Commit 5fc04dab authored by Adam Barth's avatar Adam Barth Committed by GitHub

Document State (#4762)

This patch documents State in detail because it's a very common class
for developers to work with and it has a number of subtles.
parent ccf87bd0
......@@ -437,23 +437,23 @@ abstract class StatelessWidget extends Widget {
/// Creates a [StatelessElement] to manage this widget's location in the tree.
///
/// It is uncommon for subclasses to override this function.
/// It is uncommon for subclasses to override this method.
@override
StatelessElement createElement() => new StatelessElement(this);
/// Describes the part of the user interface represented by this widget.
///
/// The framework calls this function when this widget is inserted into the
/// The framework calls this method when this widget is inserted into the
/// tree in a given [BuildContext] and when the dependencies of this widget
/// change (e.g., an [InheritedWidget] referenced by this widget changes).
///
/// The framework replaces the subtree below this widget with the widget
/// returned by this function, either by updating the existing subtree or by
/// returned by this method, either by updating the existing subtree or by
/// removing the subtree and inflating a new subtree, depending on whether the
/// widget returned by this function [Widget.canUpdate] the root of the
/// existing subtree.
/// widget returned by this method can update the root of the existing
/// subtree, as determined by calling [Widget.canUpdate].
///
/// Typically implementations return a newly created constellation of widget
/// Typically implementations return a newly created constellation of widgets
/// that are configured with information from this widget's constructor and
/// from the given [BuildContext].
///
......@@ -490,7 +490,7 @@ abstract class StatelessWidget extends Widget {
///
/// [StatefulWidget] instances themselves are immutable and store their mutable
/// state in separate [State] objects that are created by the [createState]
/// function. The framework calls [createState] whenever it inflates a
/// method. The framework calls [createState] whenever it inflates a
/// [StatefulWidget], which means that multiple [State] objects might be
/// associated with the same [StatefulWidget] if that widget has been inserted
/// into the tree in multiple places. Similarly, if a [StatefulWidget] is
......@@ -522,13 +522,13 @@ abstract class StatefulWidget extends Widget {
/// Creates a [StatefulElement] to manage this widget's location in the tree.
///
/// It is uncommon for subclasses to override this function.
/// It is uncommon for subclasses to override this method.
@override
StatefulElement createElement() => new StatefulElement(this);
/// Creates the mutable state for this widget at a given location in the tree.
///
/// Subclasses should override this function to return a newly created
/// Subclasses should override this method to return a newly created
/// instance of their associated [State] subclass:
///
/// ```dart
......@@ -536,7 +536,7 @@ abstract class StatefulWidget extends Widget {
/// _MyState createState() => new _MyState();
/// ```
///
/// The framework can call this function multiple times over the lifetime of
/// The framework can call this method multiple times over the lifetime of
/// a [StatefulWidget]. For example, if the widget is inserted into the tree
/// in multiple locations, the framework will create a separate [State] object
/// for each location. Similarly, if the widget is removed from the tree and
......@@ -552,7 +552,7 @@ enum _StateLifecycle {
/// called.
created,
/// The [State.initState] function has been called but the [State] object is
/// The [State.initState] method has been called but the [State] object is
/// not yet ready to build.
initialized,
......@@ -560,7 +560,7 @@ enum _StateLifecycle {
/// called.
ready,
/// The [State.dispose] function has been called and the [State] object is
/// The [State.dispose] method has been called and the [State] object is
/// no longer able to build.
defunct,
}
......@@ -569,31 +569,143 @@ enum _StateLifecycle {
typedef void StateSetter(VoidCallback fn);
/// The logic and internal state for a [StatefulWidget].
///
/// State is information (1) that can be read synchronously when the widget is
/// built and (2) for which we will be notified when it changes.
///
/// [State] objects are created by the framework by calling the
/// [StatefulWidget.createState] method when inflating a [StatefulWidget] to
/// insert it into the tree. Because a given [StatefulWidget] instance can be
/// inflated multiple times (e.g., the widget is incorporated into the tree in
/// multiple places at once), there might be more than one [State] object
/// associated with a given [StatefulWidget] instance. Similarly, if a
/// [StatefulWidget] is removed from the tree and later inserted in to the tree
/// again, the framework will call [StatefulWidget.createState] again to create
/// a fresh [State] object, simplifying the lifecycle of [State] objects.
