementCounter() {
setState(() {
++_counter;
});
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text(widget.title),
),
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
'You have pushed the button this many times:',
),
Text(
'$_counter',
style: Theme.of(context).textTheme.display1,
),
const MyWidgetClass(key: const Key('const')),
MyWidgetClass(key: Key('non-const')),
_buildSomeWidgets(_counter),
],
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: Icon(Icons.add),
), // This trailing comma makes auto-formatting nicer for build methods.
);
}
Widget _buildSomeWidgets(int val) {
print('${DateTime.now()} Rebuild _buildSomeWidgets');
return const MyWidgetClass(key: Key('function'));
// This is bad, because it would rebuild this every time
// return Container(
// child: Text("hi"),
// );
}
}
class MyWidgetClass extends StatelessWidget {
const MyWidgetClass({Key key}) : super(key: key);
#override
Widget build(BuildContext context) {
print('${DateTime.now()} Rebuild MyWidgetClass $key');
return Container(
child: Text("hi"),
);
}
}
The use of function there is perfectly fine, as it returns a const StatelessWidget. Please correct me if I'm wrong.
1 - Most of the time build method (child widget) calls number of synchronous and asynchronous functions.
Ex:
To download network image
get input from users etc.
so build method need to keep in the separate class widget (because all other methods call by build() method can keep in one class)
2 - Using the widget class you can create a number of other classes without writing the same code again and again (** Use Of Inheritance** (extends)).
And also using inheritance(extend) and polymorphism (override) you can create your own custom class.
(Down below example, In there I will customize (Override) the animation by extending MaterialPageRoute (because its default transition I want to customize).👇
class MyCustomRoute<T> extends MaterialPageRoute<T> {
MyCustomRoute({ WidgetBuilder builder, RouteSettings settings })
: super(builder: builder, settings: settings);
#override //Customize transition
Widget buildTransitions(BuildContext context,
Animation<double> animation,
Animation<double> secondaryAnimation,
Widget child) {
if (settings.isInitialRoute)
return child;
// Fades between routes. (If you don't want any animation,
// just return child.)
return new FadeTransition(opacity: animation, child: child);
}
}
3 - Functions cannot add conditions for their parameters, But using the class widget's constructor You can do this.
Down below Code example👇 (this feature is heavily used by framework widgets)
const Scaffold({
Key key,
this.bottomNavigationBar,
this.bottomSheet,
this.backgroundColor,
this.resizeToAvoidBottomPadding,
this.resizeToAvoidBottomInset,
this.primary = true,
this.drawerDragStartBehavior = DragStartBehavior.start,
this.extendBody = false,
this.extendBodyBehindAppBar = false,
this.drawerScrimColor,
this.drawerEdgeDragWidth,
}) : assert(primary != null),
assert(extendBody != null),
assert(extendBodyBehindAppBar != null),
assert(drawerDragStartBehavior != null),
super(key: key);
4 - Functions cannot use const and the Class widget can use the const for their constructors.
(that affect the performance of the main thread)
5 - You can create any number of independent widgets using the same class (instances of a class/objects)
But function cannot create independant widgets(instance), but reusing can.
[each instance has its own instance variable and that is completely independant from other widgets(object), But function's local variable is dependant on each function call* (which means, when you change a value of a local variable it affect for all other parts of the application which use this function)]
There were many Advantages in class over functions..(above are few use cases only)
My Final Thought
So don't use Functions as building blocks of your application, use them only for doing Operations.
Otherwise, it causes many unchangeable problems when your application gets scalable.
Use functions for doing a small portion of the task
Use class as a building block of an application(Managing application)
As Remi has eloquently put repeatedly, it's not the functions by themselves that cause a problem, the problem is us thinking that using a function has a similar benefit to using a new widget.
Unfortunately this advice is evolving into "the act of merely using a function is inefficient", with often incorrect speculations into why this might be.
Using a function is almost the same as using what the function returns in place of that function. So, if you are calling a widget constructor and giving it as a child to another widget, you are not making your code inefficient by moving that constructor call into a function.
//...
child: SomeWidget(),
//...
is not significantly better in terms of efficiency than
//...
child: buildSomeWidget();
//...
Widget buildSomeWidget() => SomeWidget();
It is fine to argue the following about the second one:
It's ugly
It's unnecessary
I don't like it
Function does not appear in Flutter Inspector
Two functions may not work with AnimatedSwitcher et al.
