Flutter for Beginners - Thomas Bailey - E-Book

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Thomas Bailey

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Beschreibung

There have been many attempts at creating frameworks that are truly cross-platform, but most struggle to create a native-like experience at high performance levels. Flutter achieves this with an elegant design and a wealth of third-party plugins, making it the future of mobile app development. If you are a mobile developer who wants to create rich and expressive native apps with the latest Google Flutter framework, this book is for you.
This book will guide you through developing your first app from scratch all the way to production release. Starting with the setup of your development environment, you'll learn about your app's UI design and responding to user input via Flutter widgets, manage app navigation and screen transitions, and create widget animations. You'll then explore the rich set of third party-plugins, including Firebase and Google Maps, and get to grips with testing and debugging. Finally, you'll get up to speed with releasing your app to mobile stores and the web.
By the end of this Flutter book, you'll have gained the confidence to create, edit, test, and release a full Flutter app on your own.

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Flutter for Beginners

Second Edition

An introductory guide to building cross-platform mobile applications with Flutter 2.5 and Dart

Thomas Bailey

Alessandro Biessek

BIRMINGHAM—MUMBAI

Flutter for Beginners Second Edition

Copyright © 2021 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Associate Group Product Manager: Rohit Rajkumar

Publishing Product Manager: Rohit Rajkumar

Senior Editor: Sofi Rogers

Content Development Editor: Rakhi Patel

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Proofreader: Safis Editing

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Production Designer: Shyam Sundar Korumilli

First published: September 2019

Second edition: October 2021

Production reference: 3190122

Published by Packt Publishing Ltd.

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ISBN 978-1-80056-599-9

www.packt.com

To my long-suffering wife, Laura Bailey, who allows me to embark on all manner of crazy projects, and my two lovely (most of the time) children, Lottie and Bobby, who keep life exciting and fresh. Love you all so much!

– Tom Bailey

Foreword

I have known and worked with Tom for more than 10 years. We met at an antenatal class as we both embarked on our journey into parenthood and have been close friends ever since.

Together we founded our education apps company, and from the very start we decided to go all-in on Flutter for all our apps. At the time Flutter was in beta, and I must admit I questioned Tom's decision to put all our eggs into such a new and untested basket.

Three years later and we have created a suite of high-quality education apps across Android, iOS, and, to some extent, the web, allowing us to keep development costs incredibly low relative to our competitors while creating apps that are very high quality.

In Flutter for Beginners Second Edition, Tom shares his learning from those 3 years of development. This book is written from the point of view of someone who has been there, all the way from justifying the use of the framework to the wider business team and learning the basics of the framework, through implementing the user experience defined by our designers, to testing and ultimately releasing to the iOS App Store and Google Play Store.

Why not join Tom and build some epic Flutter apps using this awesome framework?

Trevor Wills

Managing Director, Life Ninja

Contributors

About the authors

Thomas Bailey has an extensive background in tech, working for companies and high-profile firms as a senior developer, solutions architect, and IT director. His education technology company uses Flutter as the sole technology powering their education apps, and he has enjoyed watching Flutter move from its initial beta release to the fully fledged and highly popular framework we see today. He loves to talk tech over a hot chocolate with anyone who will listen and is constantly exploring the cutting edge of tech and how it will shape our industry in the future.

I want to thank the people who have been close to me and supported me, especially my wife, Laura, and my colleagues, who have been happy to allow me time to focus on the book when I should have been cutting code.

Alessandro Biessek was born in the beautiful city of Chapecó, in the state of Santa Catarina, southern Brazil, in 1993. He is currently working on mobile application development for Android and iOS in his hometown. He has more than 9 years of experience in development, from desktop development with Delphi to backend development with PHP, Node.js, and Golang; mobile development with Apache Flex; and Java/Kotlin. Most of his time is devoted to the development of Android apps. Always interested in new technologies, he has been following the Flutter framework for a long time, watching with interest its growth and adoption in recent months.

About the reviewer

Adby Santos has a degree in IT from UFERSA; he is a co-organizer of and contributor to Flutterando, one of the world biggest communities about Flutter; he works at FTeam, a mobile apps specialist organization, as a Flutter development specialist. He is also a speaker and consultant; he has spoken and moderated at events like the Flutter Global Summit by Geekle. He also writes weekly about his professional and personal experiences on his LinkedIn.

I would like to thank Packt Publishing for the opportunity to review. My special regards to Mr. Manthan Patel for the invite. I hope we could contribute together in later opportunities.

Table of Contents

Preface

Section 1: Introduction to Flutter and Dart

Chapter 1: An Introduction to Flutter

Technical requirements

What is Flutter?

Backed by Google

Fuchsia OS and Flutter

Dart

One code base to rule them all

Open source framework

Hello Flutter – a first glimpse of Flutter

Installing Flutter

Development environment

Hello world!

