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Flutter Cookbook
Flutter Cookbook

Flutter Cookbook: Over 100 proven techniques and solutions for app development with Flutter 2.2 and Dart

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Profile Icon Simone Alessandria Profile Icon Kayfitz
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Arrow left icon
Profile Icon Simone Alessandria Profile Icon Kayfitz
Arrow right icon
€36.99
Full star icon Full star icon Full star icon Full star icon Half star icon 4.2 (16 Ratings)
Paperback Jun 2021 646 pages 1st Edition
eBook
€20.98 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m
eBook
€20.98 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m

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Flutter Cookbook

Dart: A Language You Already Know

At its heart, Dart is a conservative programming language. It was not designed to champion bold new ideas, but rather to create a predictable and stable programming environment. The language was created at Google in 2011, with the goal of unseating JavaScript as the language of the web.

JavaScript is a very flexible language, but its lack of a type system and misleadingly simple grammar can make projects very difficult to manage as they grow. Dart aimed to fix this by finding a halfway point between the dynamic nature of JavaScript and the class-based designs of Java and other object-oriented languages. The language uses a syntax that will be immediately familiar to any developer who already knows a C-style language.

This chapter also assumes that Dart is not your first programming language. Consequently, we will be skipping the parts of the Dart language where the syntax is the same as any other C-style language. You will not find anything in this chapter about loops, if statements, and switch statements; they aren't any different here from how they are treated in other languages you already know. Instead, we will focus on the aspects of the Dart language that make it unique.

In this chapter, we will cover the following recipes, all of which will function as a primer on Dart:

  • Declaring variables  var versus final versus const
  • Strings and string interpolation
  • How to write functions
  • How to use functions as variables with closures
  • Creating classes and using the class constructor shorthand
  • Defining abstract classes
  • Implementing generics
  • How to group and manipulate data with collections
  • Writing less code with higher-order functions
  • Using the cascade operator to implement the builder pattern
  • Understanding Dart Null Safety
If you are already aware of how to develop in Dart, feel free to skip this chapter. We will be focusing exclusively on the language here and will then cover Flutter in detail in the next chapter.

Technical requirements

This chapter will focus purely on Dart instead of Flutter. There are two primary options for executing these samples:

  • DartPad (https://dartpad.dartlang.org): DartPad is a simple web app where you can execute Dart code. It's a great playground for trying out new ideas and sharing code.
  • IDEs: If you wish to try out these samples locally with complete code support, then you can use either Visual Studio Code or IntelliJ.

Declaring variables – var versus final versus const

Variables are user-defined symbols that hold a reference to some value. They can range from a single number to large object graphs. It is virtually impossible to write a useful program without at least one variable. You can probably argue that almost every program ever written can be boiled down to taking in some input, storing that data in a variable, manipulating the data in some way, and then returning an output. All of this would be impossible without variables.

Recently, a new trend has appeared in programming that emphasizes immutability. This means that once the values are stored in a variable, that's it  they cannot change. Immutable variables are safer, produce no side effects, and lead to fewer bugs as a consequence.

In this recipe, we will create a small toy program that will declare variables in the three different ways that Dart allows  var, final, and const

Getting ready

Install the following before you get started with this recipe:

  • DartPad:
    1. In your browser, navigate to https://dartpad.dartlang.org.
  • Visual Studio Code:
    1. Double-check that the DartCode plugin has been installed. If you followed the steps in the previous chapter, you should be good to go.
    2. Press Command + N to create a new file and save it as main.dart.
  • IntelliJ:
    1. Double-check that you have the Dart plugin installed.
    2. Select Create new project. The following dialog will appear, asking what language and configuration you want to use: 

    1. Pick Dart as your language and then select Console Application. This effectively runs the same commands as the command-line instructions but wraps everything in a nice GUI.
When working with the code samples in this book, it is strongly discouraged that you copy and paste them into your IDE. Instead, you should transcribe the samples manually. The act of writing code, not copying/pasting, will allow your brain to absorb the code and see how tools such as code completion and DartFmt make it easier for you to type code. If you copy and paste, you'll get a working program, but you will also learn nothing.

How to do it...

Let's get started with our first Dart project. We will start from a blank canvas:

  1. Open main.dart and delete everything. At this point, the file should be completely empty. Now, let's add the main function, which is the entry point for every Dart program:
main() {
variablePlayground();
}
  1. This code won't compile yet because we haven't defined that variablePlayground function. This function will be a hub for all the different examples in this recipe:
void variablePlayground() {
basicTypes();
untypedVariables();
typeInterpolation();
immutableVariables();
}

We added the void keyword in front of this function, which is the same as saying that this function returns nothing.

