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0fb8076e2896-10 | Be lazy!
When building a large grid or list,
use the lazy builder methods, with callbacks.
That ensures that only the visible portion of the
screen is built at startup time.
For more information and examples, check out:
Working with long lists in the Cookbook
Creating a ListView that loads one page at a time
a community article by AbdulRahman AlHamali
Listview.builder API
Avoid intrinsics
For information on how intrinsic passes might be causing
problems with your grids and lists, see the next section.
Minimize layout passes caused by intrinsic operations
If you’ve done much Flutter programming, you are
probably familiar with how layout and constraints work
when creating your UI. You might even have memorized Flutter’s
basic layout rule: Constraints go down. Sizes go up.
Parent sets position. | https://docs.flutter.dev/perf/best-practices/index.html |
0fb8076e2896-11 | For some widgets, particularly grids and lists,
the layout process can be expensive.
Flutter strives to perform just one layout pass
over the widgets but, sometimes,
a second pass (called an intrinsic pass) is needed,
and that can slow performance.
What is an intrinsic pass?
An intrinsic pass happens when, for example,
you want all cells to have the size
of the biggest or smallest cell (or some
similar calculation that requires polling all cells).
For example, consider a large grid of Cards.
A grid should have uniformly sized cells,
so the layout code performs a pass,
starting from the root of the grid (in the widget tree),
asking each card in the grid (not just the
visible cards) to return
its intrinsic size—the size
that the widget prefers, assuming no constraints.
With this information,
the framework determines a uniform cell size,
and re-visits all grid cells a second time,
telling each card what size to use. | https://docs.flutter.dev/perf/best-practices/index.html |
0fb8076e2896-12 | Debugging intrinsic passes
To determine whether you have excessive intrinsic passes,
enable the Track layouts option
in DevTools (disabled by default),
and look at the app’s stack trace
to learn how many layout passes were performed.
Once you enable tracking, intrinsic timeline events
are labeled as ‘$runtimeType intrinsics’.
Avoiding intrinsic passes
You have a couple options for avoiding the intrinsic pass:
Set the cells to a fixed size up front.
Choose a particular cell to be the
“anchor” cell—all cells will be
sized relative to this cell.
Write a custom render object that
positions the child anchor first and then lays
out the other children around it.
To dive even deeper into how layout works,
check out the layout and rendering
section in the Flutter architectural overview.
Build and display frames in 16ms | https://docs.flutter.dev/perf/best-practices/index.html |
0fb8076e2896-13 | Build and display frames in 16ms
Since there are two separate threads for building
and rendering, you have 16ms for building,
and 16ms for rendering on a 60Hz display.
If latency is a concern,
build and display a frame in 16ms or less.
Note that means built in 8ms or less,
and rendered in 8ms or less,
for a total of 16ms or less.
If your frames are rendering in well under
16ms total in profile mode,
you likely don’t have to worry about performance
even if some performance pitfalls apply,
but you should still aim to build and
render a frame as fast as possible. Why?
Lowering the frame render time below 16ms might not make a visual
difference, but it improves battery life and thermal issues.
It might run fine on your device, but consider performance for the
lowest device you are targeting. | https://docs.flutter.dev/perf/best-practices/index.html |
0fb8076e2896-14 | As 120fps devices become more widely available,
you’ll want to render frames in under 8ms (total)
in order to provide the smoothest experience.
If you are wondering why 60fps leads to a smooth visual experience,
check out the video Why 60fps?
Pitfalls
If you need to tune your app’s performance,
or perhaps the UI isn’t as smooth as you expect,
the DevTools Performance view can help!
Also, the Flutter plugin for your IDE might
be useful. In the Flutter Performance window,
enable the Show widget rebuild information check box.
This feature helps you detect when frames are
being rendered and displayed in more than 16ms.
Where possible,
the plugin provides a link to a relevant tip.
The following behaviors might negatively impact
your app’s performance. | https://docs.flutter.dev/perf/best-practices/index.html |
0fb8076e2896-15 | The following behaviors might negatively impact
your app’s performance.
Avoid using the Opacity widget,
and particularly avoid it in an animation.
Use AnimatedOpacity or FadeInImage instead.
For more information, check out
Performance considerations for opacity animation.
When using an AnimatedBuilder,
avoid putting a subtree in the builder
function that builds widgets that don’t
depend on the animation. This subtree is
rebuilt for every tick of the animation.
Instead, build that part of the subtree
once and pass it as a child to
the AnimatedBuilder. For more information,
check out Performance optimizations.
Avoid clipping in an animation.
If possible, pre-clip the image before animating it.
Avoid using constructors with a concrete List
of children (such as Column() or ListView())
if most of the children are not visible
on screen to avoid the build cost. | https://docs.flutter.dev/perf/best-practices/index.html |
0fb8076e2896-16 | Avoid overriding operator == on Widget objects.
While it may seem like it would help by avoiding unnecessary rebuilds,
in practice it hurts performance because it results in O(N²) behavior.
The only exception to this rule is leaf widgets (widgets with no children),
in the specific case where comparing the properties of the widget
is likely to be significantly more efficient than rebuilding the widget
and where the widget will rarely change configuration.
Even in such cases,
it is generally preferable to rely on caching the widgets,
because even one override of operator ==
can result in across-the-board performance degradation
as the compiler can no longer assume that the call is always static.
Resources
For more performance info, check out the following resources:
Performance optimizations in the AnimatedBuilder API page
Performance considerations for opacity animation
in the Opacity API page
Child elements’ lifecycle and how to load them efficiently,
in the ListView API page
Performance considerations of a StatefulWidget | https://docs.flutter.dev/perf/best-practices/index.html |
cc3aff03dddb-0 | Deferred components
Introduction
How to set your project up for deferred components
Step 1: Dependencies and initial project setup
Step 2: Implementing deferred Dart libraries
Step 3: Building the app
Running the app locally
Releasing to the Google Play store
Introduction
Flutter has the capability to build apps that can
download additional Dart code and assets at runtime.
This allows apps to reduce install apk size and download
features and assets when needed by the user.
We refer to each uniquely downloadable bundle of Dart
libraries and assets as a “deferred component”.
This is achieved by using Dart’s deferred imports,
which can be compiled into split AOT shared libraries. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-1 | Note:
This feature is currently only available on Android,
taking advantage of Android and Google Play Stores’
dynamic feature modules to deliver the
deferred components packaged as Android modules.
Deferred code does not impact other platforms,
which continue to build as normal with all deferred
components and assets included at initial install time.
Also, note that this is an advanced feature.
Though modules can be defer loaded,
the entire application must be completely built and
uploaded as a single Android App Bundle.
Dispatching partial updates without re-uploading
new Android App Bundles for the entire application
is not supported.
Deferred loading is only performed when the app
is compiled to release or profile mode.
In debug mode, all deferred components are treated
as regular imports, so they are present
at launch and load immediately. Therefore,
debug builds can still hot reload.