Widgets, widgets, everywhere

Flutter rendering

Flutter – rendering by itself

Composability

Immutability

Everything is a widget

Building and running Flutter

Debug mode

Release mode

Profile mode

Supported platforms

The pubspec.yaml file

Running the generated project

Summary

Chapter 2: An Introduction to Dart

Technical requirements

Getting started with Dart

The evolution of Dart

How Dart works

Introducing the structure of the Dart language

Hands-on with Dart

Variables and data types

Variable declaration

Null safety

Built-in types

Control flows and looping

If/else

While and do-while loops

For loops

break and continue

Hands-on continued

Functions and methods

Function parameters

Summary

Chapter 3: Flutter versus Other Frameworks

Native development

Developers

Project management

Defect reports

Performance

Platform features

Hot reload

User experience

App size

New platforms

Retired platforms

Overview

Cross-platform frameworks

React Native

Xamarin

Cordova

Popularity

Flutter community

Events

News and discussion

Resources

Flutter strengths and weaknesses

Strengths

Weaknesses

Summary

Chapter 4: Dart Classes and Constructs

Technical requirements

Object orientation in Dart

Objects and classes

Other OOP artifacts

Encapsulation

Inheritance and composition

Abstraction

Polymorphism

Functions as objects

Understanding classes in Dart

Class structure

Constructors

Class inheritance

Abstract classes

Interfaces

Mixins

Files and imports

The enum type

Using generics

When and why to use generics

Asynchronous programming

Dart Futures

Dart Isolates

Summary

Section 2: The Flutter User Interface – Everything Is a Widget

Chapter 5: Widgets – Building Layouts in Flutter

Technical requirements

Stateful/stateless widgets

Stateless widgets

Stateful widgets

Inherited widgets

The widget key property

Built-in widgets

Basic widgets

Material Design and iOS Cupertino widgets

Layouts

Streams

Summary

Chapter 6: Handling User Input and Gestures

Technical requirements

Handling user gestures

Pointers

Gestures

GestureDetector

Gestures in material widgets

A deeper look at the stateful widget life cycle

Key life cycle states

Mounted

Input widgets and forms

Getting input through a controller

FormField and TextField

Accessing the FormField widget's state

Form

Custom input and FormField widgets

Creating custom inputs

Custom input widget example

Summary

Chapter 7: Routing – Navigating between Screens

Technical requirements

Understanding the Navigator widget

Navigator 1.0 and 2.0

Navigator

Navigator 1.0

Navigator 2.0

Screen transitions

PageRouteBuilder

Custom transitions in practice

Passing data between screens

Passing state in widget parameters

InheritedWidget

BLoC

Redux

Other options

Summary

Section 3: Developing Fully Featured Apps

Chapter 8: Plugins – What Are They and How Do I Use Them?

Technical requirements

What is a plugin?

Benefits

Drawbacks

Where can I find plugins?

How do I add a plugin to my project?

The pubspec.yaml file

flutter pub

Using a plugin in your code

How do plugins work on iOS and Android?

MethodChannel

CocoaPods

Gradle

Common issues

Plugin breaking change

Plugin not working

PR not merged

Inconsistent dependencies

MissingPluginException

Summary

Chapter 9: Popular Third-Party Plugins

Technical requirements

Exploring Firebase plugins

Firebase registration

Connecting the Flutter app to Firebase

FlutterFire plugins

Firebase initialization

Authentication

Realtime Database

Firestore

Analytics and Crashlytics

Cloud Storage

AdMob

Cloud Functions

ML with Firebase ML Kit

Messaging

Understanding Google Maps and Places

Exploring mobile device features

Camera and QR codes

Opening web pages

Local storage

Video

Payment providers

In-app purchases

Opening files

Plugins to help with your app support

App version

Device information

Summary

Chapter 10: Using Widget Manipulations and Animations

Technical requirements

Transforming widgets with the Transform class

The Transform widget

Understanding the Matrix4 class

Exploring the types of transformations

Introducing animations

The Animation<T> class

AnimationController

CurvedAnimation

Tween

Using animations

Rotate animation

Scale animation

Translate animation

Using AnimatedBuilder

The AnimatedBuilder class

Revisiting our animation

Implicitly animated widgets

AnimatedContainer

AnimatedFoo

Summary

Section 4: Testing and App Release

Chapter 11: Testing and Debugging

Technical requirements

Unit testing

The Dart test package

Writing unit tests

Unit test mocking

Widget testing

The flutter_test package

Widget test example

Running a widget test

Debugging your app

Observatory

Additional debugging features

Debugging in the IDE

DevTools

The widget inspector

Profile mode

Summary

Chapter 12: Releasing Your App to the World

Technical requirements

Preparing the stores

Preparing for web

Releasing your app on Android

AndroidManifest and build.gradle

Build and upload your appbundle

Releasing your app on iOS

App Store Connect

Xcode

Build and upload

Releasing your app on the web

Firebase hosting

PWA support

Tracking app usage and crashes

Crashlytics

Google Analytics

Summary

Other Books You May Enjoy

Preface

Flutter for Beginners helps you to enter the Flutter framework world and build awesome mobile applications. It'll take you from an introduction to the Dart language to an in-depth exploration of all the Flutter blocks needed to make a high-level app. Together, we will explore the whole Flutter life cycle, from project creation to app release. With clear code examples, you will learn how to start a small Flutter project, add some widgets, apply styles and themes, connect with remote services such as Firebase, get user input, add some animations to improve the user experience, and more. In addition, you will learn about why you should choose Flutter, how to test your app, how to monitor your app, and some common gotchas you may experience in the release process. In short, this book will prepare you for the future of mobile development with the amazing Flutter framework.

Who this book is for

This book is for developers looking to learn about Google's revolutionary framework, Flutter, from scratch. No knowledge of Flutter or Dart is required. However, basic programming language knowledge will be helpful.