  1. Now, let's implement the first example. In this method, all these variables are mutable; they can change once they've been defined:
void basicTypes() {
int four = 4;
double pi = 3.14;
num someNumber = 24601;
bool yes = true;
bool no = false;
int nothing;

print(four);
print(pi);
print(someNumber);
print(yes);
print(no);
print(nothing == null);
}

The syntax for declaring a mutable variable should look very similar to other programming languages. First, you declare the type and then the name of the variable. You can optionally supply a value for the variable after the assignment operator. If you don't supply a value, that variable will be set to null.

  1. Dart has a special type called dynamic, which is a sort of "get out of jail free" card from the type system. You can annotate your variables with this keyword to imply that the variable can be anything. It is useful in some cases, but for the most part, it should be avoided:
void untypedVariables() {
dynamic something = 14.2;
print(something.runtimeType); //outputs 'double'
}
  1. Dart can also infer types with the var keyword. var is not the same as dynamic. Once a value has been assigned to the variable, Dart will remember the type and it cannot be changed later. The values, however, are still mutable:
void typeInterpolation() {
var anInteger = 15;
var aDouble = 27.6;
var aBoolean = false;

print(anInteger.runtimeType);
print(anInteger);

print(aDouble.runtimeType);
print(aDouble);

print(aBoolean.runtimeType);
print(aBoolean);
}
  1. Finally, we have our immutable variables. Dart has two keywords that can be used to indicate immutability  final and const

The main difference between final and const is that const must be determined at compile time; for example, you cannot have const containing DateTime.now() since the current date and time can only be determined at runtime, not at compile time. See the How it works... section of this recipe for more details.
  1. Add the following function to the main.dart file:
void immutableVariables() {
final int immutableInteger = 5;
final double immutableDouble = 0.015;

// Type annotation is optional
final interpolatedInteger = 10;
final interpolatedDouble = 72.8;

print(interpolatedInteger);
print(interpolatedDouble);

const aFullySealedVariable = true;
print(aFullySealedVariable);
}

How it works...

An assignment statement in Dart follows the same grammar as other languages in the C language family:

// (optional modifier) (optional type) variableName = value;
final String name = 'Donald'; //final modifier, String type

First, you can optionally declare a variable as either varfinal, or const, like so:

var animal = 'Duck';
final numValue = 42;
const isBoring = true;

These modifiers indicate whether the variable is mutable. var is completely mutable as its value can be reassigned at any point. final variables can only be assigned once, but by using objects, you can change the value of its fields. const variables are compile-time constants and are fully immutable; nothing about these variables can be changed once they've been assigned.

Please note that you can only specify a type when you're using the final modifier, as follows:

final int numValue = 42; // this is ok
// NOT OK: const int or var int.

After the final modifier, you can optionally declare the variable type, from simple built-in types such as int, double, and bool, to your own more complex custom types. This notation is standard for languages such as Java, C, C++, Objective-C, and C#.

Explicitly annotating the type of a variable is the traditional way of declaring variables in languages such as Java and C, but Dart can also interpolate the type based on its assignment. In the typeInterpolation example, we decorated the types with the var keyword; Dart was able to figure out the type based on the value that was assigned to the variable. For example, 15 is an integer, while 27.6 is a double. In most cases, there is no need to explicitly reference the type; the compiler is smart enough to figure this out. This allows us, as developers, to write succinct, script-like code and still take advantage of inherent gains that we get from a type-safe language.

The difference between final and const is subtle but important. A final variable must have a value assigned to it in the same statement where it was declared, and that variable cannot be reassigned to a different value:

final meaningOfLife = 42;
meaningOfLife = 64; // This will throw an error

While the top-level value of a final variable cannot change, its internal contents can. In a list of numbers that have been assigned to a final variable, you can change the internal values of that list, but you cannot assign a completely new list.

const takes this one step further. const values must be determined at compile time, new values are blocked from being assigned to const variables, and the internal contents of that variable must also be completely sealed. Typically, this is indicated by having the object have a const constructor, which only allows immutable values to be used. Since their value is already determined at compile time, const values also tend to be faster than variables.

There's more...

In recent years, there has been a trend in development that favors immutable values over mutable ones. Immutable data cannot change. Once it has been assigned, that's it. There are two primary benefits to preferring immutable data, as follows:

  • It's faster. When you declare a const value, the compiler has less work to do. It only has to allocate memory for that variable once and doesn't need to worry about reallocating if the variable is reassigned. This may seem like an infinitesimal gain, but as your programs grow, your performance gain grows as well.
  • Immutable data does not have side effects. One of the most common sources of bugs in programming is where value is changed in one place, and it causes an unexpected cascade of changes. If the data cannot change, then there will be no cascade. And in practice, most variables tend to only be assigned once anyway, so why not take advantage of immutability?

See also

Strings and string interpolation

A String is simply a variable that holds human-readable text. The reason why they're called strings instead of text has more to do with history than practicality. From a computer's perspective, a String is actually a list of integers. Each integer represents a character.

For example, the number U+0041 (Unicode notation, 65 in decimal notation) is the letter A. These numbers are stringed together to create text.

In this recipe, we will continue with the toy console application in order to define and work with strings.

