Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Flutter Projects
Flutter Projects

Flutter Projects: A practical, project-based guide to building real-world cross-platform mobile applications and games

eBook
€13.98 €19.99
Paperback
€24.99
Subscription
Free Trial
Renews at €18.99p/m

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
Product feature icon AI Assistant (beta) to help accelerate your learning
Table of content icon View table of contents Preview book icon Preview Book

Flutter Projects

Miles or Kilometers? Using Stateful Widgets

The world is a strange place. Most of us are aware that when you travel to other countries, you may find different languages, culture, and food, but you would expect that at least numbers and measures would stay the same wherever you go, right? Well, this is not so.

Measures such as distance, speed, weight, volume, and temperature change based on where you live. Actually, there are two main measurement systems in use today: the imperial system, which is used mainly in the United States; and the metric system, which is used in most of the other countries.

In this chapter, you'll bring some order to this confusing world: you will build a measures conversion app, in which distance and weight measures will be converted from imperial to metric, and vice versa.

We'll cover the following aspects in this chapter:

  • Project overview
  • Understanding state and stateful widgets
  • Creating the measure converter project

Technical requirements

Should you get lost in the construction of the app, you'll find the completed app code at the end of this chapter, or on the book's GitHub repository at https://github.com/PacktPublishing/Google-Flutter-Projects.

To follow along the code examples in this book, you should have the following software installed on your Windows, Mac, Linux, or Chrome OS device:

  • The Flutter SDK.
  • When developing for Android, you'll need: the Android SDK – easily installed by Android Studio.
  • When developing for iOS, you'll need: macOS and Xcode.
  • An emulator (Android), a simulator (iOS), or a connected iOS or Android device enabled for debugging.
  • An editor: Visual Studio Code, Android Studio, or IntelliJ IDEA are recommended. All should have the Flutter/Dart extensions installed.

You'll find an installation guide in the Appendix of this book.

The necessary time to build the app in this chapter should be approximately 2.5 hours.

Project overview

The measures conversion app will allow your users to select a measure – metric or imperial – and convert it to another measure. For example, they'll be able to convert a distance in miles to a distance in kilometers, or a weight in kilograms to a weight in pounds. So, next time you travel to a country with a different system, you'll be able to easily understand the speed of your car (and maybe avoid a fine), or the weight of the food you can buy at the market, and along the way, you'll build on your Flutter skills.

By the end of this chapter, you'll know how to leverage State using widgets such as TextFields to interact with users and make your apps interactive.

While doing so, you'll encounter several fundamental concepts in Flutter, and in particular, the following:

  • You'll see what State is in Flutter, start using stateful widgets, and understand when you should use stateless or stateful widgets.
  • You'll see how and when to update the State in your app.
  • You'll also see how to handle events, such as onChanged and OnSubmitted in a TextField.
  • You'll see how to use the most common user input widget—TextField.
  • Another very important widget that you'll use for this project is DropDownButton. It's a drop-down list where you decide the choices that your users have. And those choices are called DropDownItems in Flutter.
  • You'll see how to start separating the logic of your app from the User Interface (UI), and you'll gain a few tips on how to build the structure of your app.
While stateful widgets are the most basic way to deal with State in an app, there are other, more efficient ways to deal with State in Flutter. Some of those will be shown in the upcoming projects.

The following is the final layout of the project that you'll build in this chapter:

As you can see, this is a rather standard form with Material Design widgets, which should be very easy to compile for your users. You can use it as a starting point for any form that you use in your future apps.

Understanding state and stateful widgets

The widgets that we've seen so far are stateless widgets, meaning that once created they are immutable, and they do not keep any state information. When you interact with your users, you expect things to change. For example, if you want to convert a measure from one system to another, the result must change, based on some user input.

The most basic way to deal with changes in Flutter is using State.

State is information that can be used when a widget is built and can change during the lifetime of a widget.

An important part of this definition is that state is information that can change, and the most obvious takeaway of this concept is that when you want to add interactivity to your app, you can use State. But, if you read this definition thoroughly, it also means that it's not the widget itself that will change, it's the State of a widget that will change, and when it does, the widget will be rebuilt. When a widget has a State, it's called a stateful widget. And in Flutter, stateful widgets are immutable. It's only the State itself that changes.


Each time the State changes, the widget gets rebuilt.

Let's have a look at the main differences between a stateless widget, which we've used so far, and a stateful widget. Of course, the most obvious difference is explained by the name itself, the State: State/less and State/ful.

But there is a different implementation as well. In order to see it in detail, we'll create a new app and see it in practice.