It does not create a new context, so you can't reach the Scaffold above it through context
If you use ChangeNotifier in it, its rebuild is not contained within the function
But it's not correct to argue this:
Using a function is inefficient in terms of performance
Creating a new widget brings these performance benefits:
ChangeNotifier within it does not make its parent rebuild upon changes
Sibling widgets are protected from each other's rebuilds
Creating it with const (if possible) protects it from parent's rebuilds
You are more likely to keep your const constructor if you can isolate the changing children to other widgets
However, if you do not have any of these cases, and your build function is looking more and more like pyramid of doom, it is better to refactor a part of it to a function rather than keeping the pyramid. Especially if you are enforcing 80 character limit, you may find yourself writing code in about 20 character-wide space. I see a lot of newbies falling into this trap. The message to those newbies should be "You should really be creating new widgets here. But if you can't, at least create a function.", not "You have to create a widget or else!". Which is why I think we have to be more specific when we promote widgets over functions and avoid being factually incorrect about efficiency.
For your convenience, I have refactored Remi's code to show that the problem is not simply using functions, but the problem is avoiding creating new widgets. So, if you were to place the widget-creating code in those functions into where the functions are called (refactor-inline) you have the exact same behavior as using functions, but without using functions! So, it's not using functions that's the problem, it's the avoidance of creating new widget classes.
(remember to turn off null safety as the original code is from 2018)
Here are a few interactive examples on Dartpad that you can run
yourself to better understand the issues:
https://dartpad.dev/1870e726d7e04699bc8f9d78ba71da35 This example
showcases how by splitting your app into functions, you may
accidentally break things like AnimatedSwitcher
Non-function version: https://dartpad.dev/?id=ae5686f3f760e7a37b682039f546a784
https://dartpad.dev/a869b21a2ebd2466b876a5997c9cf3f1 This example
showcases how classes allow more granular rebuilds of the widget tree,
improving performances
Non-function version: https://dartpad.dev/?id=795f286791110e3abc1900e4dcd9150b
https://dartpad.dev/06842ae9e4b82fad917acb88da108eee This example
showcases how, by using functions, you expose yourself to misusing
BuildContext and facing bugs when using InheritedWidgets (such as
Theme or providers)
Non-function version: https://dartpad.dev/?id=65f753b633f68503262d5adc22ea27c0
You will find that not having them in a function creates the exact same behavior. So it's adding widgets that gives you the win. It's not adding functions that creates a problem.
So the suggestions should be:
Avoid the pyramid of doom at any cost! You need horizontal space to code. Don't get stuck at the right margin.
Create functions if you need, but do not give parameters to them as it's impossible to find the line that calls the function through Flutter Inspector.
Consider creating new widget classes, it's the better way! Try Refactor->Extract Flutter Widget. You won't be able to if your code is too coupled with the current class. Next time you should plan better.
Try to comment out things that prevent you from extracting a new widget. Most likely they are function calls in the current class (setState, etc.). Extract your widget then, and find ways of adding that stuff in. Passing functions to the constructor may be ok (think onPressed). Using a state management system may be even better.
I hope this can help remind why we prefer widgets over functions and that simply using a function is not a huge problem.
Edit: one point that was missed in this whole discussion: when you widgetize, siblings don't rebuild each other anymore. This Dartpad demonstrates this: https://dartpad.dartlang.org/?id=8d9b6d5bd53a23b441c117cd95524892
When you are calling the Flutter widget make sure you use the const keyword. For example const MyListWidget();
In case this helps anyone passing this way, some things I have in my conceptual model of Flutter developed from this question and working with Flutter in general (caveat: I could still be deeply confused and wrong about this stuff).
A Widget is what you want and the Elements are what you have. It is the job of the rendering engine to reconcile the two as efficiently as possible.
Use Keys, they can help a lot.
A BuildContext is an Element.
Any Thing.of(context) is likely to introduce a build dependency. If Thing changes it will trigger a rebuild from the context element.
In your build() if you access a BuildContext from a nested widget you are acting on the Element at the top of your subtree.
Widget build(BuildContext rootElement) {
return Container(
child:Container(
child:Container(
child:Text(
"Depends on rootElement",
// This introduces a build trigger
// If ThemeData changes a rebuild is triggered
// on rootElement not this Text()-induced element
style:Theme.of(rootElement).textTheme.caption,
),
),
),
);
}
AnimatedSwitcher is a slippery beast - it has to be able to distinguish its children. You can use functions if they return different types or return the same type but with different Keys
If you are authoring a Widget use a class not a Function but feel free to refactor your 1000 line build() method with functions/methods, the outcome is identical*.
* but could be even better to refactor into classes