What is a StatelessWidget?
A widget that does not require mutable state.
A stateless widget is a widget that describes part of the user interface by building a constellation of other widgets that describe the user interface more concretely. The building process continues recursively until the description of the user interface is fully concrete (e.g., consists entirely of RenderObjectWidgets, which describe concrete RenderObjects).
Stateless widget are useful when the part of the user interface you are describing does not depend on anything other than the configuration information in the object itself and the BuildContext in which the widget is inflated. For compositions that can change dynamically, e.g. due to having an internal clock-driven state, or depending on some system state, consider using StatefulWidget.
Performance considerations
The build method of a stateless widget is typically only called in three situations: the first time the widget is inserted in the tree, when the widget's parent changes its configuration, and when an InheritedWidget it depends on changes.
If a widget's parent will regularly change the widget's configuration, or if it depends on inherited widgets that frequently change, then it is important to optimize the performance of the build method to maintain a fluid rendering performance.
There are several techniques one can use to minimize the impact of rebuilding a stateless widget:
Minimize the number of nodes transitively created by the build method and any widgets it creates. For example, instead of an elaborate arrangement of Rows, Columns, Paddings, and SizedBoxes to position a single child in a particularly fancy manner, consider using just an Align or aCustomSingleChildLayout. Instead of an intricate layering of multiple Containers and with Decorations to draw just the right graphical effect, consider a single CustomPaint widget.
Use
const
widgets where possible, and provide aconst
constructor for the widget so that users of the widget can also do so.Consider refactoring the stateless widget into a stateful widget so that it can use some of the techniques described at StatefulWidget, such as caching common parts of subtrees and using GlobalKeys when changing the tree structure.
If the widget is likely to get rebuilt frequently due to the use of InheritedWidgets, consider refactoring the stateless widget into multiple widgets, with the parts of the tree that change being pushed to the leaves. For example instead of building a tree with four widgets, the inner-most widget depending on the Theme, consider factoring out the part of the build function that builds the inner-most widget into its own widget, so that only the inner-most widget needs to be rebuilt when the theme changes.
Sample code
The following is a skeleton of a stateless widget subclass called GreenFrog
:
class GreenFrog extends StatelessWidget {
const GreenFrog({ Key key }) : super(key: key);
@override
Widget build(BuildContext context) {
return new Container(color: const Color(0xFF2DBD3A));
}
}
Normally widgets have more constructor arguments, each of which corresponds to a final
property. The next example shows the more generic widget Frog
which can be given a color and a child:
class Frog extends StatelessWidget {
const Frog({
Key key,
this.color: const Color(0xFF2DBD3A),
this.child,
}) : super(key: key);
final Color color;
final Widget child;
@override
Widget build(BuildContext context) {
return new Container(color: color, child: child);
}
}
By convention, widget constructors only use named arguments. Named arguments can be marked as required using @required
. Also by convention, the first argument is key, and the last argument is child
, children
, or the equivalent.
See also:
- StatefulWidget and State, for widgets that can build differently several times over their lifetime.
- InheritedWidget, for widgets that introduce ambient state that can be read by descendant widgets.
A widget that has mutable state.
State is information that (1) can be read synchronously when the widget is built and (2) might change during the lifetime of the widget. It is the responsibility of the widget implementer to ensure that the State is promptly notified when such state changes, using State.setState.
A stateful widget is a widget that describes part of the user interface by building a constellation of other widgets that describe the user interface more concretely. The building process continues recursively until the description of the user interface is fully concrete (e.g., consists entirely of RenderObjectWidgets, which describe concrete RenderObjects).
Stateful widget are useful when the part of the user interface you are describing can change dynamically, e.g. due to having an internal clock-driven state, or depending on some system state. For compositions that depend only on the configuration information in the object itself and the BuildContext in which the widget is inflated, consider using StatelessWidget.
StatefulWidget instances themselves are immutable and store their mutable state either in separate Stateobjects that are created by the createState method, or in objects to which that State subscribes, for example Stream or ChangeNotifier objects, to which references are stored in final fields on the StatefulWidget itself.
The framework calls createState whenever it inflates a StatefulWidget, which means that multiple Stateobjects might be associated with the same StatefulWidget if that widget has been inserted into the tree in multiple places. Similarly, if a StatefulWidget is removed from the tree and later inserted in to the tree again, the framework will call createState again to create a fresh State object, simplifying the lifecycle of Stateobjects.