Getting ready

To follow along with this recipe, you should write the code in DartPad or add the code to the existing project you created in the previous recipe, both in a new file or in the main.dart file. 

How to do it...

Just like in the previous project, you are going to create a playground function where every sub-function will demonstrate a different aspect of the strings:

  1. Type in the following code and use it as the hub for all the other string examples:
void stringPlayground() {
basicStringDeclaration();
multiLineStrings();
combiningStrings();
}
  1. The first section demonstrates the ways in which you can declare string literals. Write the following function into your code, just under the stringPlayground function:
void basicStringDeclaration() {
// With Single Quotes
print('Single quotes');
final aBoldStatement = 'Dart isn\'t loosely typed.';
print(aBoldStatement);

// With Double Quotes
print("Hello, World");
final aMoreMildOpinion = "Dart's popularity has skyrocketed with
Flutter!";
print(aMoreMildOpinion);
// Combining single and double quotes
final mixAndMatch =
'Every programmer should write "Hello, World" when learning
a new language.';
print(mixAndMatch);
}

  1. Dart also supports multi-line strings for cases where you have a text block that you want to print to the screen. The following example gets a little Shakespearean:
void multiLineStrings() {
final withEscaping = 'One Fish\nTwo Fish\nRed Fish\nBlue Fish';
print(withEscaping);

final hamlet = '''
To be, or not to be, that is the question:
Whether 'tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles
And by opposing end them.
''';

print(hamlet);
}
  1. Finally, one of the most common tasks programmers perform with strings is composing them to make more complex strings. Dart supports both the traditional method of concatenation, as well as a more modern method called string interpolation. Type in the following blocks of code to get a feel for both techniques:
void combiningStrings() {
traditionalConcatenation();
modernInterpolation();
}

void traditionalConcatenation() {
final hello = 'Hello';
final world = "world";

final combined = hello + ' ' + world;
print(combined);
}

void modernInterpolation() {
final year = 2011;
final interpolated = 'Dart was announced in $year.';
print(interpolated);

final age = 35;
final howOld = 'I am $age ${age == 1 ? 'year' : 'years'} old.';
print(howOld);
}

  1. Now, all we have to do to run this code is update main.dart so that it points this file to a new file. Replace the top of main.dart with the following code:
main() {
variablePlayground();
stringPlayground();
}

How it works...

Just like JavaScript, there are two ways of declaring string literals in Dart – using a single quote or double quotes. It doesn't matter which one you use, as long as both begin and end a string with the same character. Depending on which character you chose, you would have escaped that character if you wanted to insert it in your string.

For example, to write a string stating Dart isn't loosely typed with single quotes, you would have to write the following:

// With Single Quotes
final aBoldStatement = 'Dart isn\'t loosely typed.';

// With Double Quotes
final aMoreMildOpinion = "Dart's popularity has skyrocketed with Flutter!";

Notice how we had to write a backslash in the first example but not in the second. That backslash is called an escape character. Here, we are telling the compiler that even though it sees an apostrophe, this is not the end of the string, and the apostrophe should actually be included as part of the string.

The two ways in which you can write a string are helpful when you're writing strings that contain single quotes/apostrophes or quotation marks. If you declare your string with the symbol that is not in your string, then you will not have to add any unnecessary characters to your code, which ultimately improves legibility.

It has become a convention to prefer single quote strings over doubles in Dart, which is what we will follow in this book, except if that choice forces us to add escape characters.

One other interesting feature of strings in Dart is multi-line strings.

If you ever had a larger block of text that you didn't want to put into a single line, you would have to insert the newline character, \n, as you saw in this recipe's code:

final withEscaping = 'One Fish\nTwo Fish\nRed Fish\nBlue Fish';

The newline character has served us well for many years, but more recently, another option has emerged. If you write three quotation marks (single or double), Dart will allow you to write free-form text without having to inject any non-rendering control characters, as shown in the following code block:

final hamlet = '''
To be, or not to be, that is the question:
Whether 'tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles
And by opposing end them.
''';

In this example, every time you press Enter on the keyboard, it is the equivalent of typing the control character, \n, in your string.

There's more...

On top of simply declaring strings, the more common use of this data type is to concatenate multiple values to build complex statements. Dart supports the traditional way of concatenating strings; that is, by simply using the addition (+) symbol between multiple strings, like so:

final sum = 1 + 1; // 2
final concatenate = 'one plus one is ' + sum;

While Dart fully supports this method of constructing strings, the language also supports interpolation syntax. The second statement can be updated to look like this:

final sum = 1 + 1;
final interpolate = 'one plus one is $sum'

The dollar sign notation only works for single values, such as the integer in the preceding snippet. If you need anything more complex, you can add curly brackets after the dollar sign and write any Dart expression. This can range from something simple, such as accessing a member of a class, to a complex ternary operator.