For a deeper dive into the technical details of
how this feature works, see Deferred Components
on the Flutter wiki. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-2 | How to set your project up for deferred components
The following instructions explain how to set up your
Android app for deferred loading.
Step 1: Dependencies and initial project setup
Add Play Core to the Android app’s
build.gradle dependencies.
In android/app/build.gradle add the following:
...
dependencies {
...
implementation "com.google.android.play:core:1.8.0"
...
}
If using the Google Play Store as the
distribution model for dynamic features,
the app must support SplitCompat and provide an instance
of a PlayStoreDeferredComponentManager.
Both of these tasks can be accomplished by setting
the android:name property on the application in
android/app/src/main/AndroidManifest.xml to
io.flutter.embedding.android.FlutterPlayStoreSplitApplication: | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-3 | <manifest ...
<application
android:name="io.flutter.embedding.android.FlutterPlayStoreSplitApplication"
...
</application>
</manifest>
io.flutter.app.FlutterPlayStoreSplitApplication handles
both of these tasks for you. If you use
FlutterPlayStoreSplitApplication,
you can skip to step 1.3.
If your Android application
is large or complex, you might want to separately support
SplitCompat and provide the
PlayStoreDynamicFeatureManager manually.
To support SplitCompat, there are three methods
(as detailed in the Android docs), any of which are valid:
Make your application class extend
SplitCompatApplication:
public class MyApplication extends SplitCompatApplication {
...
}
Call SplitCompat.install(this);
in the attachBaseContext() method: | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-4 | @Override
protected void attachBaseContext(Context base) {
super.attachBaseContext(base);
// Emulates installation of future on demand modules using SplitCompat.
SplitCompat.install(this);
}
Declare SplitCompatApplication as the application
subclass and add the Flutter compatibility code from
FlutterApplication to your application class:
<application
...
android:name="com.google.android.play.core.splitcompat.SplitCompatApplication">
</application>
The embedder relies on an injected
DeferredComponentManager instance to handle
install requests for deferred components.
Provide a PlayStoreDeferredComponentManager into
the Flutter embedder by adding the following code
to your app initialization: | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-5 | import io.flutter.embedding.engine.dynamicfeatures.PlayStoreDeferredComponentManager;
import io.flutter.FlutterInjector;
...
PlayStoreDeferredComponentManager deferredComponentManager = new
PlayStoreDeferredComponentManager(this, null);
FlutterInjector.setInstance(new FlutterInjector.Builder()
.setDeferredComponentManager(deferredComponentManager).build());
Opt into deferred components by adding
the deferred-components entry to the app’s pubspec.yaml
under the flutter entry: | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-6 | ...
flutter:
...
deferred-components:
...
The flutter tool looks for the deferred-components
entry in the pubspec.yaml to determine whether the
app should be built as deferred or not.
This can be left empty for now unless you already
know the components desired and the Dart deferred libraries
that go into each. You will fill in this section later
in step 3.3 once gen_snapshot produces the loading units.
Step 2: Implementing deferred Dart libraries
Next, implement deferred loaded Dart libraries in your
app’s Dart code. The implementation does not need
to be feature complete yet. The example in the
rest of this page adds a new simple deferred widget
as a placeholder. You can also convert existing code
to be deferred by modifying the imports and
guarding usages of deferred code behind loadLibrary()
Futures. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-7 | Create a new Dart library.
For example, create a new DeferredBox widget that
can be downloaded at runtime.
This widget can be of any complexity but,
for the purposes of this guide,
create a simple box as a stand-in.
To create a simple blue box widget,
create box.dart with the following contents:
// box.dart
import 'package:flutter/material.dart';
/// A simple blue 30x30 box.
class DeferredBox extends StatelessWidget {
const DeferredBox({super.key});
@override
Widget build(BuildContext context) {
return Container(
height: 30,
width: 30,
color: Colors.blue,
);
}
} | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-8 | Import the new Dart library
with the deferred keyword in your app and
call loadLibrary() (see lazily loading a library).
The following example uses FutureBuilder
to wait for the loadLibrary Future (created in
initState) to complete and display a
CircularProgressIndicator as a placeholder.
When the Future completes, it returns the DeferredBox widget.
SomeWidget can then be used in the app as normal and
won’t ever attempt to access the deferred Dart code until
it has successfully loaded.
import 'package:flutter/material.dart';
import 'box.dart' deferred as box;
class SomeWidget extends StatefulWidget {
const SomeWidget({super.key});
@override
State<SomeWidget> createState() => _SomeWidgetState();
}
class _SomeWidgetState extends State<SomeWidget> {
late Future<void> _libraryFuture; | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-9 | @override
void initState() {
_libraryFuture = box.loadLibrary();
super.initState();
}
@override
Widget build(BuildContext context) {
return FutureBuilder<void>(
future: _libraryFuture,
builder: (context, snapshot) {
if (snapshot.connectionState == ConnectionState.done) {
if (snapshot.hasError) {
return Text('Error: ${snapshot.error}');
}
return box.DeferredBox();
}
return const CircularProgressIndicator();
},
);
}
} | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-10 | The loadLibrary() function returns a Future<void>
that completes successfully when the code in the library
is available for use and completes with an error otherwise.
All usage of symbols from the deferred library should be
guarded behind a completed loadLibrary() call. All imports
of the library must be marked as deferred for it to be
compiled appropriately to be used in a deferred component.
If a component has already been loaded, additional calls
to loadLibrary() complete quickly (but not synchronously).
The loadLibrary() function can also be called early to
trigger a pre-load to help mask the loading time.
You can find another example of deferred import loading in
Flutter Gallery’s lib/deferred_widget.dart.
Step 3: Building the app
Use the following flutter command to build a deferred
components app:
flutter build appbundle | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-11 | flutter build appbundle
This command assists you by validating that your project
is properly set up to build deferred components apps.
By default, the build fails if the validator detects
any issues and guides you through suggested changes to fix them.
The
flutter build appbundle command
runs the validator and attempts to build the app with
gen_snapshot instructed to produce split AOT shared libraries
as separate .so files. On the first run, the validator will
likely fail as it detects issues; the tool makes
recommendations for how to set up the project and fix these issues.
The validator is split into two sections: prebuild
and post-gen_snapshot validation. This is because any
validation referencing loading units cannot be performed
until gen_snapshot completes and produces a final set
of loading units. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-12 | Note:
You can opt to have the tool attempt to build your
app without the validator by passing the
--no-validate-deferred-components flag.
This can result in unexpected and confusing
instructions to resolve failures.
This flag is meant to be used in
custom implementations that do not rely on the default
Play-store-based implementation that the validator checks for.
The validator detects any new, changed, or removed
loading units generated by gen_snapshot.
The current generated loading units are tracked in your
<projectDirectory>/deferred_components_loading_units.yaml file.
This file should be checked into source control to ensure that
changes to the loading units by other developers can be caught.