Creating the measure converter project

We will now create a new app that we'll use throughout this chapter to build a fully functioning measure converter:

  1. From your favorite editor, create a new app. Name the new app Unit Converter.
  2. In the main.dart file, remove the example code and write the code given as follows:
import 'package:flutter/material.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Measures Converter',
home: Scaffold(
appBar: AppBar(
title: Text('Measures Converter'),
),
body: Center(
child: Text('Measures Converter'),
),),
);}
}

As you may have noticed, the preceding code makes use of a Stateless widget:

class MyApp extends StatelessWidget {
A Stateless widget is a class that extends a StatelessWidget. Extending a StatelessWidget class requires overriding a build() method.

In the build() method, you describe the widget returned by the method:

@override
Widget build(BuildContext context) {

The build() method that takes a context and returns a widget:

return MaterialApp(…)

So to summarize, in order to have a stateless widget you need to do the following:

  1. Create a class that extends StatelessWidget.
  2. Override the build() method.
  3. Return a widget.

Once built, a Stateless widget never changes.

Using stateful widgets

Let's now transform the MyApp class into a stateful widget, so that you can see the different implementations of the class:

class MyApp extends StatefulWidget {

You can see immediately that you get two errors. If you hover over the MyApp class, the error that you see is Missing concrete implementation of StatefulWidget.createState, and if you hover over the build method you see “The method doesn't override an inherited method.

What these errors are trying to tell us is the following:

  1. A stateful widget requires a createState() method.
  2. In a stateful widget, there is no build() method to override.

Let's fix both these issues using the following steps:

  1. Add the necessary createState() method, which will return MyAppState, which we'll create shortly. In the MyApp class, just under its definition, write the following code:
@override
MyAppState createState() => MyAppState();
  1. Create a new class called MyAppState, that extends the State, and in particular, the State of MyApp:
class MyAppState extends State<MyApp> {}
  1. In order to solve the second error (“Missing concrete implementation of State.build”), cut the build() method that is now in the MyApp class, and paste it into the MyAppState class. The revised code should look like this:
import 'package:flutter/material.dart';

void
main() => runApp(MyApp());

class
MyApp extends StatefulWidget {
@override
MyAppState createState() => MyAppState();
}

class
MyAppState extends State<MyApp> {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Measures Converter',
home: Scaffold(
appBar: AppBar(
title: Text('Measures Converter'),
),
body: Center(
child: Text('Measures Converter'),
),
),
);
}
}

To sum it up, from a syntax perspective, the difference between a Stateless widget and a stateful widget is that the former overrides a build() method and returns a widget, whereas a stateful widget overrides a createState() method, which returns a State. The State class overrides a build() method, returning a widget.

From a functional point of view, in the code that we have written, there is no difference whatsoever between the two, as in both cases the app looks and behaves exactly in the same way. So, let's add a feature that requires a stateful widget, and could not be achieved with a Stateless Widget.

Here, you can see the app layout so far:

Next, let's see how to read the user input from TextField.

Reading user input from TextField

In the State class, let's add a member called _numberFrom. As shown in the following code, this is a value that will change based on user input:

double _numberFrom;

Then, in the body of the build() method, let's delete the text widget, and add TextField instead:

body: Center(
child: TextField(),
),
You generally use TextField when you want to take some input from your users.

As you can see, there's now TextField in the center of your app, and you can write into it by clicking over the line and typing something:

Right now, TextField does nothing, so the first thing we need to do is read the value that the user inputs into it.

While there are different ways to read from TextField, for this project, we'll respond to each change in the content of TextField through the onChanged method, and then we'll update the State.

In order to update the State, you need to call the setState() method.

The setState() method tells the framework that the state of an object has changed, and that the UI needs to be updated.

Inside the setState() method, you change the class members that you need to update (in our case, _numberFrom):

child: TextField(
onChanged: (text) {
var rv = double.tryParse(text);
if (rv != null) {
setState(() {
_numberFrom = rv;
});
}
},
),

In the preceding code, each time the value of TextField changes (onChanged), we check whether the value that was typed is a number (tryParse). If it's a number, we change the value of the _numberForm member: in this way, we have actually updated the State. In other words, when you call the setState() method to update a class member, you are also updating the State of the class.