///
/// [State] objects have the following lifecycle:
///
/// * The framework creates a [State] object by calling
/// [StatefulWidget.createState].
/// * The newly created [State] object is associated with a [BuildContext].
/// This association is permanent: the [State] object will never change its
/// [BuildContext]. However, the [BuildContext] itself can be moved around
/// the tree along with its subtree. At this point, the [State] object is
/// considered [mounted].
/// * The framework calls [initState]. Subclasses of [State] should override
/// [initState] to perform one-time initialization that depends on the
/// [BuildContext] or the widget, which are available as the [context] and
/// [config] properties, respectively, when the [initState] method is
/// called.
/// * At this point, the [State] object is fully initialized and the framework
/// might call its [build] method any number of times to obtain a
/// description of the user interface for this subtree. [State] objects can
/// spontanteously request to rebuild their subtree by callings their
/// [setState] method, which indicates that some of their internal state
/// has changed in a way that might impact the user interface in this
/// subtree.
/// * During this time, a parent widget might rebuild and request that this
/// location in the tree update to display a new widget with the same
/// [runtimeType] and [key]. When this happens, the framework will update the
/// [config] property to refer to the new widget and then call the
/// [didUpdateConfig] method with the previous widget as an argument.
/// [State] objects should override [didUpdateConfig] to respond to changes
/// in their associated wiget (e.g., to start implicit animations).
/// The framework always calls [build] after calling [didUpdateConfig], which
/// means any calls to [setState] in [didUpdateConfig] are redundant.
/// * If the subtree containing the [State] object is removed from the tree
/// (e.g., because the parent built a widget with a different [runtimeType]
/// or [key]), the framework calls the [deactivate] method. Subclasses
/// should override this method to clean up any links between this object
/// and other elements in the tree (e.g. if you have provided an ancestor
/// with a pointer to a descendant's [RenderObject]).
/// * At this point, the framework might reinsert this subtree into another
/// part of the tree. If that happens, the framework will ensure that it
/// calls [build] to give the [State] object a chance to adapt to its new
/// location in the tree. If the framework does reinsert this subtree, it
/// will do so before the end of the animation frame in which the subtree was
/// removed from the tree. For this reason, [State] objects can defer
/// releasing most resources until the framework calls their [dispose]
/// method.
/// * If the framework does not reinsert this subtree by the end of the current
/// animation frame, the framework will call [dispose], which indiciates that
/// this [State] object will never build again. Subclasses should override
/// this method to release any resources retained by this object (e.g.,
/// stop any active animations).
/// * After the framework calls [dispose], the [State] object is considered
/// unmounted and the [mounted] property is false. It is an error to call
/// [setState] at this point. This stage of the lifecycle is terminal: there
/// is no way to remount a [State] object that has been disposed.
///
/// See also:
///
/// * [StatefulWidget]
/// * [StatelessWidget]
@optionalTypeArgs
abstract class State<T extends StatefulWidget> {
/// The current configuration (an instance of the corresponding
/// [StatefulWidget] class).
/// The current configuration.
///
/// A [State] object's configuration is the corresponding [StatefulWidget]
/// instance. This property is initialized by the framework before calling
/// [initState]. If the parent updates this location in the tree to a new
/// widget with the same [runtimeType] and [key] as the current configuration,
/// the framework will update this property to refer to the new widget and
/// then call [didUpdateConfig], passing the old configuration as an argument.
T get config => _config;
T _config;
/// This is used to verify that State objects move through life in an orderly fashion.
/// The current stage in the lifecycle for this state object.
///
/// This field is used by the framework when asserts are enabled to verify
/// that [State] objects move through their lifecycle in an orderly fashion.
_StateLifecycle _debugLifecycleState = _StateLifecycle.created;
/// Verifies that the State that was created is one that expects to be created
/// for that particular Widget.
/// Verifies that the [State] that was created is one that expects to be
/// created for that particular [Widget].
bool _debugTypesAreRight(Widget widget) => widget is T;
/// Pointer to the owner Element object
/// The [StatefulElement] that owns this [State] object.
///
/// The framework associates [State] objects with an element after creating
/// them with [StatefulWidget.createState] and before calling [initState]. The
/// association is permanent: the [State] object will never change its
/// element. However, the element itself can be moved around the tree.