The validator also checks for the following in the
android directory: | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-13 | <projectDir>/android/app/src/main/res/values/strings.xml
An entry for every deferred component mapping the key
${componentName}Name to ${componentName}.
This string resource is used by the AndroidManifest.xml
of each feature module to define the dist:title property.
For example:
<?xml version="1.0" encoding="utf-8"?>
<resources>
...
<string name="boxComponentName">boxComponent</string>
</resources>
<projectDir>/android/<componentName>
An Android dynamic feature module for
each deferred component exists and contains a build.gradle
and src/main/AndroidManifest.xml file.
This only checks for existence and does not validate
the contents of these files. If a file does not exist,
it generates a default recommended one. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-14 | <projectDir>/android/app/src/main/res/values/AndroidManifest.xml
Contains a meta-data entry that encodes
the mapping between loading units and component name the
loading unit is associated with. This mapping is used by the
embedder to convert Dart’s internal loading unit id
to the name of a deferred component to install. For example:
...
<application
android:label="MyApp"
android:name="io.flutter.app.FlutterPlayStoreSplitApplication"
android:icon="@mipmap/ic_launcher">
...
<meta-data android:name="io.flutter.embedding.engine.deferredcomponents.DeferredComponentManager.loadingUnitMapping" android:value="2:boxComponent"/>
</application>
...
The gen_snapshot validator won’t run until the prebuild
validator passes. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-15 | For each of these checks,
the tool produces the modified or new files
needed to pass the check.
These files are placed in the
<projectDir>/build/android_deferred_components_setup_files directory.
It is recommended that the changes be applied by
copying and overwriting the same files in the
project’s android directory. Before overwriting,
the current project state should be committed to
source control and the recommended changes should be
reviewed to be appropriate. The tool won’t make any
changes to your android/ directory automatically. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-16 | Once the available
loading units are generated and logged in
<projectDirectory>/deferred_components_loading_units.yaml,
it is possible to fully configure the pubspec’s
deferred-components section so that the loading units
are assigned to deferred components as desired.
To continue with the box example, the generated
deferred_components_loading_units.yaml file would contain:
loading-units:
- id: 2
libraries:
- package:MyAppName/box.Dart
The loading unit id (‘2’ in this case) is used
internally by Dart, and can be ignored.
The base loading unit (id ‘1’) is not listed
and contains everything not explicitly contained
in another loading unit.
You can now add the following to pubspec.yaml: | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-17 | You can now add the following to pubspec.yaml:
...
flutter:
...
deferred-components:
- name: boxComponent
libraries:
- package:MyAppName/box.Dart
...
To assign a loading unit to a deferred component,
add any Dart lib in the loading unit into the
libraries section of the feature module.
Keep the following guidelines in mind:
Loading units should not be included
in more than one component.
Including one Dart library from a
loading unit indicates that the entire loading
unit is assigned to the deferred component.
All loading units not assigned to
a deferred component are included in the base component,
which always exists implicitly.
Loading units assigned to the same
deferred component are downloaded, installed,
and shipped together. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-18 | The base component is implicit and
need not be defined in the pubspec.
Assets can also be included by adding
an assets section in the deferred component configuration:
deferred-components:
- name: boxComponent
libraries:
- package:MyAppName/box.Dart
assets:
- assets/image.jpg
- assets/picture.png
# wildcard directory
- assets/gallery/
An asset can be included in multiple deferred components,
but installing both components results in a replicated asset.
Assets-only components can also be defined by omitting the
libraries section. These assets-only components must be
installed with the DeferredComponent utility class in
services rather than loadLibrary().
Since Dart libs are packaged together with assets,
if a Dart library is loaded with loadLibrary(),
any assets in the component are loaded as well.
However, installing by component name and the services utility
won’t load any dart libraries in the component. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-19 | You are free to include assets in any component,
as long as they are installed and loaded when they
are first referenced, though typically,
assets and the Dart code that uses those assets
are best packed in the same component.
Manually add all deferred components
that you defined in pubspec.yaml into the
android/settings.gradle file as includes.
For example, if there are three deferred components
defined in the pubspec named, boxComponent, circleComponent,
and assetComponent, ensure that android/settings.gradle
contains the following:
include ':app', ':boxComponent', ':circleComponent', ':assetComponent'
...
Repeat steps 3.1 through 3.6 (this step)
until all validator recommendations are handled and the tool
runs without further recommendations.
When successful, this command outputs an app-release.aab
file in build/app/outputs/bundle/release. | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-20 | A successful build does not always mean the app was
built as intended. It is up to you to ensure that all loading
units and Dart libraries are included in the way you intended.
For example, a common mistake is accidentally importing a
Dart library without the deferred keyword,
resulting in a deferred library being compiled as part of
the base loading unit. In this case, the Dart lib would
load properly because it is always present in the base,
and the lib would not be split off. This can be checked
by examining the deferred_components_loading_units.yaml
file to verify that the generated loading units are described
as intended.
When adjusting the deferred components configurations,
or making Dart changes that add, modify, or remove loading units,
you should expect the validator to fail.
Follow steps 3.1 through 3.6 (this step) to apply any
recommended changes to continue the build.
Running the app locally | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-21 | Running the app locally
Once your app has successfully built an .aab file,
use Android’s bundletool to perform
local testing with the --local-testing flag.
To run the .aab file on a test device,
download the bundletool jar executable from
github.com/google/bundletool/releases and run:
java
jar bundletool.jar build-apks
-bundle
=<your_app_project_dir>/build/app/outputs/bundle/release/app-release.aab
-output
=<your_temp_dir>/app.apks
-local-testing
java
jar bundletool.jar install-apks
-apks
=<your_temp_dir>/app.apks | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-22 | =<your_temp_dir>/app.apks
Where <your_app_project_dir> is the path to your app’s
project directory and <your_temp_dir> is any temporary
directory used to store the outputs of bundletool.
This unpacks your .aab file into an .apks file and
installs it on the device. All available Android dynamic
features are loaded onto the device locally and
installation of deferred components is emulated.
Before running build-apks again,
remove the existing app .apks file:
rm <your_temp_dir>/app.apks
Changes to the Dart codebase require either incrementing
the Android build ID or uninstalling and reinstalling
the app, as Android won’t update the feature modules
unless it detects a new version number.
Releasing to the Google Play store | https://docs.flutter.dev/perf/deferred-components/index.html |
cc3aff03dddb-23 | Releasing to the Google Play store
The built .aab file can be uploaded directly to
the Play store as normal. When loadLibrary() is called,
the needed Android module containing the Dart AOT lib and
assets is downloaded by the Flutter engine using the
Play store’s delivery feature. | https://docs.flutter.dev/perf/deferred-components/index.html |
db48ded20c08-0 | Performance FAQ
This page collects some frequently asked questions
about evaluating and debugging Flutter’s performance.
Which performance dashboards have metrics that are related to Flutter?