A StatefulWidget keeps the same State object when moving from one location in the tree to another if its creator used a GlobalKey for its key. Because a widget with a GlobalKey can be used in at most one location in the tree, a widget that uses a GlobalKey has at most one associated element. The framework takes advantage of this property when moving a widget with a global key from one location in the tree to another by grafting the (unique) subtree associated with that widget from the old location to the new location (instead of recreating the subtree at the new location). The State objects associated with StatefulWidget are grafted along with the rest of the subtree, which means the State object is reused (instead of being recreated) in the new location. However, in order to be eligible for grafting, the widget must be inserted into the new location in the same animation frame in which it was removed from the old location.
Performance considerations
There are two primary categories of StatefulWidgets.
The first is one which allocates resources in State.initState and disposes of them in State.dispose, but which does not depend on InheritedWidgets or call State.setState. Such widgets are commonly used at the root of an application or page, and communicate with subwidgets via ChangeNotifiers, Streams, or other such objects. Stateful widgets following such a pattern are relatively cheap (in terms of CPU and GPU cycles), because they are built once then never update. They can, therefore, have somewhat complicated and deep build methods.
The second category is widgets that use State.setState or depend on InheritedWidgets. These will typically rebuild many times during the application's lifetime, and it is therefore important to minimize the impact of rebuilding such a widget. (They may also use State.initState or State.didChangeDependencies and allocate resources, but the important part is that they rebuild.)
There are several techniques one can use to minimize the impact of rebuilding a stateful widget:
Push the state to the leaves. For example, if your page has a ticking clock, rather than putting the state at the top of the page and rebuilding the entire page each time the clock ticks, create a dedicated clock widget that only updates itself.
Minimize the number of nodes transitively created by the build method and any widgets it creates. Ideally, a stateful widget would only create a single widget, and that widget would be a RenderObjectWidget. (Obviously this isn't always practical, but the closer a widget gets to this ideal, the more efficient it will be.)
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.
Use
const
widgets where possible. (This is equivalent to caching a widget and re-using it.)Avoid changing the depth of any created subtrees or changing the type of any widgets in the subtree. For example, rather than returning either the child or the child wrapped in an IgnorePointer, always wrap the child widget in an IgnorePointer and control the IgnorePointer.ignoring property. This is because changing the depth of the subtree requires rebuilding, laying out, and painting the entire subtree, whereas just changing the property will require the least possible change to the render tree (in the case of IgnorePointer, for example, no layout or repaint is necessary at all).
If the depth must be changed for some reason, consider wrapping the common parts of the subtrees in widgets that have a GlobalKey that remains consistent for the life of the stateful widget. (TheKeyedSubtree widget may be useful for this purpose if no other widget can conveniently be assigned the key.)
Sample code
The following is a skeleton of a stateful widget subclass called YellowBird
:
class YellowBird extends StatefulWidget {
const YellowBird({ Key key }) : super(key: key);
@override
_YellowBirdState createState() => new _YellowBirdState();
}
class _YellowBirdState extends State<YellowBird> {
@override
Widget build(BuildContext context) {
return new Container(color: const Color(0xFFFFE306));
}
}
In this example. the State has no actual state. State is normally represented as private member fields. Also, normally widgets have more constructor arguments, each of which corresponds to a final
property.
The next example shows the more generic widget Bird
which can be given a color and a child, and which has some internal state with a method that can be called to mutate it:
class Bird extends StatefulWidget {
const Bird({
Key key,
this.color: const Color(0xFFFFE306),
this.child,
}) : super(key: key);
final Color color;
final Widget child;
_BirdState createState() => new _BirdState();
}
class _BirdState extends State<Bird> {
double _size = 1.0;
void grow() {
setState(() { _size += 0.1; });
}
@override
Widget build(BuildContext context) {
return new Container(
color: widget.color,
transform: new Matrix4.diagonal3Values(_size, _size, 1.0),
child: widget.child,
);
}
}
By convention, widget constructors only use named arguments. Named arguments can be marked as required using @required
. Also by convention, the first argument is key, and the last argument is child
, children
, or the equivalent.
See also:
- State, where the logic behind a StatefulWidget is hosted.
- StatelessWidget, for widgets that always build the same way given a particular configuration and ambient state.
- InheritedWidget, for widgets that introduce ambient state that can be read by descendant widgets.