///
/// After calling [dispose], the framework severs the [State] object's
/// connection with the element.
StatefulElement _element;
/// The context in which this object will be built
/// The location in the tree where this widget builds.
///
/// The framework associates [State] objects with a [BuildContext] after
/// creating them with [StatefulWidget.createState] and before calling
/// [initState]. The association is permanent: the [State] object will never
/// change its [BuildContext]. However, the [BuildContext] itself can be moved
/// around the tree.
///
/// After calling [dispose], the framework severs the [State] object's
/// connection with the [BuildContext].
BuildContext get context => _element;
/// Whether this [State] object is currently in a tree.
///
/// After creating a [State] object and before calling [initState], the
/// framework "mounts" the [State] object by associating it with a
/// [BuildContext]. The [State] object remains mounted until the framework
/// calls [dispose], after which time the framework will never ask the [State]
/// object to [build] again.
///
/// It is an error to call [setState] unless [mounted] is true.
bool get mounted => _element != null;
/// Called when this object is inserted into the tree. Override this function
/// to perform initialization that depends on the location at which this
/// object was inserted into the tree or on the widget configuration object.
/// Called when this object is inserted into the tree.
///
/// Override this method to perform initialization that depends on the
/// location at which this object was inserted into the tree (i.e., [context])
/// or on the widget used to configure this object (i.e., [config])
///
/// The framework will call this method exactly once for each [State] object
/// it creates.
///
/// If you override this, make sure your method starts with a call to
/// super.initState().
......@@ -603,20 +715,46 @@ abstract class State<T extends StatefulWidget> {
assert(() { _debugLifecycleState = _StateLifecycle.initialized; return true; });
}
/// Called whenever the configuration changes. Override this method to update
/// additional state when the config field's value is changed.
/// Called whenever the configuration changes.
///
/// If the parent widget rebuilds and request that this location in the tree
/// update to display a new widget with the same [runtimeType] and [key], the
/// framework will update the [config] property of this [State] object to
/// refer to the new widget and then call the this method with the previous
/// widget as an argument.
///
/// Override this metthod to respond to changes in the [config] widget (e.g.,
/// to start implicit animations).
///
/// The framework always calls [build] after calling [didUpdateConfig], which
/// means any calls to [setState] in [didUpdateConfig] are redundant.
///
/// If you override this, make sure your method starts with a call to
/// super.didUpdateConfig(oldConfig).
// TODO(abarth): Add @mustCallSuper.
void didUpdateConfig(T oldConfig) { }
/// Whenever you need to change internal state for a State object, make the
/// change in a function that you pass to setState(), as in:
/// Notify the framework that the internal state of this object has changed.
///
/// Whenever you change the internal state of a [State] object, make the
/// change in a function that you pass to [setState]:
///
/// ```dart
/// setState(() { myState = newValue });
/// setState(() { _myState = newValue });
/// ```
///
/// If you just change the state directly without calling setState(), then the
/// widget will not be scheduled for rebuilding, meaning that its rendering
/// will not be updated.
/// Calling [setState] notifies the framework that the internal state of this
/// object has changed in a way that might impact the user interface in this
/// subtree, which causes the framework to schedule a [build] for this [State]
/// object.
///
/// If you just change the state directly without calling [setState], the
/// framework might not schedule a [build] and the user interface for this
/// subtree might not be updated to reflect the new state.
///
/// It is an error to call this method after the framework calls [dispose].
/// You can determine whether it is legal to call this method by checking
/// whether the [mounted] property is true.
@protected
void setState(VoidCallback fn) {
assert(() {
......@@ -660,17 +798,37 @@ abstract class State<T extends StatefulWidget> {
}
/// Called when this object is removed from the tree.
/// The object might momentarily be reattached to the tree elsewhere.
///
/// Use this to clean up any links between this state and other
/// elements in the tree (e.g. if you have provided an ancestor with
/// a pointer to a descendant's renderObject).
/// The framework calls this method whenever it removes this [State] object
/// from the tree. In some cases, the framework will reinsert the [State]
/// object into another part of the tree (e.g., if the subtree containing this
/// [State] object is grafted from one location in the tree to another). If
/// that happens, the framework will ensure that it calls [build] to give the
/// [State] object a chance to adapt to its new location in the tree. If
/// the framework does reinsert this subtree, it will do so before the end of
/// the animation frame in which the subtree was removed from the tree. For
/// this reason, [State] objects can defer releasing most resources until the
/// framework calls their [dispose] method.