Flutter dashboard on appspot
Flutter Skia dashboard
Flutter Engine Skia dashboard
How do I add a benchmark to Flutter?
How to write a render speed test for Flutter
How to write a memory test for Flutter
What are some tools for capturing and analyzing performance
metrics?
Dart DevTools
Apple instruments
Linux perf
Chrome tracing (enter about:tracing in your
Chrome URL field)
Android systrace (adb systrace)
Fuchsia fx traceutil
Perfetto
speedscope
My Flutter app looks janky or stutters. How do I fix it?
Improving rendering performance | https://docs.flutter.dev/perf/faq/index.html |
db48ded20c08-1 | What are some costly performance operations that I need
to be careful with?
Opacity, Clip.antiAliasWithSaveLayer,
or anything that triggers saveLayer
ImageFilter
Also see Performance best practices
How do I tell which widgets in my Flutter app are rebuilt
in each frame?
Set debugProfileBuildsEnabled true in
widgets/debug.dart.
Alternatively, change the performRebuild function in
widgets/framework.dart to ignore
debugProfileBuildsEnabled and always call
Timeline.startSync(...)/finish.
If you use IntelliJ, a GUI view of this data is available.
Select show widget rebuild information,
and you’ll visually see which widgets rebuild
visually in your IDE.
How do I query the target frames per second (of the display)?
Get the display refresh rate | https://docs.flutter.dev/perf/faq/index.html |
db48ded20c08-2 | How to solve my app’s poor animations caused by an expensive
Dart async function call that is blocking the UI thread?
Spawn another isolate using the compute() method,
as demonstrated in Parse JSON in the background cookbook.
How do I determine my Flutter app’s package size that a
user will download?
See Measuring your app’s size
How do I see the breakdown of the Flutter engine size?
Visit the binary size dashboard, and replace the git
hash in the URL with a recent commit hash from
GitHub engine repository commits.
How can I take a screenshot of an app that is running and export it
as a SKP file?
Run flutter screenshot --type=skia --observatory-uri=... | https://docs.flutter.dev/perf/faq/index.html |
db48ded20c08-3 | Note a known issue viewing screenshots:
Issue 21237: Doesn’t record images in real devices.
To analyze and visualize the SKP file,
check out the Skia WASM debugger.
How do I retrieve the shader persistent cache from a device?
On Android, you can do the following:
adb shell
run-as <com.your_app_package_name>
cp <your_folder> <some_public_folder, e.g., /sdcard> -r
adb pull <some_public_folder/your_folder>
How do I perform a trace in Fuchsia?
See Fuchsia tracing guidelines | https://docs.flutter.dev/perf/faq/index.html |
af3b0355cdba-0 | Performance
Speed
App size
Flutter performance basics
Note:
If your app has a performance issue and you are
trying to debug it, check out the DevTool’s page
on Using the Performance view.
What is performance? Why is performance important? How do I improve performance?
Our goal is to answer those three questions (mainly the third one), and
anything related to them. This document should serve as the single entry
point or the root node of a tree of resources that addresses any questions
that you have about performance.
The answers to the first two questions are mostly philosophical,
and not as helpful to many developers who visit this page with specific
performance issues that need to be solved.
Therefore, the answers to those
questions are in the appendix. | https://docs.flutter.dev/perf/index.html |
af3b0355cdba-1 | To improve performance, you first need metrics: some measurable numbers to
verify the problems and improvements.
In the metrics page,
you’ll see which metrics are currently used,
and which tools and APIs are available to get the metrics.
There is a list of Frequently asked questions,
so you can find out if the questions you have or the problems you’re having
were already answered or encountered, and whether there are existing solutions.
(Alternatively, you can check the Flutter GitHub issue database using the
performance label.)
Finally, the performance issues are divided into four categories. They
correspond to the four labels that are used in the Flutter GitHub issue
database: “perf: speed”, “perf: memory”,
“perf: app size”, “perf: energy”.
The rest of the content is organized using those four categories.
Speed
Are your animations janky (not smooth)? Learn how to
evaluate and fix rendering issues. | https://docs.flutter.dev/perf/index.html |
af3b0355cdba-2 | Improving rendering performance
App size
How to measure your app’s size. The smaller the size,
the quicker it is to download.
Measuring your app’s size | https://docs.flutter.dev/perf/index.html |
649ebffc85fc-0 | Performance metrics
Startup time to the first frame
Check the time when
WidgetsBinding.instance.firstFrameRasterized
is true.
See the
perf dashboard.
Frame buildDuration, rasterDuration, and totalSpan
See FrameTiming
in the API docs.
Statistics of frame buildDuration (*_frame_build_time_millis)
We recommend monitoring four stats: average, 90th percentile, 99th
percentile, and worst frame build time.
See, for example, metrics for the
flutter_gallery__transition_perf test.
Statistics of frame rasterDuration (*_frame_build_time_millis)
We recommend monitoring four stats: average, 90th percentile, 99th
percentile, and worst frame build time.
See, for example, metrics for the
flutter_gallery__transition_perf test. | https://docs.flutter.dev/perf/metrics/index.html |
649ebffc85fc-1 | CPU/GPU usage (a good approximation for energy use)
The usage is currently only available through trace events. See
profiling_summarizer.dart.
See metrics for the simple_animation_perf_ios test.
release_size_bytes to approximately measure the size of a Flutter app
See the basic_material_app_android, basic_material_app_ios,
hello_world_android, hello_world_ios, flutter_gallery_android,
and flutter_gallery_ios tests.
See metrics in the dashboard.
For info on how to measure the size more accurately,
see the app size page.
For a complete list of performance metrics Flutter measures per commit, visit
the following sites, click Query, and filter the test and
sub_result fields:
https://flutter-flutter-perf.skia.org/e/
https://flutter-engine-perf.skia.org/e/ | https://docs.flutter.dev/perf/metrics/index.html |
21918055df86-0 | Improving rendering performance
General advice
Mobile-only advice
Web-only advice
Note:
To learn how to use the Performance View
(part of Flutter DevTools)
for debugging performance issues,
see Using the Performance view.
Rendering animations in your app is one of the most cited
topics of interest when it comes to measuring performance.
Thanks in part to Flutter’s Skia engine and its ability
to quickly create and dispose of widgets,
Flutter applications are performant by default,
so you only need to avoid common pitfalls to achieve
excellent performance.
General advice
If you see janky (non smooth) animations, make
sure that you are profiling performance with an
app built in profile mode.
The default Flutter build creates an app in debug mode,
which is not indicative of release performance.
For information,
see Flutter’s build modes.
A couple common pitfalls: | https://docs.flutter.dev/perf/rendering-performance/index.html |
21918055df86-1 | A couple common pitfalls:
Rebuilding far more of the UI than expected each frame.
To track widget rebuilds, see Show performance data.
Building a large list of children directly, rather than
using a ListView.