What this book covers

Chapter 1, An Introduction to Flutter, introduces you to the world of Flutter.

Chapter 2, AnIntroduction to Dart, introduces the basics of the Dart language.

Chapter 3, Flutter versus Other Frameworks, explores the comparisons and similarities of other programming languages and frameworks, sharing the pros and cons and giving tips on how to transition to Flutter.

Chapter 4, Dart Classes and Constructs, provides solid foundational knowledge of Dart, which will set you in good stead as we move to a deeper exploration of Flutter.

Chapter 5, Widgets – Building Layouts in Flutter, looks at how to build layouts in Flutter.

Chapter 6, Handling User Input and Gestures, shows you how to handle user input with Flutter widgets.

Chapter 7, Routing – Navigating between Screens, explores how to add navigation to app screens.

Chapter 8, Plugins – What Are They and How Do I Use Them?, explores how to use plugins in Flutter apps.

Chapter 9, Popular Third-Party Plugins, teaches you about various third-party plugins and how to use them in Flutter apps.

Chapter 10, Using Widget Manipulations and Animations, gets into how to create unique visuals with graphic manipulations, giving you an insight into how to add animations to Flutter widgets.

Chapter 11, Testing and Debugging, delves into Flutter tools for improving productivity.

Chapter 12, Releasing Your App to the World, teaches you how to deploy your app to the world.

To get the most out of this book

You will be introduced to the requirements as we move through the chapters. To get started, you need to have access to a browser so you can access the DartPad website and play with Dart code.

To professionally develop and publish iOS apps, you need a developer license (paid annually), a Mac, and at least one device to test the applications. All this is not strictly necessary for the purpose of learning Flutter, but it might be useful to you.

The entire installation process and the requirements of the Flutter environment are available on the official website (https://flutter.dev/docs/get-started/install), but do not worry: you can start with the bare minimum and install any extras only when necessary.

If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book's GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.

Download the example code files

You can download the example code files for this book from GitHub at https://github.com/PacktPublishing/Flutter-for-Beginners-Second-Edition. If there's an update to the code, it will be updated in the GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

We also provide a PDF file that has color images of the screenshots and diagrams used in this book. You can download it here: https://static.packt-cdn.com/downloads/9781800565999_ColorImages.pdf.

Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "The onTap parameter takes a function as the argument, and we have placed an inline function that increments the _counter variable within the setState method."

A block of code is set as follows:

GestureDetector(

  onDoubleTap: () {

    setState(() {

      _counter++;

    });

    },

  …

Any command-line input or output is written as follows:

C:\src\flutter>flutter doctor

Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: "Click the Press this button and you should navigate to a new screen with the Go back button showing."

Tips or Important Notes

Appear like this.

Get in touch

Feedback from our readers is always welcome.

General feedback: If you have questions about any aspect of this book, email us at [email protected] and mention the book title in the subject of your message.

Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you have found a mistake in this book, we would be grateful if you would report this to us. Please visit www.packtpub.com/support/errata and fill in the form.

Piracy: If you come across any illegal copies of our works in any form on the internet, we would be grateful if you would provide us with the location address or website name. Please contact us at [email protected] with a link to the material.

If you are interested in becoming an author: If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, please visit authors.packtpub.com.

Share Your Thoughts

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Section 1: Introduction to Flutter and Dart

In this section, you will gain an understanding of the core Flutter framework, explore the basics of the Dart language, learn how to set up your own environment, and finally learn how to get started with it.

This section comprises the following chapters:

Chapter 1, An Introduction to FlutterChapter 2, An Introduction to DartChapter 3, Flutter versus Other FrameworksChapter 4 Classes and Constructs

Chapter 1: An Introduction to Flutter

In this chapter, you will learn the basics of the Flutter framework, the reasons for its creation, and what the future of Flutter may hold. You will learn about the thriving Flutter community, how it is contributing to the continued evolution of Flutter, and how and why Flutter has grown so quickly in the last couple of years. Along the way, you will see how to make (and run!) your first Flutter project, experience the excellent Flutter documentation, and see how Flutter is designed to work across a range of platforms including iOS, Android, Web, Windows, and Mac.

The following topics will be covered in this chapter:

What is Flutter?Hello Flutter – a first glimpse of FlutterWidgets, widgets, everywhereBuilding and running Flutter

Technical requirements

In this chapter, we will create, build, and run a Flutter application. To do this, you will need to set up your system so that it is capable of doing this.

Specifically, you will need to set up your system to have the following:

A Flutter software development kit (SDK) installed and added to your PATHAn integrated development environment (IDE) where you can view and edit Flutter codeAndroid Studio and/or Xcode so that you can use the Android and iOS development tools and iOS simulators/Android emulators

The chapter will give you some guidance on how to set up your system, but as you will discover, the Flutter documentation is excellent and includes very accurate and up-to-date getting started guides: https://flutter.dev/docs/get-started/install.

Feel free to set up your system now or at the specific points required during the chapter.

You can find the source code for this chapter on GitHub at https://github.com/PacktPublishing/Flutter-for-Beginners-Second-Edition/tree/main/hello_world/lib/chapter_01.

What is Flutter?