///
/// Subclasses should override this method to clean up any links between
/// this object and other elements in the tree (e.g. if you have provided an
/// ancestor with a pointer to a descendant's [RenderObject]).
///
/// If you override this, make sure to end your method with a call to
/// super.deactivate().
@mustCallSuper
void deactivate() { }
/// Called when this object is removed from the tree permanently.
/// Override this to clean up any resources allocated by this
/// object.
///
/// The framework calls this method when this [State] object will never
/// build again. After the framework calls [dispose], the [State] object is
/// considered unmounted and the [mounted] property is false. It is an error
/// to call [setState] at this point. This stage of the lifecycle is terminal:
/// there is no way to remount a [State] object that has been disposed.
///
/// Subclasses should override this method to release any resources retained
/// by this object (e.g., stop any active animations).
///
/// If you override this, make sure to end your method with a call to
/// super.dispose().
......@@ -680,26 +838,52 @@ abstract class State<T extends StatefulWidget> {
assert(() { _debugLifecycleState = _StateLifecycle.defunct; return true; });
}
/// Returns another Widget out of which this [StatefulWidget] is built.
/// Typically that Widget will have been configured with further children,
/// such that really this function returns a tree of configuration.
/// Describes the part of the user interface represented by this widget.
///
/// The given build context object contains information about the location in
/// the tree at which this widget is being built. For example, the context
/// provides the set of inherited widgets for this location in the tree.
/// The framework calls this method in a number of different situations:
///
/// The context argument is always the same as [State.context]. This argument
/// is provided redundantly here to match the [WidgetBuilder] function
/// signature used by [StatelessWidget.build] and other widgets.
/// * After calling [initState].
/// * After calling [didUpdateConfig].
/// * After receiving a call to [setState].
/// * After a dependency of this [State] object changes (e.g., an
/// [InheritedWidget] referenced by the previous [build] changes).
/// * After calling [deactivate] and then reinserting the [State] object into
/// the tree at another location.
///
/// The framework replaces the subtree below this widget with the widget
/// returned by this method, either by updating the existing subtree or by
/// removing the subtree and inflating a new subtree, depending on whether the
/// widget returned by this method can update the root of the existing
/// subtree, as determined by calling [Widget.canUpdate].
///
/// Typically implementations return a newly created constellation of widgets
/// that are configured with information from this widget's constructor, the
/// given [BuildContext], and the internal state of this [State] object.
///
/// The given [BuildContext] contains information about the location in the
/// tree at which this widget is being built. For example, the context
/// provides the set of inherited widgets for this location in the tree. The
/// [BuildContext] argument is always the same as the [context] property of
/// this [State] object and will remain the same for the lifetime of this
/// object. The [BuildContext] argument is provided redundantly here so that
/// this method matches the signature for a [WidgetBuilder].
@protected
Widget build(BuildContext context);
/// Trampoline to make the [build] closure library-accessible.
WidgetBuilder get _build => build;
/// Called when an Inherited widget in the ancestor chain has changed. Usually
/// there is nothing to do here; whenever this is called, build() is also
/// called.
/// Called when a dependencies of this [State] object changes.
///
/// For example, if the previous call to [build] referenced an
/// [InheritedWidget] that later changed, the framework would call this
/// method to notify this object about the change.
///
/// Subclasses rarely override this method because the framework always
/// calls [build] after a dependency changes. Some subclasses do override
/// this method because they need to do some expensive work (e.g., network
/// fetches) when their dependencies change, and that work would be too
/// expensive to do for every build.
@mustCallSuper
void dependenciesChanged() { }
......@@ -710,6 +894,15 @@ abstract class State<T extends StatefulWidget> {
return '$runtimeType(${data.join("; ")})';
}
/// Add additional information to the given description for use by [toString].
///
/// This method makes it easier for subclasses to coordinate to provide a
/// high-quality [toString] implementation. The [toString] implementation on
/// the [State] base class calls [debugFillDescription] to collect useful
/// information from subclasses to incorporate into its return value.
///
/// If you override this, make sure to start your method with a call to
/// super.debugFillDescription(description).
@protected
@mustCallSuper
void debugFillDescription(List<String> description) {
......
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