We are not giving any feedback to the user, so unless we use the debugging tools of our editor, we cannot actually check whether this update actually happened. In order to solve that, let's add a Text widget that will show the content of the TextEdit widget, and then wrap the two widgets into a Column widget:

        body: Center(
child: Column(
children: [
TextField(
onChanged: (text) {
var rv = double.tryParse(text);
if (rv != null) {
setState(() {
_numberFrom = rv;
});
}
},
),Text((_numberFrom == null) ? '' : _numberFrom.toString())
],
),
),

Before trying the app, let's add another method to the MyAppState class:

  @override
void initState() {
_numberFrom = 0;
super.initState();
}

The initState() method is called once for each State object when the State is built. This is where you generally put the initial values that you might need when you build your classes. In this case, we are setting the _numberFrom initial value. Also note, that you should always call super.initState() at the end of the initState() method.

Now, if you write a number in the TextField, you'll see the same number in the Text widget, as well. In this apparently simple example, many things are happening at once:

  • You are setting an initial State of the app through the _numberForm class member in the InitState() method.
  • The widget is drawn on screen.
  • You are responding to a TextField event: the onChanged event, which is called every time the content of the TextField changes.
  • You are changing the State by calling the setState() method, and there you change the value of _numberForm.
  • The widget is redrawn with the new State, which contains the number that you write in TextField, so the Text widget, which reads _numberForm, contains the modified value of the State.

Here is a diagram that highlights the steps described previously: with a few variations, you'll notice a similar pattern whenever you use stateful widgets in your apps:

To sum it up, calling setState(), does the following:

  • Notifies the framework that the internal state of this object has changed
  • Calls the build() method and redraws its children with the updated State object

Now you have the ability to create an app that responds to the user input and changes the UI based on a changing State, which in Flutter is the most basic way to create interactive apps.

Next, we need to complete the UI of our app, and in order to do that, we need another widget: DropDownButton. Let's create this in the following section.

Creating a DropdownButton widget

DropdownButton is a widget that lets users select a value from a list of items. DropdownButton shows the currently selected item, as well as a small triangle that opens a list for selecting another item.

Here are the steps that are required to add DropdownButton to your apps:

  1. Create an instance of DropdownButton, specifying the type of data that will be included in the list.
  2. Add an items property that will contain the list of items that will be shown to the user.
  1. The items property requires a list of DropdownMenuItem widgets. Therefore, you need to map each value that you want to show into DropdownMenuItem.
  2. Respond to the user actions by specifying an event; typically, for DropdownButton, you will call a function in the onChanged property.

As an example, the following code creates a DropdownButton widget that shows a list of fruits (that are good for your health):

var fruits = ['Orange', 'Apple', 'Strawberry', 'Banana'];

DropdownButton<String>(
items: fruits.map((String value) {
return DropdownMenuItem<String>(
value: value,
child: Text(value),);
}).toList(),
onChanged: (String newValue) {}
),

DropDownButton is a generic, as it's built as DropDownButton<T>, where the generic type, T, is the type of item in your DropDownButton widget (in this case, T is a string).

Dart supports generics or generic types. For example, a list can contain several types: List<int> is a list of integers, List<String> is a list of strings, and List<dynamic> is a list of objects of any type. Using generics helps to ensure type safety: in the example of the list, for instance, you cannot add a number to List<String>.

The map() method iterates through all the values of the array, and performs a function on each value of the list. The function inside the map() method returns a DropDownMenuItem widget, which, in the previous example, has a value property and a child property. The child is what the user will see, in this case, a Text widget. The value is what you'll use to retrieve the selected item on the list.

The map() method returns an iterable, which is a collection of values that can be accessed sequentially.

Over that, you call the toList() method, which creates a list that contains the elements that should be returned. This is required by the items property.

In our app, we need two DropdownButton widgets, one for the starting unit, and one for the converted unit:

  1. Let's create a list of strings that will contain all the measures that we want to deal with. At the beginning of the State class, let's add the following code:
final List<String> _measures = [
'meters',
'kilometers',
'grams',
'kilograms',
'feet',
'miles',
'pounds (lbs)',
'ounces',
];
  1. Next, we'll create a DropDownButton widget, which will read the values of the list, and place it at the top of the column, above the TextField:
DropdownButton(
items: _measures.map((String value) {
return DropdownMenuItem<String>(value: value, child: Text(value),);
}).toList(),
onChanged: (_) {},
),

If you try out the app now, you'll see that at the top of the screen there's a small triangle. When you click on it, the list of measures is shown, and you can click on any of them to select one. At this time, when you select a value, DropdownButton still remains empty. This is because we need to implement the function inside the onChanged member of DropDownButton.

The following screenshot shows how DropdownButton contains a list of items:

In the next section, we will learn how to respond to the user input when they change the value in DropDownButton.