For more information on evaluating performance
including information on common pitfalls,
see the following docs:
Performance best practices
Flutter performance profiling
Mobile-only advice
Do you see noticeable jank on your mobile app, but only on
the first run of an animation? If so, see
Reduce shader animation jank on mobile.
Web-only advice
The following series of articles cover what the Flutter Material
team learned when improving performance of the Flutter Gallery
app on the web:
Optimizing performance in Flutter web apps with tree shaking and deferred loading
Improving perceived performance with image placeholders, precaching, and disabled navigation transitions | https://docs.flutter.dev/perf/rendering-performance/index.html |
21918055df86-2 | Building performant Flutter widgets | https://docs.flutter.dev/perf/rendering-performance/index.html |
57d891cff6e7-0 | Shader compilation jank
What is shader compilation jank?
What do we mean by “first run”?
How to use SkSL warmup
Note:
To learn how to use the Performance View
(part of Flutter DevTools)
for debugging performance issues,
see Using the Performance view.
If the animations on your mobile app appear to be janky,
but only on the first run,
this is likely due to shader compilation.
Flutter’s long term solution to
shader compilation jank is Impeller,
which is in preview
(behind a flag) for iOS.
(It’s not yet available on Android.)
Before continuing with the instructions below,
please try Impeller on iOS, and let us know
in a GitHub issue if it doesn’t address your issue.
Impeller on Android is being actively developed,
but is not yet in developer preview. | https://docs.flutter.dev/perf/shader/index.html |
57d891cff6e7-1 | While we work on making Impeller production ready,
you can mitigate shader compilation jank by bundling
precompiled shaders with an iOS app.
Unfortunately, this approach doesn’t work well on Android
due to precompiled shaders being device or GPU-specific.
The Android hardware ecosystem is large enough that the
GPU-specific precompiled shaders bundled with an application
will work on only a small subset of devices,
and will likely make jank worse on the other devices,
or even create rendering errors.
Also, please note that we aren’t planning to make
improvements to the developer experience for creating
precompiled shaders described below. Instead,
we are focusing our energies on the more robust
solution to this problem that Impeller offers.
What is shader compilation jank? | https://docs.flutter.dev/perf/shader/index.html |
57d891cff6e7-2 | What is shader compilation jank?
A shader is a piece of code that runs on a GPU (graphics processing unit). When
the Skia graphics backend that Flutter uses for rendering sees a new sequence
of draw commands for the first time, it sometimes generates and compiles a
custom GPU shader for that sequence of commands. This allows that sequence and
potentially similar sequences to render as fast as possible.
Unfortunately, Skia’s shader generation and compilation happen in sequence with
the frame workload. The compilation could cost up to a few hundred milliseconds
whereas a smooth frame needs to be drawn within 16 milliseconds for a 60 fps
(frame-per-second) display. Therefore, a compilation could cause tens of frames
to be missed, and drop the fps from 60 to 6. This is compilation jank. After
the compilation is complete, the animation should be smooth. | https://docs.flutter.dev/perf/shader/index.html |
57d891cff6e7-3 | On the other hand, Impeller generates and compiles all necessary shaders when
we build the Flutter Engine. Therefore apps running on Impeller already have
all the shaders they need, and the shaders can be used without introducing jank
into animations.
Definitive evidence for the presence of shader compilation jank is to see
GrGLProgramBuilder::finalize in the tracing with --trace-skia enabled. See
the following screenshot for an example timeline tracing.
What do we mean by “first run”?
On iOS, “first run” means that the user might see
jank when an animation first occurs every time
the user opens the app from scratch.
How to use SkSL warmup | https://docs.flutter.dev/perf/shader/index.html |
57d891cff6e7-4 | How to use SkSL warmup
As of release 1.20, Flutter provides command line tools for app developers to
collect shaders that might be needed for end-users in the SkSL
(Skia Shader Language) format. The SkSL shaders can then be
packaged into the app, and get warmed up (pre-compiled)
when an end-user first opens the app, thereby reducing the compilation
jank in later animations. Use the following instructions to collect
and package the SkSL shaders:
Run the app with --cache-sksl turned on
to capture shaders in SkSL:
flutter run --profile --cache-sksl
If the same app has been previously run without --cache-sksl, then the
--purge-persistent-cache flag may be needed:
flutter run --profile --cache-sksl --purge-persistent-cache | https://docs.flutter.dev/perf/shader/index.html |
57d891cff6e7-5 | This flag removes older non-SkSL shader caches that could interfere with SkSL
shader capturing. It also purges the SkSL shaders so use it only on the first
--cache-sksl run.
Play with the app to trigger as many animations
as needed; particularly those with compilation jank.
Press M at the command line of flutter run to
write the captured SkSL shaders into a file named something like
flutter_01.sksl.json. For best results, capture SkSL shaders on an actual
iOS device. A shader captured on a simulator isn’t likely to work correctly
on actual hardware.
Build the app with SkSL warm-up using the following,
as appropriate:
flutter build ios --bundle-sksl-path flutter_01.sksl.json | https://docs.flutter.dev/perf/shader/index.html |
57d891cff6e7-6 | If it’s built for a driver test like test_driver/app.dart, make sure to also
specify --target=test_driver/app.dart (for example, flutter build
ios --bundle-sksl-path flutter_01.sksl.json --target=test_driver/app.dart).
Test the newly built app.
Alternatively, you can write some integration tests to
automate the first three steps using a single command.
For example:
flutter drive --profile --cache-sksl --write-sksl-on-exit flutter_01.sksl.json -t test_driver/app.dart | https://docs.flutter.dev/perf/shader/index.html |
57d891cff6e7-7 | With such integration tests, you can easily and reliably get the
new SkSLs when the app code changes, or when Flutter upgrades.
Such tests can also be used to verify the performance change
before and after the SkSL warm-up. Even better, you can put
those tests into a CI (continuous integration) system so the
SkSLs are generated and tested automatically over the lifetime of an app.
Note:
The integration_test package is now the recommended way to write integration
tests. See the Integration testing page
for details.
Take the original version of Flutter Gallery as an example.
The CI system is set up to generate SkSLs for every Flutter commit,
and verifies the performance, in the transitions_perf_test.dart test.
For more details, see the flutter_gallery_sksl_warmup__transition_perf
and flutter_gallery_sksl_warmup__transition_perf_e2e_ios32 tasks. | https://docs.flutter.dev/perf/shader/index.html |
57d891cff6e7-8 | The worst frame rasterization time is a nice metric from
such integration tests to indicate the severity of shader
compilation jank. For instance,
the steps above reduce Flutter gallery’s shader compilation
jank and speeds up its worst frame rasterization time on a
Moto G4 from ~90 ms to ~40 ms. On iPhone 4s,
it’s reduced from ~300 ms to ~80 ms. That leads to the visual
difference as illustrated in the beginning of this article. | https://docs.flutter.dev/perf/shader/index.html |
36c691888548-0 | Flutter performance profiling
Diagnosing performance problems
Connect to a physical device
Run in profile mode
Launch DevTools
The performance overlay
Interpreting the graphs
Flutter’s threads
Displaying the performance overlay
Using the Flutter inspector
From the command line
Programmatically
Identifying problems in the UI graph
Identifying problems in the GPU graph
Checking for offscreen layers
Checking for non-cached images
Viewing the widget rebuild profiler
Benchmarking
Other resources
Note:
To learn how to use the Performance View
(part of Flutter DevTools)
for debugging performance issues,
see Using the Performance view.