Since the advent of the Apple App Store (and subsequently the Google Play Store), there has been a way for organizations to share programs with mobile users in a very controlled and managed way. Much like web pages on the internet, mobile apps have proliferated to encompass all aspects of our life. And much like web pages, over the years, developers have iteratively discovered and learned the best ways to create reliable, scalable, and intuitive mobile apps.

As developers have learned to work within the mobile ecosystem, they have followed similar design patterns and framework ideas as were created to deal with the web ecosystem. Much like the complications of developing code for multiple browsers, in the mobile ecosystem, there has been the challenge of developing code that can work on both iOS and Android devices, with the dream always being to have one code base that works on all devices and even the web.

Flutter is a framework that is the culmination of this learning. Like most other frameworks, developers use a programming language specified by the framework, and structure their code in a way that aligns with the needs of the framework so that ultimately, the developer creates the least amount of "boilerplate" code and can focus on their business needs. Examples of "boilerplate" code would be how to manage touch input, how to connect to the internet, and how to package the app code to work with the App Store, Play Store, or web hosting service.

Flutter is a very new framework, and this means that it does not have a big section of the mobile development market yet, but this is changing, and the outlook for the next few years is highly positive.

When choosing a new programming language or framework, it is hugely important to developers and software companies that what they have chosen has certain key aspects that will ensure it is easy to pick up and that it has a bright future. Investing time and money into learning a new solution, and then developing a code base and development processes around that language and framework, is incredibly expensive. If that solution becomes outdated after a short period of time, there is poor support and documentation, there are a lack of new developers available to take your product forward, or the solution has scaling issues or usability problems, then that investment is wasted. Let's look at some of the aspects that suggest Flutter may be a good long-term investment.

Backed by Google

Flutter, and the Dart programming language it depends on, were created by Google, and although they are open source, they continue to be backed by Google. This ensures the framework has all the tools it needs to succeed in the community, with support from the Google team, presence at big events such as Google I/O, and investment in continuous improvements in the code base.

From the launch of the first stable release during the Flutter Live Event at the end of 2018, the growth of Flutter is evident:

More than 200 million users of Flutter appsMore than 50,000 Flutter apps on the Play StoreNearly 500,000 developersThe 18th most popular software repository on GitHub

Let's look at some of the reasons why Flutter has become so popular.

Fuchsia OS and Flutter

It's not a secret anymore that Google has been working on a new operating system called Fuchsia OS, which has been rumored to be a potential future replacement for the Android OS. One thing to pay attention to is that Fuchsia OS may be a universal Google operating system that runs on more than just mobile phones, and this would directly affect Flutter adoption. This is because Flutter will be the first method of developing mobile apps for the new Fuchsia OS, and, not only this, Fuchsia uses Flutter as its UI rendering engine. With the system targeting more devices than just smartphones, as seems to be the case, Flutter will certainly have a lot of improvements.

The growth of the framework's adoption is directly related to the new Fuchsia OS. As it gets closer to launch, it is important for Google to have mobile apps targeting the new system. For example, Google has announced that Android apps will be compatible with the new OS, making the transition to, and adoption of, Flutter significantly easier.

Dart

The Dart programming language was first unveiled by Google at the GOTO conference in 2011, and Dart 1.0 was released at the end of 2013. Initially viewed as a replacement for JavaScript (the main web programming language), the uptake of Dart by developers was relatively low. However, thanks to the emergence of Flutter and its reliance on Dart, the Dart programming language has seen a huge rise in usage.

So why did the Flutter project choose the Dart programming language? Since its inception, one of Flutter's main goals was to be a high-performance alternative to existing cross-platform frameworks. But not only that; to significantly improve the mobile developer's experience was one of the crucial points of the project.

With this in mind, Flutter needed a programming language that allowed it to accomplish these goals, and Dart seemed to be the perfect match for the following reasons:

Dart compilation: Dart is flexible enough to provide different ways of running the code, so Flutter uses Dart ahead of time (AOT) compilation with performance in mind when compiling a release version of the application, and it uses just in time (JIT) compilation with sub-second compilation of code in development time, aiming for fast feedback for code changes. Dart JIT and AOT refer to when the compilation phase takes place. In AOT, code is compiled during the build process and before running the code; in JIT, code is compiled while running (check out the Dart introduction section in the next chapter).High performance: Due to Dart's support for AOT compilation, Flutter does not require a slow bridge between realms (for example, non-native Flutter code to native device code), which makes Flutter apps responsive and allows a fast startup.Garbage collection: Flutter uses a functional-style flow with short-lived objects, and this means a lot of short-lived allocations. Dart garbage collection works without locks, helping with fast allocation.Easy to learn: Dart is a flexible, robust, modern, and advanced language. The language has been adapted as Flutter has become more popular, with lots of syntactic sugar, and fundamental design changes, that really help with Flutter app creation. Although it is still evolving, the language has a well-defined object-oriented framework with familiar functionalities to dynamic and static languages, an active community, and very well-structured documentation.Declarative UI: In Flutter, you use a declarative style to lay out widgets, which means that widgets are immutable and are only lightweight "blueprints." To change the UI, a widget triggers a rebuild on itself and its subtree. In the opposite imperative style (the most common), we can change specific component properties after they are created.

Declarative UI

We will explore this a lot more throughout the book, but if you want to understand the concept of the Flutter declarative UI at this point, then take a look at the official introduction to declarative UI from Flutter: https://flutter.dev/docs/get-started/flutter-for/declarative.