Updating a DropdownButton widget

Let's modify the onChanged property using the following steps:

  1. Create a new string called _startMeasure at the top of the MyAppState class. It will contain the selected value from DropdownButton:
String _startMeasure;
  1. Instead of the underscore, call the parameter that is passed to the function, value.
  2. Inside the function, call the setState() method to update _startMeasure with the new value that's passed. Here is the resulting code:
onChanged: (value) {
setState(() {
_startMeasure = value;
});
}
  1. The last step of this task is reading the selected value so that DropdownButton reads it when the app starts and every time it changes. Let's add the following line to DropDownButton:
value: _startMeasure,

Now, if you try the app, when you select a value from the list, the value shows up in DropdownButton, which is exactly the behavior that you would expect from it.

In the next section, we'll complete the UI for this screen.

Completing the UI of the app

Let's now complete the UI of our app. The final result is shown in the following screenshot:

We actually need to show eight widgets on screen:

  • Text containing Value
  • TextField for the start value
  • Text containing From
  • A DropdownButton widget for the start measure
  • Another Text containing To
  • A DropdownButton widget for the measure of the conversion
  • RaisedButton to call the method that will convert the value.
  • Text for the result of the conversion

Each element of the Column should also be spaced and styled.

Let's begin by creating two TextStyle widgets. The advantage of this approach is that we can use them several times without needing to specify the styling details for each widget:

  1. At the top of the build() method, let's first create a TextStyle widget, which we'll use for TextFields, DropDownButtons, and Button. We'll call it inputStyle:
final TextStyle inputStyle = TextStyle(
fontSize: 20,
color: Colors.blue[900],
);
  1. Then, let's create a second TextStyle widget, which we'll use for the Text widgets in the column. We'll call it labelStyle:
final TextStyle labelStyle = TextStyle(
fontSize: 24,
color: Colors.grey[700],
);
  1. We also want Column to take some distance from the horizontal device borders. So, instead of returning a Center widget, we can return Container, which takes a padding of 20 logical pixels. EdgeInsets.symmetric allows you to specify a value for the horizontal or vertical padding:
body: Container(
padding: EdgeInsets.symmetric(horizontal: 20),
child: Column(
  1. And speaking of spacing, we want to create some space between the widgets in the column. A simple way of achieving this is using the Spacer widget: Spacer creates an empty space that can be used to set spacing between widgets in a flexible container, such as the Column in our interface. A Spacer widget has a flex property, whose default value is 1, which determines how much space we want to use. For instance, if you have two Spacer widgets, one with a flex property of 1, and another with a flex property of 2, the second will take double the space of the first. At the top of the Column let's add an initial Spacer widget:
child: Column(
children: [
Spacer(),
  1. Under the Spacer widget, add the first text in the Column containing the 'Value' string. We'll also apply labelStyle to this widget, and under Text we will place another Spacer:
Text(
'Value',
style: labelStyle,
),
Spacer(),