What you’ll learn | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-1 | What you’ll learn
Flutter aims to provide 60 frames per second (fps) performance,
or 120 fps performance on devices capable of 120Hz updates.
For 60fps, frames need to render approximately every 16ms.
Jank occurs when the UI doesn’t render smoothly. For example,
every so often, a frame takes 10 times longer to render,
so it gets dropped, and the animation visibly jerks.
It’s been said that “a fast app is great,
but a smooth app is even better.”
If your app isn’t rendering smoothly,
how do you fix it? Where do you begin?
This guide shows you where to start,
steps to take, and tools that can help.
Note: | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-2 | Note:
An app’s performance is determined by more than one measure.
Performance sometimes refers to raw speed, but also to the UI’s
smoothness and lack of stutter. Other examples of performance
include I/O or network speed. This page primarily focuses on the
second type of performance (UI smoothness), but you can use most
of the same tools to diagnose other performance problems.
To perform tracing inside your Dart code, see Tracing Dart code
in the Debugging page.
Diagnosing performance problems
To diagnose an app with performance problems, you’ll enable
the performance overlay to look at the UI and raster threads.
(The raster thread was previously known as the GPU thread.)
Before you begin, you want to make sure that you’re running in
profile mode, and that you’re not using an emulator.
For best results, you might choose the slowest device that
your users might use.
Connect to a physical device | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-3 | Connect to a physical device
Almost all performance debugging for Flutter applications
should be conducted on a physical Android or iOS device,
with your Flutter application running in profile mode.
Using debug mode, or running apps on simulators
or emulators, is generally not indicative of the final
behavior of release mode builds.
You should consider checking performance
on the slowest device that your users might reasonably use.
Why you should run on a real device:
Simulators and emulators don’t use the same hardware, so their
performance characteristics are different—some operations are
faster on simulators than real devices, and some are slower.
Debug mode enables additional checks (such as asserts) that don’t run
in profile or release builds, and these checks can be expensive. | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-4 | Debug mode also executes code in a different way than release mode.
The debug build compiles the Dart code “just in time” (JIT) as the
app runs, but profile and release builds are pre-compiled to native
instructions (also called “ahead of time”, or AOT) before the app is
loaded onto the device. JIT can cause the app to pause for JIT
compilation, which itself can cause jank.
Run in profile mode
Flutter’s profile mode compiles and launches your application
almost identically to release mode, but with just enough additional
functionality to allow debugging performance problems.
For example, profile mode provides tracing information to the
profiling tools.
Note:
DevTools can’t connect to a Flutter web app running
in profile mode. Use Chrome DevTools to
generate timeline events for a web app.
Launch the app in profile mode as follows: | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-5 | Launch the app in profile mode as follows:
In VS Code, open your launch.json file, and set the
flutterMode property to profile
(when done profiling, change it back to release or debug):
"configurations": [
{
"name": "Flutter",
"request": "launch",
"type": "dart",
"flutterMode": "profile"
}
]
In Android Studio and IntelliJ, use the
Run > Flutter Run main.dart in Profile Mode menu item.
From the command line, use the --profile flag:
$ flutter run --profile
For more information on the different modes,
see Flutter’s build modes.
You’ll begin by opening DevTools and viewing
the performance overlay, as discussed in the next section.
Launch DevTools | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-6 | Launch DevTools
DevTools provides features like profiling, examining the heap,
displaying code coverage, enabling the performance overlay,
and a step-by-step debugger.
DevTools’ Timeline view allows you to investigate the
UI performance of your application on a frame-by-frame basis.
Once your app is running in profile mode,
launch DevTools.
The performance overlay
The performance overlay displays statistics in two graphs
that show where time is being spent in your app. If the UI
is janky (skipping frames), these graphs help you figure out why.
The graphs display on top of your running app, but they aren’t
drawn like a normal widget—the Flutter engine itself
paints the overlay and only minimally impacts performance.
Each graph represents the last 300 frames for that thread.
This section describes how to enable the performance overlay
and use it to diagnose the cause of jank in your application.
The following screenshot shows the performance overlay running
on the Flutter Gallery example: | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-7 | Performance overlay showing the raster thread (top),
and UI thread (bottom).The vertical green bars
represent the current frame.
Interpreting the graphs
The top graph (marked “GPU”) shows the time spent by
the raster thread, the bottom one graph shows the time
spent by the UI thread.
The white lines across the graphs show 16ms increments
along the vertical axis; if the graph ever goes over one
of these lines then you are running at less than 60Hz.
The horizontal axis represents frames. The graph is
only updated when your application paints,
so if it’s idle the graph stops moving.
The overlay should always be viewed in profile mode,
since debug mode performance is intentionally sacrificed
in exchange for expensive asserts that are intended to aid
development, and thus the results are misleading. | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-8 | Each frame should be created and displayed within 1/60th of
a second (approximately 16ms). A frame exceeding this limit
(in either graph) fails to display, resulting in jank,
and a vertical red bar appears in one or both of the graphs.
If a red bar appears in the UI graph, the Dart code is too
expensive. If a red vertical bar appears in the GPU graph,
the scene is too complicated to render quickly.
The vertical red bars indicate that the current frame is
expensive to both render and paint.When both graphs
display red, start by diagnosing the UI thread.
Flutter’s threads
Flutter uses several threads to do its work, though
only two of the threads are shown in the overlay.
All of your Dart code runs on the UI thread.
Although you have no direct access to any other thread,
your actions on the UI thread have performance consequences
on other threads. | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-9 | The platform’s main thread. Plugin code runs here.
For more information, see the UIKit documentation for iOS,
or the MainThread documentation for Android.
This thread is not shown in the performance overlay.
The UI thread executes Dart code in the Dart VM.
This thread includes code that you wrote, and code executed by
Flutter’s framework on your app’s behalf.
When your app creates and displays a scene, the UI thread creates
a layer tree, a lightweight object containing device-agnostic
painting commands, and sends the layer tree to the raster thread to
be rendered on the device. Don’t block this thread!
Shown in the bottom row of the performance overlay. | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-10 | The raster thread takes the layer tree and displays
it by talking to the GPU (graphic processing unit).
You cannot directly access the raster thread or its data but,
if this thread is slow, it’s a result of something you’ve done
in the Dart code. Skia, the graphics library, runs on this thread.
Shown in the top row of the performance overlay.