Dart syntax for layout: Different from many frameworks that have a separate syntax for layout, in Flutter, the layout is specified inline within the Dart code. This gives greater flexibility and reduces the developer's cognitive load. Flutter has great tools for debugging layout as well as rendering performance.

These are great reasons why Dart fits perfectly with Flutter. However, there is a key area of Flutter that is probably why you are learning and using it, and why it is a game-changer in the app development world, and that is a single code base for multiple platforms. Let's take a look at that now.

One code base to rule them all

The primary goal of the Flutter framework is to be a toolkit for building apps that are equivalent in performance, usability, and features to native apps (apps created directly for iOS or Android) while using only a single code base. You may have heard it stated often that there are big advantages to having a single code base. Let's see why that is the case:

Multiple languages to learn: If a developer wants to develop for multiple platforms, they must learn how to do something in one OS and programming language, and later, the same thing in another OS and programming language. The developer then needs to decide whether to focus on one platform for a period of time, causing a mismatch of features/bug fixes between the apps, or constantly switch between platforms, impacting productivity and potentially introducing bugs.Long/more expensive development cycles: If you decide to create multiple development teams to avoid the previous issues, there are consequences in terms of cost, multiple deadlines, different capabilities of native frameworks, and disparate sets of bug reports.Inconsistency: Different native capabilities, or different development teams developing features in slightly different ways, may lead to inconsistencies between apps, annoying users and making bug reporting more complicated to diagnose.

Flutter is not the first attempt to create a single code base and there are existing frameworks available that have similar promises. However, they can suffer from some serious drawbacks:

Performance: Some frameworks use workarounds to allow consistency of user experience across platforms. One of these is to effectively have a web page running inside a native app using a webview (a built-in web browser). This tends to have much worse performance than native apps, leading to a poor user experience.Design constraints: Some frameworks are based on languages that were designed before the mobile experience was created. This can mean they are not designed well for certain user interactions or certain device capabilities, leading to complicated or obscure code, and the inherent maintenance issues this can cause.Not quite one code base: Although some frameworks suggest a single code base approach to app development, once you get into the details, you find that you still need to write some platform-specific code, which causes code duplication and allows single platform bugs to creep in.

Now let's see how Flutter counters these problems.

High performance

Right now, it is hard to say that Flutter's performance is always better in practice than other frameworks, but it's safe to say that its aim is to be. For example, its rendering layer was developed with a high frame rate in mind. As we will see in the Flutter rendering section, some of the existing frameworks rely on JavaScript and HTML rendering, which might cause overheads in performance because everything is drawn in a webview (a visual component like a web browser).

Some use original equipment manufacturer (OEM) widgets but rely on a bridge to request the OS API to render the components, which creates a bottleneck in the application because it needs an extra step to render the user interface (UI). See the Flutter rendering section for more details of the Flutter rendering approach compared to others.

Some points that make Flutter's performance great are the following:

Flutter owns the pixels: Flutter renders the application pixel by pixel (see the next section), interacting directly with the Skia graphics engine.No extra layers or additional OS API calls: As Flutter owns the app rendering, it does not need additional calls to use the OEM widgets, so no bottleneck.Flutter is compiled to native code: Flutter uses the Dart AOT compiler to produce native code. That means there's no overhead in setting up an environment to interpret Dart code on the fly, and it runs just like a native app, starting more quickly than frameworks that need some kind of interpreter.

Full control of the UI

The Flutter framework chooses to do all the UI by itself, rendering the visual components directly to the canvas, as we have seen previously, requiring nothing more than the canvas from the platform so it's not limited by rules and conventions. Most of the time, frameworks just reproduce what the platform offers in another way. For example, other webview-based cross-platform frameworks reproduce visual components using HTML elements with CSS styling. Other frameworks emulate the creation of the visual components and pass them to the device platform, which will render the OEM widgets like a natively developed app. We are not talking about performance here, so what else does Flutter offer by not using the OEM widgets and doing the job all by itself?

Let's see:

Ruling all the pixels on the device: Frameworks limited by OEM widgets will reproduce at most what a native developed app would, as they use only the platform's available components. On the other hand, frameworks based on web technologies may reproduce more than platform-specific components, but may also be limited by the mobile web engine available on the device. By getting control of the UI rendering, Flutter allows the developer to create the UI in their own way by exposing an extensible and rich Widgets API, which provides tools that can be used to create a unique UI with no drawbacks in performance and no limits in design.Platform UI kits: By not using OEM widgets, Flutter can break the platform design, but it does not. Flutter is equipped with packages that provide platform design widgets, the Material set in Android, and Cupertino in iOS. We will see more on platform UI kits in Chapter 5, Widgets – Building Layouts in Flutter.Achievable UI design requirements: Flutter provides a clean and robust API with the ability to reproduce layouts that are faithful to the design requirements. Unlike web-based frameworks that rely on CSS layout rules that can be large and complicated and even conflicting, Flutter simplifies this by adding semantic rules that can be used to make complex but efficient and beautiful layouts.Smoother look and feel: In addition to native widget kits, Flutter seeks to provide a native platform experience where the application is running, so fonts, gestures, and interactions are implemented in a platform-specific way, bringing a natural feel to the user, like a native application.

We refer to visual components as widgets, which we will go into more detail on that in the Widgets, widgets, everywhere section in this chapter.