Let's break down the following example:

  final age = 35;
final howOld = 'I am $age ${age == 1 ? 'year' : 'years'} old.';
print(howOld);

The first line declares an integer called age and sets its value to 35. The second line contains both types of string interpolation. First, the value is just inserted with $age, but after that, there is a ternary operator inside the string to determine whether the word year or years should be used:

age == 1 ? 'year' : 'years'

This statement means that if the value of age is 1, then use the singular word year; otherwise, use the plural word years. When you run this code, you'll see the following output:

I am 35 years old.

Over time, this will become natural. Just remember that legible code is usually better than shorter code, even if it takes up more space.

It's probably worth mentioning another way to perform concatenation tasks, which is using the StringBuffer object. Consider the following code:

List fruits = ['Strawberry', 'Coconut', 'Orange', 'Mango', 'Apple'];
StringBuffer buffer = StringBuffer();
for (String fruit in fruits) {
buffer.write(fruit);
buffer.write(' ');
}
print (buffer.toString()); // prints: Strawberry Coconut Orange Mango Apple

You can use a StringBuffer to incrementally build a string. This is better than using string concatenation as it performs better. You add content to a StringBuffer by calling its write method. Then, once it's been created, you can transform it into a String with the toString method.

See also

How to write functions

Functions are the basic building blocks of any programming language and Dart is no different. The basic structure of a function is as follows:

optionalReturnType functionName(optionalType parameter1, optionalType parameter2...) {
// code
}

You have already written a few functions in previous recipes. In fact, you really can't write a functioning Dart application without them.

Dart also has some variations of this classical syntax and provides full support for optional parameters, optionally named parameters, default parameter values, annotations, closures, generators, and asynchronicity decorators. This may seem like a lot to cover in one recipe, but with Dart, most of this complexity will disappear.

Let's explore how to write functions and closures in this recipe. 

Getting ready

To follow along with this recipe, you can write the code in DartPad, or add the code to the existing project you created in the previous recipe, either in a new file or in the main.dart file

How to do it...

We'll continue with the same pattern from the previous recipe:

  1. Start by creating the hub function for the different features we are going to cover:
void functionPlayground() {
classicalFunctions();
optionalParameters();
}
  1. Now, add some functions that take parameters and return values:
void printMyName(String name) {
print('Hello $name');
}

int add(int a, int b) {
return a + b;
}

int factorial(int number) {
if (number <= 0) {
return 1;
}

return number * factorial(number - 1);
}

void classicalFunctions() {
printMyName('Anna');
printMyName('Michael');

final sum = add(5, 3);
print(sum);

print('10 Factorial is ${factorial(10)}');
}
  1. One of the new features that Dart has added is optional parameters. If you wrap your function's parameter list in square brackets, then those parameters can be omitted without the compiler throwing errors. 
The question mark after a parameter, such as in String? name, tells the Dart compiler that the parameter itself can be null
  1. Write this code immediately after the previous example:
void unnamed([String? name, int? age]) {
final actualName = name ?? 'Unknown';
final actualAge = age ?? 0;
print('$actualName is $actualAge years old.');
}

Dart also supports named optional parameters, with curly brackets.

When calling a function with named parameters, you need to specify the parameter name. You can call the parameters in any order; for example, named(greeting: 'hello!');.
  1. Add this function right after the unnamed optional function:
void named({String? greeting, String? name}) {
final actualGreeting = greeting ?? 'Hello';
final actualName = name ?? 'Mystery Person';
print('$actualGreeting, $actualName!');
}
  1. Optional parameters and optional named parameters also support default values. If the parameter is omitted when the function is called, the default value will be used instead of null. You can also place a set of required parameters first, followed by a list of optionals. Add the following code to see how this can be accomplished:
String duplicate(String name, {int times = 1}) {
String merged = '';
for (int i = 0; i < times; i++) {
merged += name;
if (i != times - 1) {
merged += ' ';
}
}

return merged;
}
  1. Now, implement the playground function to show all these pieces in action:
void optionalParameters() {
unnamed('Huxley', 3);
unnamed();

// Notice how named parameters can be in any order
named(greeting: 'Greetings and Salutations');
named(name: 'Sonia');
named(name: 'Alex', greeting: 'Bonjour');

final multiply = duplicate('Mikey', times: 3);
print(multiply);
}
  1. Finally, update the main method so that these functions can be executed:
main() {
variablePlayground();
stringPlayground();
functionPlayground();
}

How it works...

With Dart, you can write functions with unnamed (the old way)named, and unnamed optional parameters. In Flutter, unnamed optional parameters are the most common style you will be using, especially with widgets (more on this in the following chapters).