  1. Under the Text that contains 'Value' and its Spacer, we need to place the TextField that we previously created, to allow the user to input the number that they want to convert. Let's edit TextField so that it takes the inputStyle TextStyle. We'll also set the decoration property of the TextField.
The decoration property of a TextField takes an InputDecoration object. InputDecoration allows you to specify the border, labels, icons, and styles that will be used to decorate a text field.
  1. hintText is a piece of text that is shown when TextField is empty, to suggest which kind of input is expected from the user. In this case, add "Please insert the measure to be converted" as a hintText prompt for our TextField:
TextField(
style: inputStyle,
decoration: InputDecoration(
hintText: "Please insert the measure to be converted",
),
onChanged: (text) {
var rv = double.tryParse(text);
if (rv != null) {
setState(() {
_numberFrom = rv;
});
}
},
),
  1. Under TextField, place another Spacer(), then a Text with 'From' and the labelStyle style:
Spacer(),
Text(
'From',
style: labelStyle,
),
  1. Under the 'From' Text, place the DropDownButton widget, whose value is _startMeasure, which you wrote in the previous section:
DropdownButton(
isExpanded: true,
items: _measures.map((String value) {
return DropdownMenuItem<String>(
value: value,
child: Text(value),
);
}).toList(),
onChanged: (value) {
setState(() {
_startMeasure = value;
});
},
value: _startMeasure,
),
  1. Next, add another Text for the second dropdown: in this case, the Text will contain 'To', and the style will be labelStyle, as before:
Spacer(),
Text(
'
To',
style: labelStyle,
),
  1. Under the 'To' Text we need to place the second DropdownButton widget, and this requires another class member: the first DropdownButton widget used _startMeasure for its value; this new one will use _convertedMeasure. At the top of the MyAppState class, add the following declaration:
 String  _convertedMeasure;
  1. Now, we are ready to add the second DropDownButton widget: this will contain the same measures list as the previous one. The only difference here is that it will reference the _convertedMeasure variable. As usual, don't forget to add a Spacer() before the widget:
Spacer(),
DropdownButton
(
isExpanded: true,
style: inputStyle,
items: _measures.map((String value) {
return DropdownMenuItem<String>(
value: value,
child: Text(
value,
style: inputStyle,
),
);
}).toList(),
onChanged: (value) {
setState(() {
_convertedMeasure = value;
});
},
value: _convertedMeasure,
),
  1. Next, add the button that will apply the conversion: it will be a RaisedButton with a Text of 'Convert', and the style of inputStyle. At this time, the onPressed event will do nothing, as we don't have the logic of the app ready yet. Before and after the button we'll place a Spacer, but this time, we will also set its flex property to 2. This way, the space between the button and the other widgets on screen will be twice the amount of the other spacers:
Spacer(flex: 2,),
RaisedButton(
child: Text('Convert', style: inputStyle),
onPressed: () => true,
),
Spacer(flex: 2,),
  1. Finally, we'll add the Text for the result of the conversion. For now, let's just leave the _numberFrom value as Text; we'll change that in the next section. At the end of the result, we'll add the largest Spacer of this screen, with a flex value of 8, in order to leave some space at the end of the screen:
Text((_numberFrom == null) ? '' : _numberFrom.toString(),
style: labelStyle),
Spacer(flex: 8,),
  1. There's one very last step that we need to perform before we complete the UI. On some devices, the UI that we have designed may be bigger than the available screen when the keyboard appears on screen. This may cause an error in your app. In order to solve this issue, there's a simple solution, which I recommend that you always use when designing your layouts with Flutter. You should put the Column widget into a scrollable widget, in this case, SingleChileScrollView. What this will do is make the widgets on the screen scroll if they take more space than is available on screen. So just enclose Column into a SingleChildScrollView widget like in the following example:
body: Container(
padding: EdgeInsets.symmetric(horizontal: 20),
child: SingleChildScrollView(
child
: Column(
...
),
),

If you try the app now, you should see the final look of the app, but other than for choosing values from the DropdownButton widgets, and adding some text to TextField, the screen doesn't do anything useful. Let's add the logic of the app next.

Adding the business logic

You have completed the layout of the app, but right now the app is missing the part that converts the values that are based on the user input.

Generally speaking, it's always a good idea to separate the logic of your apps from the UI, and there are great patterns in Flutter that help you achieve this result. You'll use some of those, such as ScopedModel and Business Logic Components (BLoCs), in the following projects, but for now, we can just add the conversion functions into our class.

There are certainly several ways to write the code to perform the conversion between measures for this app. The approach that I find easiest is seeing the formulas that we need to apply as a two-dimensional array of values, also called a matrix. This matrix contains all the possible combinations of choices that the user can perform.

A diagram of this approach is shown here:

So, for example, when you want to convert 100 kilometers into miles, you multiply 100 by the number that you find in the array (in this case, 0.621371). It's a bit like playing Battleships. When the conversion is not possible, the multiplier is 0, so any impossible conversion returns 0.

As you might recall from Chapter 1, Hello Flutter!, in Dart we use List in order to create arrays. In this case, it's a two-dimensional array or matrix, and therefore we'll create an object that contains List's. Let's look at the steps:

  1. We'll need to convert the Strings of the measure units into numbers. At the top of the MyAppState class, add the following code, using Map:
final Map<String, int> _measuresMap = {
'meters' : 0,
'kilometers' : 1,
'grams' : 2,
'kilograms' : 3,
'feet' : 4,
'miles' : 5,
'pounds (lbs)' : 6,
'ounces' : 7,
};
  1. Maps allow you to insert key–value pairs, where the first element is the key, and the second is the value. When you need to retrieve a value from Map, you can use the following syntax:
myValue = measures['miles'];

The myValue variable will have a value of 5.

  1. Next, we'll create a list that contains all of the multipliers that were shown in the previous diagram:

final dynamic _formulas = {
'0':[1,0.001,0,0,3.28084,0.000621371,0,0],
'1':[1000,1,0,0,3280.84,0.621371,0,0],
'2':[0,0,1,0.0001,0,0,0.00220462,0.035274],
'3':[0,0,1000,1,0,0,2.20462,35.274],
'4':[0.3048,0.0003048,0,0,1,0.000189394,0,0],
'5':[1609.34, 1.60934,0,0,5280,1,0,0],
'6':[0,0,453.592,0.453592,0,0,1,16],
'7':[0,0,28.3495,0.0283495,3.28084,0,0.0625, 1],
};

If you don't want to type this code, I've created a Gist file that contains the Conversion class. You'll find the full file at https://gist.github.com/simoales/66af9a23235abcb537621e5bf9540bc6.