Open source framework

Having a big company such as Google behind it is fundamental to a framework such as Flutter (see React, for example, which is maintained by Facebook). In addition, community support becomes even more important as it becomes more popular.

By being open source, the community and Google can work together to do the following:

Help with bug fixes and documentation through code collaborationCreate new educational content about the frameworkSupport documentation and usageMake improvement decisions based on real feedback

Improving the developer experience is one of the main goals of the framework. Therefore, in addition to being close to the community, the framework provides great tools and resources for developers. Let's see them.

Developer resources and tooling

The focus on developers in the Flutter framework goes from documentation and learning resources to providing tools to helping with productivity:

Documentation and learning resources: Flutter websites are rich for developers coming from other platforms, including many examples and use cases, for example, the famous Google Codelabs (https://codelabs.developers.google.com/?cat=Flutter).IDE integration: Flutter, and Dart, have a completed, integrated IDE experience with Android Studio, IntelliJ, and Visual Studio Code. Within this book, we will show examples from Visual Studio Code, but these examples will work very similarly in Android Studio and IntelliJ.Command-line tools: Dart has tools that help with analyzing, running, and managing dependencies and these are also part of Flutter. In addition, Flutter has commands to help with debugging, deploying, inspecting layout rendering, and integration with IDEs through Dart plugins. Here's a list of the various commands:

Figure 1.1 – Available commands in Flutter

Quick setup: Flutter has the create command shown in the preceding list that allows you to create a new and fully functional Flutter project with minimal input. IDEs also offer a Flutter project creation menu option, replicating the command-line functionality.Environment issue diagnostics: Flutter comes with the flutter doctor tool, which is a command-line tool that guides the developer through the system setup by indicating what is needed in order to be ready to set up a Flutter environment. We will see this tool in action when we set up your environment very soon. The flutter doctor command also identifies connected devices and whether there are any upgrades available.Hot reload: This is a huge benefit to developers and a feature that is getting a lot of attention. By combining the capabilities of the Dart language (such as JIT compilation) and the power of Flutter, it is possible for the developer to instantly see design changes made to code in the simulator or device. In Flutter, there is no specific tool for layout preview. Hot reload makes it unnecessary.

Now that we have learned about the benefits of Flutter, let's start looking at the software's compilation process.

Hello Flutter – a first glimpse of Flutter

OK, let's start getting our hands dirty with some code. Flutter comes with a simple Hello World app that we will get running and then look at in some detail. First of all though, we need to get your system ready for some Flutter action!

Installing Flutter

Flutter is very easy to install. Head over to the Flutter docs web pages to install Flutter and Dart for your operating system: https://flutter.dev/docs/get-started/install.

The installation documentation for Flutter is comprehensive, with explanations and potential issues all described there. Ensure that you read the installation documentation fully and complete all the steps so that your system is correctly prepared for our journey into Flutter.

You will download the SDK and place it somewhere on your filesystem. Note that downloading Flutter will also download a compatible version of Dart and the relevant dart command-line tool. You should not need to download Dart separately.

Updating your PATH

The installation documentation also explains how to update your PATH so that you can run Flutter commands from your command line. Please do follow these instructions because you will be using the command line regularly to interact with Flutter and Dart.

After installation and PATH setup, you should run the Flutter doctor command to see how ready your system is for Flutter. You will do this from your command line / terminal:

C:\src\flutter>flutter doctor

Here is an example of the output:

Figure 1.2 – Flutter doctor command-line output

You are likely to see errors in the flutter doctor report at this point because we haven't set up your development environment yet.

If you are unable to run the Flutter doctor command, then it is likely an issue with your PATH, as mentioned previously. Double-check that the path to your Flutter folder is correct and points to the flutter/bin subfolder. Also try closing your command line / terminal and opening it again because the PATH, in some situations, is only updated when the command line / terminal is opened.

Development environment

As mentioned previously, Flutter has excellent support in Android Studio, IntelliJ, and Visual Studio Code. This book will generally be agnostic of IDE, but, where required, will show examples from Visual Studio Code.

All three IDEs can be downloaded from the internet. Android Studio and Visual Studio Code are free, and IntelliJ has both a free Community edition and a paid-for Ultimate edition.

If you are planning to work with Android devices (and because Flutter is cross-platform I would expect you will), then you will need to download and install Android Studio regardless of the IDE you decide to develop code with. This is because installing Android Studio also installs the Android SDK, Android SDK command-line tools, and Android SDK build tools. These are required by Flutter when interacting with Android devices, running Android emulators, and building the app ready for use on the Android Play Store.

On macOS devices, you will also need to install and configure Xcode to allow you to build your app for iOS. Follow the instructions in the Flutter getting started documentation to ensure Xcode is configured correctly.

Important note

You can only build iOS apps on Macs. This is a restriction imposed by Apple and is imposed on all app development, not just Flutter. If this is an issue, then there are options such as cloud-based Mac instances you can use, or virtualization software to allow you to run a Mac virtual machine. An exploration of this is beyond the scope of this book. However, when developing Flutter apps, you can build and test quite happily on Android for the vast majority of the time, only switching to iOS for late-stage testing.

Once you have both your IDE installed and Android Studio (or just Android Studio if that is your IDE of choice), and Xcode installed and configured (if you are on a Mac), then rerun flutter doctor to check everything is ready to go.

Hello world!