Named parameters can also remove ambiguity from what each parameter is supposed to do. Take a look at the following line from the preceding code example:

unnamed('Huxley', 3);

Now, compare it with this line:

duplicate('Mikey', times: 3);

In the first example, it isn't immediately clear what the purpose of each parameter is. In the second example, the times parameter immediately tells you that the text Mikey will be duplicated three times. This can go a long way with functions that have rather long parameter lists, where it can be difficult to remember the expected order of the parameters. Take a look at how this syntax is put to work in the Flutter framework:

Container(
margin:
const EdgeInsets.all(10.0),
color: Colors.red
,
height: 48.0,
child: Text('Named parameters are great!'),
)

This isn't even all the properties that are available for containers – it can get much longer. Without named parameters, this sort of syntax could be almost impossible to read.

Type annotation for Dart functions is optional.

 

You can completely omit it if you are so inclined. However, for any parameter or even function name that does not have type annotation, Dart will assume that it is of the dynamic type. Since we would like to exploit Dart's type system for all it's worth, dynamic types should be avoided. That is why we always strive to add the void keyword in front of any function that doesn't return a value.

How to use functions as variables with closures

Closures, also known as first-class functions, are an interesting language feature that emerged from lambda calculus in the 1930s. The basic idea is that a function is also a value that can be passed around to other functions as a parameter. These types of functions are called closures, but there is really no difference between a function and a closure.

Closures can be saved to variables and used as parameters for other functions. They are even written inline when consuming a function that expects a closure as a property.

Getting ready

To follow along with this recipe, you can write the code in DartPad, or add the code to the existing project you created in the previous recipe, both in a new file or in the main.dart file

How to do it...

To implement a closure in Dart, follow these steps:

  1. To add a closure to a function, you have to essentially define another function signature inside a function:
void callbackExample(void callback(String value)) {
callback('Hello Callback');
}
  1. Defining closures inline can get quite verbose. To simplify this, Dart uses the typedef keyword to create a custom type alias that will represent the closure. Let's create a typedef called NumberGetter, which will be a function that returns an integer:
typedef NumberGetter = int Function();
  1. The following function will take in a NumberGetter as its parameter and invoke it in its function:
int powerOfTwo(NumberGetter getter) {
return getter() * getter();
}

  1. Let's put this all together with a function that will use all these closure examples:
void consumeClosure() {
final getFour = () => 4;
final squared = powerOfTwo(getFour);
print(squared);

callbackExample((result) {
print(result);
});
}
  1. Finally, add an invocation to consumeClosure at the top of the playground method or in your main method:

consumeClosure();

How it works...

A modern programming language wouldn't be complete without closures, and Dart is no exception. To oversimplify this, a closure is a function that is saved to a variable that can be called later. They are often used for callbacks, such as when the user taps a button or when the app receives data from a network call.

We showed two ways to define closures in this recipe:

  • Function prototypes
  • typedefs

The easiest and most maintainable way to work with closures is with the typedef keyword. This is especially true if you are planning on reusing the same closure type multiple times; then, using typedefs will make your code more succinct:

typedef NumberGetter = int Function();

This defines a closure type called NumberGetter, which is a function that is expected to return an integer:

int powerOfTwo(NumberGetter getter) {
return getter() * getter();
}

The closure type is then used in this function, which will call the closure twice and then multiply the result:

final getFour = () => 4;
final
squared = powerOfTwo(getFour);

In this line, we call the function and provide our closure, which returns the number 4. This code also uses the fat arrow syntax, which allows you to write any function that takes up a single line without braces. For single-line functions, you can use the arrow syntax, =>, instead of brackets. 

The getFour line without the arrow is equivalent to writing the following:

final getFour = () {
return 4;
};
// this is the same as:
final getFour = () => 4;

Arrow functions are very helpful for removing unneeded syntax, but they should only be used for simple statements. For complex functions, you should use the block function syntax.

Closures are probably one of the most cognitively difficult programming concepts. It may seem awkward to use them at first, but the only way for it to become natural is to practice using them several times. 

Creating classes and using the class constructor shorthand

Classes in Dart are not dramatically different from what you would find in other object-oriented programming (OOP) languages. The main differences have more to do with what is missing rather than what has been added. Dart can fully support most OOP paradigms, but it can also do so without a large number of keywords. Here are a few examples of some common keywords that are generally associated with OOP that are not available in Dart:

  • private
  • protected
  • public
  • struct
  • interface
  • protocol

It may take a while to let go of using these, especially for longtime adherents of OOP, but you don't need any of these keywords and you can still write type-safe encapsulated, object-oriented code.

In this recipe, we're going to define a class hierarchy around formal and informal names.

Getting ready

As with the other recipes in this chapter, create a new file in your existing project or add your code in DartPad.

How to do it...

Let's start building our own custom types in Dart:

  1. First, define a class called Name, which is an object that stores a person's first and last names:
class Name {
final String first;
final String last;

Name(this.first, this.last);


@override
String toString() {
return '$first $last';
}
}
  1. Now, let's define a subclass called OfficialName. This will be just like the Name class, but it will also have a title:
class OfficialName extends Name {
// Private properties begin with an underscore
final String _title;

// You can add colons after constructor
// to parse data or delegate to super
OfficialName(this._title, String first, String last)
: super(first, last);

@override
String toString() {
return '$_title. ${super.toString()}';
}
}
  1. Now, we can see all these concepts in action by using the playground method:
void classPlayground() {
final name = OfficialName('Mr', 'Francois', 'Rabelais');
final message = name.toString();
print(message);

}
  1. Finally, add a call to classPlayground in the main method:
main() {
...
classPlayground();
}

How it works...