  1. Now that we have created a matrix that contains all of the possible combinations of conversion formulas, we only need to write the method that will convert the values using the formulas and the measures Map. Add the following code at the bottom of the MyAppState class:
void convert(double value, String from, String to) {
int nFrom = _measuresMap[from];
int nTo = _measuresMap[to];
var multiplier = _formulas[nFrom.toString()][nTo];
var result = value * multiplier;
}

The convert() method takes three parameters:

  • The number that will be converted (double value)
  • The unit of measure in which this value is currently expressed, as a String (String from)
  • The unit of measure unit in which the value will be converted, also a String (String to)

For example, if you want to convert 10 meters into feet, 10 is the number, meters is the unit in which the value is currently expressed, and feet is the unit to which the number will be converted.

Let's see in detail how the convert() method has worked so far:

  1. Inside the convert() method, you find the number associated with the from the measure:
int nFrom = measures[from];
  1. Then, you do the same with the to measure:
int nTo = measures[to];
  1. Next, you create a multiplier value that takes the correct conversion formula from the formulas matrix:
var multiplier = formulas[nFrom.toString()][nTo];
  1. Finally, you calculate the result of the conversion:
double result = value * multiplier;

In this case, if the conversion is not possible, for example, when the user tries to convert a weight measure into a distance measure, this function does not raise any error.

Next, we need to show the result of the conversion to the user:

  1. Declare a String variable at the top of the MyAppState class:
String _resultMessage;
  1. In the convert() method, after calculating the result, populate the _resultMessage String, and call the setState() method to notify the framework that an update to the UI is needed:
if (result == 0) {
_resultMessage = 'This conversion cannot be performed';
}
else {
_resultMessage = '${_numberFrom.toString()} $_startMeasure are ${result.toString()} $_convertedMeasure';
}
setState(() {
_resultMessage = _resultMessage;
});
  1. Finally, we need to call the convert() method when the user taps on the Convert button. Before calling the method, we'll check that every value has been set to prevent potential errors. Edit RaisedButton, as shown here:
RaisedButton(
child: Text('Convert', style: inputStyle),
onPressed: () {
if (_startMeasure.isEmpty || _convertedMeasure.isEmpty || _numberFrom==0) {
return;
}
else {
convert(_numberFrom, _startMeasure, _convertedMeasure);
}
},
),
  1. In order to show the result, let's also update the Text widget, so that it shows the string that contains the message to the user:
Text((_resultMessage == null) ? '' : _resultMessage,
style: labelStyle),

Congratulations, the app is now complete! If you try it out now, you should see a screen like the one shown here:

As you can see in the preceding screenshot, when we select two compatible measures, you should get the correct result on the screen.

Summary

In the project that you've built in this chapter, you've seen how to create interactive apps using State.

You've created a Stateless widget and transformed it into a stateful widget. In doing so, you've seen the different implementations between the two, and you've learned that in Flutter, widgets are immutable. It's the State that changes.

You have used two very important widgets, which help you to interact with the users: TextField and DropdownButton.

For TextField, you've used one of the possible ways to respond to the user input, which is using the onChanged() event, and from there, you called the setState() method, which updates the inner State of a widget.

You've seen how to add a DropdownButton widget to your apps, and also how to set the items property that will contain a list of DropdownMenuItem widgets to show to the user, and again, how to use the onChanged property to respond to the user input.

In other projects in this book, you'll see other, more efficient ways to deal with State in Flutter. In the next chapter, in particular, you'll see how to leverage streams of data in your apps in order to build a timer app.

Questions

At the end of each project, you'll find a few questions to help you remember and review the contents that have been covered in the chapter, and this chapter is no exception. Please try to answer the following questions, and when in doubt, have a look at the content in the chapter itself: you'll find all the answers there!

  1. When should you use stateful widgets in your apps?
  2. Which method updates the State of your class?
  3. Which widget would you use to allow your user to select an option from a dropdown list?
  4. Which widget would you use to allow your user to type some text?
  5. Which event can you use when you want to react to some user input?
  6. What happens when your widgets take more space than what's available on the screen? How do you solve this issue?
  7. How can you get the width of the screen?
  8. What is Map in Flutter?
  9. How can you style your text?
  10. How can you separate the logic of your apps from the UI?