This thread was previously known as the “GPU thread” because it
rasterizes for the GPU. But it is running on the CPU. We renamed it
to “raster thread” because many developers wrongly (but understandably)
assumed the thread runs on the GPU unit.
Performs expensive tasks (mostly I/O) that would
otherwise block either the UI or raster threads.
This thread is not shown in the performance overlay.
For links to more information and videos,
see The Framework architecture on the
GitHub wiki, and the community article,
The Layer Cake.
Displaying the performance overlay | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-11 | Displaying the performance overlay
You can toggle display of the performance overlay as follows:
Using the Flutter inspector
From the command line
Programmatically
Using the Flutter inspector
The easiest way to enable the PerformanceOverlay widget is
from the Flutter inspector, which is available in the
Inspector view in DevTools. Simply click the
Performance Overlay button to toggle the overlay
on your running app.
From the command line
Toggle the performance overlay using the P key from
the command line.
Programmatically
To enable the overlay programmatically, see
Performance overlay, a section in the
Debugging Flutter apps programmatically page.
Identifying problems in the UI graph
If the performance overlay shows red in the UI graph,
start by profiling the Dart VM, even if the GPU graph
also shows red.
Identifying problems in the GPU graph | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-12 | Identifying problems in the GPU graph
Sometimes a scene results in a layer tree that is easy to construct,
but expensive to render on the raster thread. When this happens,
the UI graph has no red, but the GPU graph shows red.
In this case, you’ll need to figure out what your code is doing
that is causing rendering code to be slow. Specific kinds of workloads
are more difficult for the GPU. They might involve unnecessary calls
to saveLayer, intersecting opacities with multiple objects,
and clips or shadows in specific situations.
If you suspect that the source of the slowness is during an animation,
click the Slow Animations button in the Flutter inspector
to slow animations down by 5x.
If you want more control on the speed, you can also do this
programmatically. | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-13 | Is the slowness on the first frame, or on the whole animation?
If it’s the whole animation, is clipping causing the slow down?
Maybe there’s an alternative way of drawing the scene that doesn’t
use clipping. For example, overlay opaque corners onto a square
instead of clipping to a rounded rectangle.
If it’s a static scene that’s being faded, rotated, or otherwise
manipulated, a RepaintBoundary might help.
Checking for offscreen layers
The saveLayer method is one of the most expensive methods in
the Flutter framework. It’s useful when applying post-processing
to the scene, but it can slow your app and should be avoided if
you don’t need it. Even if you don’t call saveLayer explicitly,
implicit calls might happen on your behalf. You can check whether
your scene is using saveLayer with the
PerformanceOverlayLayer.checkerboardOffscreenLayers switch. | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-14 | Once the switch is enabled, run the app and look for any images
that are outlined with a flickering box. The box flickers from
frame to frame if a new frame is being rendered. For example,
perhaps you have a group of objects with opacities that are rendered
using saveLayer. In this case, it’s probably more performant to
apply an opacity to each individual widget, rather than a parent
widget higher up in the widget tree. The same goes for
other potentially expensive operations, such as clipping or shadows.
Note:
Opacity, clipping, and shadows are not, in themselves,
a bad idea. However, applying them to the top of the
widget tree might cause extra calls to saveLayer,
and needless processing.
When you encounter calls to saveLayer,
ask yourself these questions:
Does the app need this effect?
Can any of these calls be eliminated?
Can I apply the same effect to an individual element instead of a group? | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-15 | Can I apply the same effect to an individual element instead of a group?
Checking for non-cached images
Caching an image with RepaintBoundary is good,
when it makes sense.
One of the most expensive operations,
from a resource perspective,
is rendering a texture using an image file.
First, the compressed image
is fetched from persistent storage.
The image is decompressed into host memory (GPU memory),
and transferred to device memory (RAM).
In other words, image I/O can be expensive.
The cache provides snapshots of complex hierarchies so
they are easier to render in subsequent frames.
Because raster cache entries are expensive to
construct and take up loads of GPU memory,
cache images only where absolutely necessary.
You can see which images are being cached by enabling the
PerformanceOverlayLayer.checkerboardRasterCacheImages switch. | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-16 | Run the app and look for images rendered with a randomly colored
checkerboard, indicating that the image is cached.
As you interact with the scene, the checkerboarded images
should remain constant—you don’t want to see flickering,
which would indicate that the cached image is being re-cached.
In most cases, you want to see checkerboards on static images,
but not on non-static images. If a static image isn’t cached,
you can cache it by placing it into a RepaintBoundary
widget. Though the engine might still ignore a repaint
boundary if it thinks the image isn’t complex enough.
Viewing the widget rebuild profiler
The Flutter framework is designed to make it hard to create
applications that are not 60fps and smooth. Often, if you have jank,
it’s because there is a simple bug causing more of the UI to be
rebuilt each frame than required. The Widget rebuild profiler
helps you debug and fix performance problems due to these sorts
of bugs. | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-17 | You can view the widget rebuilt counts for the current screen and
frame in the Flutter plugin for Android Studio and IntelliJ.
For details on how to do this, see Show performance data
Benchmarking
You can measure and track your app’s performance by writing
benchmark tests. The Flutter Driver library provides support
for benchmarking. Using this integration test framework,
you can generate metrics to track the following:
Jank
Download size
Battery efficiency
Startup time
Tracking these benchmarks allows you to be informed when a
regression is introduced that adversely affects performance.
For more information, see Integration testing,
a section in Testing Flutter apps.
Other resources
The following resources provide more information on using
Flutter’s tools and debugging in Flutter:
Debugging
Flutter inspector | https://docs.flutter.dev/perf/ui-performance/index.html |
36c691888548-18 | Debugging
Flutter inspector
Flutter inspector talk, presented at DartConf 2018
Why Flutter Uses Dart, an article on Hackernoon
Why Flutter uses Dart, a video on the Flutter channel
DevTools: performance tooling for Dart and Flutter apps
Flutter API docs, particularly the PerformanceOverlay class,
and the dart:developer package | https://docs.flutter.dev/perf/ui-performance/index.html |
8d7028551419-0 | Flutter crash reporting
Disabling analytics reporting
If you have not opted-out of Flutter’s analytics and crash reporting,
when a flutter command crashes it attempts to send a crash report
to Google in order to help Google contribute improvements to Flutter
over time. A crash report may contain the following information:
The name and version of your local operating system.
The version of Flutter.
The runtime type of the error, for example StateError or
NoSuchMethodError.
The stack trace generated by the crash, which contains references to
the Flutter CLI’s own code and contains no references to your application
code.
A client ID: a constant and unique number generated for the
computer where Flutter is installed.
It helps us deduplicate multiple identical crash
reports coming from the same computer.
It also helps us verify if a fix works
as intended after you upgrade to the next version of Flutter. | https://docs.flutter.dev/reference/crash-reporting/index.html |
8d7028551419-1 | Google handles all data reported by this tool in accordance with the
Google Privacy Policy.