Just like functions, Dart implements the expected behavior for classical object-oriented programming.

In this recipe, you used inheritance, which is a building block of OOP. Consider the following class declaration:

class OfficialName extends Name {
...

This means that OfficialName inherits all the properties and methods that are available in the Name class, and may add more or override existing ones.

One of the more interesting syntactical features in Dart is the constructor shorthand. This allows you to automatically assign members in constructors by simply adding the this keyword, which is demonstrated in the Name class, as shown in the following code block:

const Name(this.first, this.last);

The Dart plugin for Android Studio and Visual Studio Code also has a handy shortcut for generating constructors, so you can make this process go even faster. Try deleting the constructors from the Name class. You should see red underlines underneath the first and last properties. Move your cursor to one of those properties (it doesn't matter which one) and press Option + Enter:

You should see a popup appear that generates constructions for final fields. If you hit Enter, your constructor will appear without you having to type anything. It's convenient.

 

The building blocks of OOP

Where Dart does deviate from other OOP languages, such as Java, C#, Kotlin, and Swift, is its lack of explicit keywords for interfaces and abstract classes. In Dart, objects are more defined by how they are used rather than how they are defined.

There are three keywords for building relationships among classes:

extends

Class Inheritance

Use this keyword with any class where you want to extend the superclass's functionality. A class can only extend one class. Dart does not support multiple inheritance.

implements

Interface Conformance

You can use implements when you want to create your own implementation of another class, as all classes are implicit interfaces. When the FullName class implements the Name class, all the functions that were defined in the Name class must be implemented. This means that when you implement a class, you do not inherit any code, just the type. 

Classes can implement any number of interfaces, but be reasonable and don't make that list too long.

with

Apply Mixin

In Dart, a class can only extend another class. Mixins allow you to reuse a class's code in multiple class hierarchies. This means that mixins allow you to get blocks of code without needing to create subclasses.

Dart 2.1 added the mixin keyword to the language. Previously, mixins were also just abstract classes, and they can still be used in that manner if desired.

See also

How to group and manipulate data with collections

All programming languages possess some mechanism to organize data. We've already covered the most common way  objects. These class-based structures allow you, the programmer, to define how you want to model your data and manipulate it with methods.

If you want to model groups of similar data, collections are your solution. A collection contains a group of elements. There are many types of collections in Dart, but we are going to focus on the three most popular ones: List, Map, and Set.

  • Lists are linear collections where the order of the elements is maintained. 
  • Maps are a non-linear collection of values that can be accessed by a unique key.
  • Sets are a non-linear collection of unique values where the order is not maintained.

These three main types of collections can be found in almost every programming language, but sometimes by a different name. If Dart is not your first programming language, then this matrix should help you correlate collections to equivalent concepts in other languages:

Dart Java Swift JavaScript
List ArrayList Array Array
Map HashMap Dictionary Object
Set HashSet Set Set

Getting ready

Create a new file in your project or type this code in Dartpad. 

How to do it...

Follow these steps to understand and use Dart collections:

  1. Create the playground function that will call the examples for each collection type we're going to cover:
void collectionPlayground() {
listPlayground();
mapPlayground();
setPlayground();
collectionControlFlow();
}
  1. First up is Lists, more commonly known as arrays in other languages. This function shows how to declare, add, and remove data from a list:
void listPlayground() {
// Creating with list literal syntax
final List<int> numbers = [1, 2, 3, 5, 7];

numbers.add(10);
numbers.addAll([4, 1, 35]);

// Assigning via subscript
numbers[1] = 15;

print('The second number is ${numbers[1]}');

// enumerating a list
for (int number in numbers) {
print(number);
}
}
  1. Maps store two points of data per element – a key and a value. Keys are used to write and retrieve the values stored in the list. Add this function to see Map in action:
void mapPlayground() {
// Map Literal syntax
final MapString, int ages = {
'Mike': 18,
'Peter': 35,
'Jennifer': 26,
};

// Subscript syntax uses the key type.
// A String in this case
ages['Tom'] = 48;

final ageOfPeter = ages['Peter'];
print('Peter is $ageOfPeter years old.');

ages.remove('Peter');

ages.forEach((String name, int age) {
print('$name is $age years old');
});
}
  1. Sets are the least common collection type, but still very useful. They are used to store values where the order is not important, but all the values in the collection must be unique. The following function shows how to use sets:
void setPlayground() {
// Set literal, similar to Map, but no keys
final final Set<String> ministers = {'Justin', 'Stephen', 'Paul', 'Jean', 'Kim', 'Brian'};
ministers.addAll({'John', 'Pierre', 'Joe', 'Pierre'}); //Pierre is a duplicate, which is not allowed in a set.