With the Flutter development environment configured, we can start using Flutter commands. The typical way to start a Flutter project is to run the following command:

flutter create <output_directory>

Here, output_directory will also be the Flutter project name if you do not specify it as an argument. By running the preceding command, the folder with the provided name will be generated with a sample Flutter project in it. We will analyze the project in a few moments. First, it is good to know that there are some useful options to manipulate the resulting project from the flutter create command. The main ones are as follows:

--org: This can be used to change the owner organization of the project. If you already know Android or iOS development, this is a reverse domain name, and is used to identify package names on Android and as a prefix in the iOS bundle identifier. The default value is com.example.-s,--sample=<id>: Most of the official examples for widget usage have a unique ID that you can use to quickly clone the example to your machine. Whenever you are exploring the Flutter docs website (https://docs.flutter.dev), you can take a sample ID from it and use it with this argument.-i, --ios-language, and -a, --android-language: These are used to specify the language for the native part code of the project, and are only used if you plan to write native platform code.--project-name: Use this to change the project's name. It must be a valid Dart package identifier. If you do not specify this parameter, it tries to use the same name as the output directory. Note that this argument must be the last in the list of arguments provided.

Valid Dart package identifiers

As specified in the Dart documentation: "Package names should be all lowercase, with underscores to separate words, 'just_like_this'. Use only basic Latin letters and Arabic digits: [a- z0-9_]. Also, make sure the name is a valid Dart identifier – that it doesn't start with digits and isn't a reserved word."

Let's see a typical Flutter project structure created with the flutter create hello_world command:

Figure 1.3 – Typical Flutter project structure

Listing the basic structure elements, we get the following:

android/ios: This contains the platform-specific codes. If you already know the Android project structure from Android Studio, there is no surprise here. The same goes for Xcode iOS projects.hello_flutter.iml: This is a typical IntelliJ project file, which contains the JAVA_MODULE information used by the IDE.lib directory: This is the main folder of a Flutter application; the generated project will contain at least a main.dart file to start work on. We will be checking this file in detail soon.pubspec.yaml and pubspec.lock: This pubspec.yaml file is what defines a Dart package. This is one of the main files of the project and defines the app build number, lists dependencies on external plugins, images, and fonts and more. We will be looking at this in more detail in Chapter 5, Widgets – Building Layouts in Flutter.README.md: This is a standard README document that is very common in open source projects. It allows you to document how to set up and use your code so that other developers can easily get your code running.test directory: This contains all the test-related files of the project. Here, we can add unit tests and also widget tests to ensure we do not introduce bugs into our code as we develop it.

Most of the commands that we explore can be replicated in the IDE. It is worth noting that the IDEs use these command-line tools behind the scenes to interact with the project.

Now that you have created your first Flutter project (congratulations by the way!), you should open it up in your IDE so that you can start to explore it a lot more.

Widgets, widgets, everywhere

Flutter widgets are a core part of the framework and are used constantly throughout your code. You will hear the saying "Everything is a widget," and that is almost true in Flutter. In this section, we will see how Flutter renders the user interface and then how Flutter applies the widgets idea to app development to create awesome UIs.

Widgets can be understood as the visual (but not only that) representation of parts of the application. Many widgets are put together to compose the UI of an application. Imagine it as a puzzle in which you define the pieces.

The intention of widgets is to provide a way for your application to be modular, scalable, and expressive with less code and without imposing limitations. The main characteristics of the widgets UI in Flutter are composability and immutability.

Flutter rendering

One of the main aspects that makes Flutter unique is the way that it draws the visual components to the screen. A key differentiator to existing frameworks is how the application communicates with the platform's SDK, what it asks the SDK to do, and what it does by itself:

Figure 1.4 – Flutter communication with the platform SDK

The platform SDK can be seen as the interface between applications and the operating system and services. Each system provides its own SDK with its own capabilities and is based on a programming language (that is, Kotlin/Java for the Android SDK and Swift/Objective C for the iOS SDK).

Flutter – rendering by itself

Flutter chooses to do all the rendering work by itself. The only thing it needs from the platform's SDK is access to Services APIs and a canvas to draw the UI on:

Figure 1.5 – Flutter access to services and the canvas

Flutter moves the widgets and rendering to the app, from where it gets the customization and extensibility. Through a canvas, it can draw anything and also access events to handle user inputs and gestures by itself. The bridge in Flutter is done by platform channels.

Composability

For the widget user interface structures, Flutter chooses composition over inheritance, with the goal of keeping each widget simple and with a well-defined purpose. Meeting one of the framework's goals, flexibility, Flutter allows the developer to make many combinations to achieve incredible results.

Composition versus inheritance

Inheritance derives one class from another. For example, you may have a class such as Vehicle and subclasses of Car and Motorbike. The Car and Motorbike classes would inherit the abilities of the Vehicle class and then add their own specializations. In this instance, Car is a Vehicle and Motorbike is a Vehicle.

Composition defines a class as the sum of its parts. For example, you may have an Engine class and a Wheel class. In this model, a Car is composed of an Engine, four Wheels, and other specializations; a Car has an Engine and a Car has Wheels. Composability is less rigid than inheritance and allows for things such as dependency injection and modifications at runtime.

Immutability

Flutter is based on the reactive style of programming, where the widget instances are short-lived and change their descriptions (whether visually or not) based on configuration changes, so it reacts to changes and propagates these changes to its composing widgets, and so on.