Further reading

As Flutter is rapidly gaining momentum, you'll find a lot of articles and documents on the topics that we've touched in this project.

For padding, EdgeInsets, the box model, and layouts in general, the Flutter official documentation has a fantastic article to get you started at: https://flutter.dev/docs/development/ui/layout.

For TextFields have a look at: https://flutter.dev/docs/cookbook/forms/text-input.

For use cases of DropdownButton widgets, again the official documentation has a nice page at: https://docs.flutter.io/flutter/material/DropdownButton-class.html.

Left arrow icon Right arrow icon
Download code icon Download Code

Key benefits

  • Learn cross-platform mobile development with Flutter and Dart by building 11 real-world apps
  • Create wide array of mobile projects such as 2D game, productivity timer, movie browsing app, and more
  • Practical projects demonstrating Flutter development techniques with tips, tricks, and best practices

Description

Flutter is a modern reactive mobile framework that removes a lot of the complexity found in building native mobile apps for iOS and Android. With Flutter, developers can now build fast and native mobile apps from a single codebase. This book is packed with 11 projects that will help you build your own mobile applications using Flutter. It begins with an introduction to Dart programming and explains how it can be used with the Flutter SDK to customize mobile apps. Each chapter contains instructions on how to build an independent app from scratch, and each project focuses on important Flutter features.From building Flutter Widgets and applying animations to using databases (SQLite and sembast) and Firebase, you'll build on your knowledge through the chapters. As you progress, you’ll learn how to connect to remote services, integrate maps, and even use Flare to create apps and games in Flutter. Gradually, you’ll be able to create apps and games that are ready to be published on the Google Play Store and the App Store. In the concluding chapters, you’ll learn how to use the BLoC pattern and various best practices related to creating enterprise apps with Flutter. By the end of this book, you will have the skills you need to write and deliver fully functional mobile apps using Flutter.

Who is this book for?

This book is for mobile developers and software developers who want to learn Flutter to build state-of-the-art mobile apps. Although prior experience with Dart programming or Flutter is not required, knowledge of object-oriented programming (OOP), data structures and software design patterns will be beneficial.

What you will learn

  • Design reusable mobile architectures that can be applied to apps at any scale
  • Get up to speed with error handling and debugging for mobile application development
  • Apply the principle of ‘composition over inheritance' to break down complex problems into many simple problems
  • Update your code and see the results immediately using Flutter's hot reload
  • Identify and prevent bugs from reappearing with Flutter's developer tools
  • Manage an app s state with Streams and the BLoC pattern
  • Build a simple web application using Flutter Web

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Apr 07, 2020
Length: 490 pages
Edition : 1st
Language : English
ISBN-13 : 9781838642532
Vendor :
Google
Category :
Languages :
Tools :

What do you get with eBook?

Product feature icon Instant access to your Digital eBook purchase
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
Product feature icon AI Assistant (beta) to help accelerate your learning

Product Details

Publication date : Apr 07, 2020
Length: 490 pages
Edition : 1st
Language : English
ISBN-13 : 9781838642532
Vendor :
Google
Category :
Languages :
Tools :

Packt Subscriptions

See our plans and pricing
Modal Close icon
€18.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
€189.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts
€264.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total 106.97
Flutter Projects
€24.99
Flutter for Beginners
€44.99
Flutter Cookbook
€36.99
Total 106.97 Stars icon