final isJustinAMinister = ministers.contains('Justin');
print(isJustinAMinister);

// 'Pierre' will only be printed once
// Duplicates are automatically rejected
for (String primeMinister in ministers) {
print('$primeMinister is a Prime Minister.');
}
}
  1. Another Dart feature is the ability to include control flow statements directly in your collection. This feature is also one of the few examples where Flutter directly influences the direction of the language. You can include if statements, for loops, and spread operators directly inside your collection declarations. We will be using this style of syntax extensively when we get to Flutter in the next chapter. Add this function to get a feel for how control flows work on more simplistic data:
void collectionControlFlow() {
final addMore = false;
final randomNumbers = [
34,
232,
54,
32,
if (addMore) ...[
534343,
4423,
3432432,
],
];

final duplicated = [
for (int number in randomNumbers) number * 2,
];

print(duplicated);
}

How it works...

Each of these examples shows elements in collections that can be added, removed, and enumerated. When choosing which collection type to use, there are three questions you need to answer:

  • Does the order matter? Choose a List.
  • Should all the elements be unique? Choose a Set.
  • Do you need to access elements from a dataset quickly? Choose a Map.

Of these three types, Set is probably the most underused collection, but you should not dismiss it so easily. Since sets require elements to be unique and they don't have to maintain an explicit order, they can also be significantly faster than lists. For relatively small collections (~100 elements), you will not notice any difference between the two, but once the collections grow (~10,000 elements), the power of a set will start to shine. You can explore this further by looking into big-O notation, a method of measuring the speed of a computer algorithm.

Subscript syntax

One thing these collections have in common is subscript syntax. Subscripts are a way to quickly access elements in a collection, and they tend to work identically from language to language:

numbers[1] = 15;

The preceding line assigns the second value in the numbers list to 15. Lists in Dart use a zero offset to access the element. If the list is 10 elements long, then element 0 is the first element and element 9 is the last. If you were to try and access element 10, then your app would throw an out of bounds exception because element 10 does not exist.

Sometimes, it is safer to use the first and last accessors on the list instead of accessing the element directly:

final firstElement = numbers.first;
final lastElement = numbers.last;

Note that if your set is empty, first and last will throw an exception as well:

final List mySet = [];
print (mySet.first); //this will throw a Bad state: No element error

For maps, you can access the values with strings instead of integers:

ages['Tom'] = 48;
final myAge = ages['Brian']; //This will be null

However, unlike arrays, if you try to access a value with a key that is not on the map, then it will just gracefully fail and return null. It will not throw an exception.

There's more...

One exciting language feature that was added to Dart in version 2.3 is the ability to put control flows inside collections. This will be of particular importance when we start digging into Flutter build methods.

These operators work mostly like their normal control flow counterparts, except you do not add brackets and you only get a single line to yield a new value in the collection:

  final duplicated = [
for (int number in randomNumbers) number * 2,
];

In this example, we are iterating through the randomNumbers list and yielding double the value. Notice that there is no return statement; the value is immediately added to the list.

However, the single line requirement can be very restrictive. To remedy this, Dart has also borrowed the spread operator from JavaScript:

final randomNumbers = [
34,
232,
54,
32,
if (addMore) ...[
534343,
4423,
3432432,
],
];

By putting the three dots before the sublist, Dart will unbox the second list and flatten all these numbers into a single list. You can use this technique to add more than one value inside a collection-if or collection-for statement. Spread operators can also be used anywhere you wish to merge lists; they are not limited to collection-if and collection-for.

Writing less code with higher-order functions

If there was a different name we could give programmers, it would be Data Massager. Essentially, that is all we do. Our apps receive data from a source, be it a web service or some local database, and then we transform that data into user interfaces where we can collect more information and then send it back to the source. There is even an acronym for this  Create, Read, Update, and Delete (CRUD).

Throughout your life as a programmer, you will spend most of your time writing CRUD code. It doesn't matter if you are working with 3D graphics or training machine learning models  CRUD will consume the majority of your life.

Being able to manipulate mass quantities of data quickly, your standard control flows, along with your repertoire of do, while, and for loops isn't going to cut it. Instead, we should use higher-order functions, one of the primary aspects of functional programming, to help us get to the fun stuff faster.

Getting ready

Create a new file in your project or type this code in Dartpad.