A Flutter widget may have a state associated with it, and when the associated state changes, it can be rebuilt to match the representation.

The terms state and reactive are well known in the React style of programming, disseminated by Facebook's famous React library.

Everything is a widget

Flutter widgets are everywhere in an application. Maybe not everything is a widget, but almost everything is. Even the app is a widget in Flutter, and that's why this concept is so important. A widget represents a part of a UI, but it does not mean it's only something that is visible. It can be any of the following:

A visual/structural element that is a basic structural element, such as the Button or Text widgetsA layout-specific element that may define the position, margins, or padding, such as the Padding widgetA style element that may help to colorize and theme a visual/structural element, such as the Theme widgetAn interaction element that helps to respond to user interactions in different ways, such as the GestureDetector widget

Let's have a quick look at a widget so you can get a feel for what we are referring to. Open your IDE and take a look at the lib/main.dart file. You will see a section like this:

class MyApp extends StatelessWidget {

  Widget build(BuildContext context) {

    return MaterialApp(

      title: 'Flutter Demo',

      theme: ThemeData(

        primarySwatch: Colors.blue,

      ),

      home: const MyHomePage(title: 'Flutter Demo Home Page'),

    );

  }

}

Not only is this your first example of a Flutter widget, it is also your first chance to see Dart. If you are from a Java, C++, Objective-C, and so on, background, then it should look relatively familiar to you. Components of code are held in Class definitions that describe fields and methods, with inheritance through the extends keyword.

This MyApp class runs the whole show and is itself a widget. In this instance, it is a StatelessWidget, as you can see from the extends section. We will explore StatelessWidgets (and their alter ego, the StatefulWidget) in a lot of detail later on, but for the moment, it's sufficient to know that a StatelessWidget holds no state, it exists to compose other widgets that may or may not hold their own state.

One key point to note is the build method. This method is used to update the display and is called when some external activity happens – for example, the user interacts with the device, some data is sent from a database, or a timer is triggered at a set time.

In this build method, the MyApp widget simply returns another widget, MaterialApp, which itself will have a build method that may also return widgets. Ultimately, you will reach leaf widgets that will render graphics to the display.

Widgets are the basic building blocks of an interface. To build a UI properly, Flutter organizes the widgets in a widget tree.

The widget tree

This is another important concept in Flutter layouts. It's where widgets come to life. The widget tree is the logical representation of all the UI's widgets. It is computed during layout (measurements and structural info) and used during rendering (frame to screen) and hit testing (touch interactions), and this is the thing Flutter does best. By using a lot of optimization algorithms, it tries to manipulate the tree as little as possible, reducing the total amount of work spent on rendering, aiming for greater efficiency:

Figure 1.6 – Example widget tree

Widgets are represented in the tree as nodes. Each widget may have a state associated with it; every change to its state results in rebuilding the widget and the child involved.

As you can see, the tree's child structure is not static, and is defined by the widget's description. The children relations in widgets are what makes the UI tree; it exists by composition, so it's common to see Flutter's built-in widgets exposing child or children properties, depending on the purpose of the widget.

The widget tree does not work alone in the framework. It has the help of the element tree; a tree that relates to the widget tree by representing the built widget on the screen, so every widget will have a corresponding element in the element tree after it is built.

The element tree has an important task in Flutter. It helps to map onscreen elements to the widget tree. Also, it determines how widget rebuilding is done in update scenarios. When a widget changes and needs to be rebuilt, this will cause an update to the corresponding element. The element stores the type of the corresponding widget and a reference to its children elements. In the case of repositioning, for example, a widget, the element will check the type of the corresponding new widget, and if there is a match, it will update itself with the new widget description.

The element tree can be thought of as a pre-render auxiliary tree to the widget tree. If you need more information on that, you can check the official docs at https://docs.flutter.io/flutter/widgets/Element-class.html.

You have now learned the basics of how to put a Flutter app together, so let's look at the build process and options in some more detail.

Building and running Flutter

The way an application is built is fundamental to how it will perform on the target platform. This is an important step regarding performance. Even though you do not necessarily need to know this for every kind of application, knowing how the application is built helps you to understand and measure possible improvements.

As we have already pointed out, Flutter relies on the AOT compilation of Dart for release mode and the JIT compilation of Dart for development/debug mode. Dart is one of only a few languages that are capable of being compiled to both AOT and JIT, and Flutter makes the most of this advantage. Let's look at the different build options available, why you would use each one, and how the capabilities of Dart lead to an optimal developer and user experience.

Debug mode

During development, Flutter uses JIT compilation in debug mode. Debug mode compilation is optimized for fast feedback, and therefore sacrifices execution speed and binary size. However, due to the power of Dart's compiler, interactions between the code and the simulator/device are still fast, and debugging tools allow developers to step into the source code and analyze the widget layout.

Release mode

In release mode, debugging information is not necessary, and the focus is performance. Flutter uses a technique that is common to game engines. By using AOT mode, Dart code is compiled to native code, and the app loads the Flutter library and delegates rendering, input, and event handling to it through the Skia engine.

Skia graphics library

Skia is an open source library that provides APIs for 2D graphics. It is used in Flutter as well as Google Chrome, Android, Firefox, and many others. It is also backed by Google, like Dart and Flutter.

Profile mode

Sometimes you