Table of Contents

13 Chapters
Hello Flutter! Chevron down icon Chevron up icon
Miles or Kilometers? Using Stateful Widgets Chevron down icon Chevron up icon
My Time - Listening to a Stream of Data Chevron down icon Chevron up icon
Pong Game - 2D Animations and Gestures Chevron down icon Chevron up icon
Let's Go to the Movies - Getting Data from the Web Chevron down icon Chevron up icon
Store That Data - Using Sq(F)Lite To Store Data in a Local Database Chevron down icon Chevron up icon
Firing Up the App - Integrating Firebase into a Flutter App Chevron down icon Chevron up icon
The Treasure Mapp - Integrating Maps and Using Your Device Camera Chevron down icon Chevron up icon
Let's Play Dice: Knockout - Creating an Animation with Flare Chevron down icon Chevron up icon
ToDo App - Leveraging the BLoC Pattern and Sembast Chevron down icon Chevron up icon
Building a Flutter Web App Chevron down icon Chevron up icon
Assessment Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(5 Ratings)
5 star 40%
4 star 40%
3 star 0%
2 star 20%
1 star 0%
Paul Gehrman May 31, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The projects covered are diverse and well-explained.
Amazon Verified review Amazon
Calvin E. Nov 29, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great book for examples! This is not a book for introduction to Dart. But if you spend about a week learning Dart first, then pick this book up, it is an excellent segway into Dart/Flutter. The links are relevant and the code is spot on. I have just 2 more chapters to complete. I was able to build all of the code as a web app and an ios and android app.
Amazon Verified review Amazon
Eric Nov 14, 2020
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
I tried a Kindle version, but this was tricky to use on a single computer. That is read the book and enter the code using the same screen (albeit different desk tops). I am quite used to writing code, but found this a bit difficult to follow - possibly because of the screen limitation. It is based on the Android IDE, but I was using VS Code. Fairly easy to switch IDEs, but one needs to remember the slightly different requirements.This book gave me a good introduction, but I subsequently found that the Flutter Codelabs website was a better place for code writing experience.I will try using the Kindle version again when I can have sight of the book and my development platform simulateously - that is the Kindle running on another separate machine or screen.
Amazon Verified review Amazon
Neddo Oct 07, 2021
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
The book is a good starting point but is a bit outdated (current APIs for maps has changed for example).The code printed on the book not always compile, you have to check the github repo as a reference too.It does fulfil the expectations to get you started and coding your own apps in short time
Amazon Verified review Amazon
Fabio S. Apr 13, 2021
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
The content, the idea of what it is covering is very good. But there are way too many errors in the book. Really frustrating.
Amazon Verified review Amazon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

How do I buy and download an eBook? Chevron down icon Chevron up icon

Where there is an eBook version of a title available, you can buy it from the book details for that title. Add either the standalone eBook or the eBook and print book bundle to your shopping cart. Your eBook will show in your cart as a product on its own. After completing checkout and payment in the normal way, you will receive your receipt on the screen containing a link to a personalised PDF download file. This link will remain active for 30 days. You can download backup copies of the file by logging in to your account at any time.

If you already have Adobe reader installed, then clicking on the link will download and open the PDF file directly. If you don't, then save the PDF file on your machine and download the Reader to view it.

Please Note: Packt eBooks are non-returnable and non-refundable.

Packt eBook and Licensing When you buy an eBook from Packt Publishing, completing your purchase means you accept the terms of our licence agreement. Please read the full text of the agreement. In it we have tried to balance the need for the ebook to be usable for you the reader with our needs to protect the rights of us as Publishers and of our authors. In summary, the agreement says:

  • You may make copies of your eBook for your own use onto any machine
  • You may not pass copies of the eBook on to anyone else
How can I make a purchase on your website? Chevron down icon Chevron up icon

If you want to purchase a video course, eBook or Bundle (Print+eBook) please follow below steps:

  1. Register on our website using your email address and the password.
  2. Search for the title by name or ISBN using the search option.
  3. Select the title you want to purchase.
  4. Choose the format you wish to purchase the title in; if you order the Print Book, you get a free eBook copy of the same title. 
  5. Proceed with the checkout process (payment to be made using Credit Card, Debit Cart, or PayPal)
Where can I access support around an eBook? Chevron down icon Chevron up icon
  • If you experience a problem with using or installing Adobe Reader, the contact Adobe directly.
  • To view the errata for the book, see www.packtpub.com/support and view the pages for the title you have.
  • To view your account details or to download a new copy of the book go to www.packtpub.com/account
  • To contact us directly if a problem is not resolved, use www.packtpub.com/contact-us
What eBook formats do Packt support? Chevron down icon Chevron up icon

Our eBooks are currently available in a variety of formats such as PDF and ePubs. In the future, this may well change with trends and development in technology, but please note that our PDFs are not Adobe eBook Reader format, which has greater restrictions on security.

You will need to use Adobe Reader v9 or later in order to read Packt's PDF eBooks.

What are the benefits of eBooks? Chevron down icon Chevron up icon
  • You can get the information you need immediately
  • You can easily take them with you on a laptop
  • You can download them an unlimited number of times
  • You can print them out
  • They are copy-paste enabled
  • They are searchable
  • There is no password protection
  • They are lower price than print
  • They save resources and space
What is an eBook? Chevron down icon Chevron up icon

Packt eBooks are a complete electronic version of the print edition, available in PDF and ePub formats. Every piece of content down to the page numbering is the same. Because we save the costs of printing and shipping the book to you, we are able to offer eBooks at a lower cost than print editions.

When you have purchased an eBook, simply login to your account and click on the link in Your Download Area. We recommend you saving the file to your hard drive before opening it.

For optimal viewing of our eBooks, we recommend you download and install the free Adobe Reader version 9.