Left arrow icon Right arrow icon
Download code icon Download Code

Key benefits

  • Work through practical recipes for building mobile applications with Flutter
  • Quickly build and iterate on your user interface (UI) with hot reload
  • Fix bugs and prevent them from reappearing using Flutter's developer tools and test suites

Description

“Anyone interested in developing Flutter applications for Android or iOS should have a copy of this book on their desk.” – Amazon 5* Review Lauded as the ‘Flutter bible’ for new and experienced mobile app developers, this recipe-based guide will teach you the best practices for robust app development, as well as how to solve cross-platform development issues. From setting up and customizing your development environment to error handling and debugging, The Flutter Cookbook covers the how-tos as well as the principles behind them. As you progress, the recipes in this book will get you up to speed with the main tasks involved in app development, such as user interface and user experience (UI/UX) design, API design, and creating animations. Later chapters will focus on routing, retrieving data from web services, and persisting data locally. A dedicated section also covers Firebase and its machine learning capabilities. The last chapter is specifically designed to help you create apps for the web and desktop (Windows, Mac, and Linux). Throughout the book, you’ll also find recipes that cover the most important features needed to build a cross-platform application, along with insights into running a single codebase on different platforms. By the end of this Flutter book, you’ll be writing and delivering fully functional apps with confidence.

Who is this book for?

If you’re familiar with the basic concepts of programming and have your eyes set on developing mobile apps using Dart, then this book is for you. As a beginner, you’ll benefit from the clear and concise step-by-step recipes, while a more experienced programmer will learn best practices and find useful tips. You’ll get the most out of this book if you have experience coding in either JavaScript, Swift, Kotlin, Java, Objective-C, or C#.

What you will learn

  • Use Dart programming to customize your Flutter applications
  • Discover how to develop and think like a Dart programmer
  • Leverage Firebase Machine Learning capabilities to create intelligent apps
  • Create reusable architecture that can be applied to any type of app
  • Use web services and persist data locally
  • Debug and solve problems before users can see them
  • Use asynchronous programming with Future and Stream
  • Manage the app state with Streams and the BLoC pattern
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Table of Contents

16 Chapters
Getting Started with Flutter Chevron down icon Chevron up icon
Dart: A Language You Already Know Chevron down icon Chevron up icon
Introduction to Widgets Chevron down icon Chevron up icon
Mastering Layout and Taming the Widget Tree Chevron down icon Chevron up icon
Adding Interactivity and Navigation to Your App Chevron down icon Chevron up icon
Basic State Management Chevron down icon Chevron up icon
The Future is Now: Introduction to Asynchronous Programming Chevron down icon Chevron up icon
Data Persistence and Communicating with the Internet Chevron down icon Chevron up icon
Advanced State Management with Streams Chevron down icon Chevron up icon
Using Flutter Packages Chevron down icon Chevron up icon
Adding Animations to Your App Chevron down icon Chevron up icon
Using Firebase Chevron down icon Chevron up icon
Machine Learning with Firebase ML Kit Chevron down icon Chevron up icon
Distributing Your Mobile App Chevron down icon Chevron up icon
Flutter Web and Desktop Chevron down icon Chevron up icon
About Packt Chevron down icon Chevron up icon

Customer reviews

Top Reviews
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(16 Ratings)
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ADITYA Aug 09, 2021
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One of the best resource for anything looking and learn flutter as well as sharpen their skills. Everything is intuitive and easy to understand. I highly recommend this book to beginners and also to experienced individuals
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Rachana Sep 21, 2021
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Highly recommended book for flutter users The book is updated and the very latest version. It covers everything, its one of the first full fledged book that covers each and everything in detail. Its for anyone who has just started flutter and is looking for guide form basics.
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paulsm Oct 24, 2021
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Anyone interested in developing Flutter applications for Android or iOS should have a copy of this book on their desk. It has 100s of great examples. But more importantly, the authors explain the "whys" for behind each of the features they discuss. The materials are completely up-to-date. The audience is everybody from a "beginner" to "experienced developers": the only prerequisite is having some familiarity with at least one object-oriented programming language (like C#, Java or Python, among others).If you're interested in Flutter - or even if you've already developed a few Flutter apps - I can't recommend this book highly enough.
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Antonio Aguilar Nov 04, 2021
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This book isn't like many of your "cookbook" style programming books which assume some level of understanding of the programming language. This books is designed for beginners who don't know any dart/flutter, and teaches you with robust code examples (unlike many books that only show you a snippet and expect you to follow along somehow without the greater context). That makes it pretty thick as half or more of the pages are just code, but it's worth the bulk for sure. At almost half way through I've found a few minor errors in the code but overall this book is one of the best I've read for learning a new language.
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abby1999 Aug 17, 2021
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I can wholeheartedly recommend this book to anyone wanting to pick up not JUST Flutter, but also the fundamentals of dart, working with Firebase, MLKit, and SO much more.What really impresses me is that Simone has even taken time to go deep into software architecture and design fundamentals (model view patterns, proper state management and so on), and personalized it to the Flutter/Dart paradigm. He covers everything from setting the Flutter kit up on your PC, to deploying Flutter apps, packages, websites and more.The bottom line is, if you're looking for a one stop solution for all your Flutter learning needs, THIS IS IT.Thanks for the amazing work put into this, Simone, and everyone else who contributed to it.
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