Disabling analytics reporting
You can opt out of anonymous crash reporting and feature
usage statistics from Flutter by running the following command:
flutter config
-no-analytics
If you opt out of analytics, an opt-out event will be sent,
and then no further information will be sent by that
installation of Flutter.
To display the current setting, you can run the following command:
flutter config | https://docs.flutter.dev/reference/crash-reporting/index.html |
53259934e47d-0 | flutter: The Flutter command-line tool
flutter commands
The flutter command-line tool is how developers (or IDEs on behalf of
developers) interact with Flutter. For Dart related commands,
you can use the dart command-line tool.
Here’s how you might use the flutter tool to create, analyze, test, and run an
app:
flutter create my_app
cd my_app
flutter analyze
flutter
test
flutter run lib/main.dart
To run pub commands using the flutter tool:
flutter pub get
flutter pub outdated
flutter pub upgrade
To view all commands that flutter supports:
flutter
-help
-verbose
To get the current version of the Flutter SDK, including its framework, engine,
and tools:
flutter | https://docs.flutter.dev/reference/flutter-cli/index.html |
53259934e47d-1 | flutter
-version
flutter commands
The following table shows which commands you can use with the flutter tool:
analyze
flutter analyze -d <DEVICE_ID>
Analyzes the project’s Dart source code.Use instead of dart analyze.
assemble
flutter assemble -o <DIRECTORY>
Assemble and build flutter resources.
attach
flutter attach -d <DEVICE_ID>
Attach to a running application.
bash-completion
flutter bash-completion
Output command line shell completion setup scripts.
build
flutter build <DIRECTORY>
Flutter build commands.
channel
flutter channel <CHANNEL_NAME>
List or switch flutter channels.
clean
flutter clean | https://docs.flutter.dev/reference/flutter-cli/index.html |
53259934e47d-2 | List or switch flutter channels.
clean
flutter clean
Delete the build/ and .dart_tool/ directories.
config
flutter config --build-dir=<DIRECTORY>
Configure Flutter settings. To remove a setting, configure it to an empty string.
create
flutter create <DIRECTORY>
Creates a new project.
custom-devices
flutter custom-devices list
Add, delete, list, and reset custom devices.
devices
flutter devices -d <DEVICE_ID>
List all connected devices.
doctor
flutter doctor
Show information about the installed tooling.
downgrade
flutter downgrade
Downgrade Flutter to the last active version for the current channel.
drive | https://docs.flutter.dev/reference/flutter-cli/index.html |
53259934e47d-3 | drive
flutter drive
Runs Flutter Driver tests for the current project.
emulators
flutter emulators
List, launch and create emulators.
format
flutter format <DIRECTORY|DART_FILE>
Formats Flutter source code.Deprecated, instead use dart format.
gen-l10n
flutter gen-l10n <DIRECTORY>
Generate localizations for the Flutter project.
install
flutter install -d <DEVICE_ID>
Install a Flutter app on an attached device.
logs
flutter logs
Show log output for running Flutter apps.
precache
flutter precache <ARGUMENTS>
Populates the Flutter tool’s cache of binary artifacts. | https://docs.flutter.dev/reference/flutter-cli/index.html |
53259934e47d-4 | Populates the Flutter tool’s cache of binary artifacts.
pub
flutter pub <PUB_COMMAND>
Works with packages.Use instead of dart pub.
run
flutter run <DART_FILE>
Runs a Flutter program.
screenshot
flutter screenshot
Take a screenshot of a Flutter app from a connected device.
symbolize
flutter symbolize --input=<STACK_TRACK_FILE>
Symbolize a stack trace from the AOT compiled flutter application.
test
flutter test [<DIRECTORY|DART_FILE>]
Runs tests in this package.Use instead of dart test.
upgrade
flutter upgrade
Upgrade your copy of Flutter. | https://docs.flutter.dev/reference/flutter-cli/index.html |
53259934e47d-5 | flutter upgrade
Upgrade your copy of Flutter.
For additional help on any of the commands, enter flutter help <command>
or follow the links in the More information column.
You can also get details on pub commands — for example,
flutter help pub outdated. | https://docs.flutter.dev/reference/flutter-cli/index.html |
4c1a8c2b58f5-0 | Security false positives
Introduction
Common concerns
Shared objects should use fortified functions
Shared objects should use RELRO
Shared objects should use stack canary values
Code should avoid using the _sscanf, _strlen, and _fopen APIs
Code should use calloc (instead of _malloc) for memory allocations
The iOS binary has a Runpath Search Path (@rpath) set
CBC with PKCS5/PKCS7 padding vulnerability
Apps can read and write to external storage
Apps delete data using file.delete()
Obsolete concerns
The stack should have its NX bit set
Reporting real concerns
Introduction
We occasionally receive false reports of security
vulnerabilities in Dart and Flutter applications,
generated by tools that were built for other kinds
of applications (for example, those written with Java or C++).
This document provides information on reports that we believe
are incorrect and explains why the concerns are misplaced. | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-1 | Common concerns
Shared objects should use fortified functions
The shared object does not have any fortified functions.
Fortified functions provides buffer overflow checks against glibc’s commons insecure functions like strcpy, gets etc.
Use the compiler option -D_FORTIFY_SOURCE=2 to fortify functions.
When this refers to compiled Dart code
(such as the libapp.so file in Flutter applications),
this advice is misguided because Dart code doesn’t
directly invoke libc functions;
all Dart code goes through the Dart standard library.
(In general, MobSF gets false positives here because
it checks for any use of functions with a _chk suffix,
but since Dart doesn’t use these functions at all,
it doesn’t have calls with or without the suffix,
and therefore MobSF treats the code as containing
non-fortified calls.)
Shared objects should use RELRO
no RELRO found for libapp.so binaries | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-2 | no RELRO found for libapp.so binaries
Dart doesn’t use the normal Procedure Linkage Table
(PLT) or Global Offsets Table (GOT) mechanisms at all,
so the Relocation Read-Only (RELRO) technique doesn’t
really make much sense for Dart.
Dart’s equivalent of GOT is the pool pointer,
which unlike GOT, is located in a randomized location
and is therefore much harder to exploit.
In principle, you can create vulnerable code when using Dart FFI,
but normal use of Dart FFI wouldn’t be prone to these issues either,
assuming it’s used with C code that itself uses RELRO appropriately.
Shared objects should use stack canary values
no canary are found for libapp.so binaries | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-3 | no canary are found for libapp.so binaries
This shared object does not have a stack canary value added to the stack.
Stack canaries are used to detect and prevent exploits from overwriting return address.
Use the option -fstack-protector-all to enable stack canaries.
Dart doesn’t generate stack canaries because,
unlike C++, Dart doesn’t have stack-allocated arrays
(the primary source of stack smashing in C/C++).
When writing pure Dart (without using dart:ffi),
you already have much stronger isolation guarantees
than any C++ mitigation can provide,
simply because pure Dart code is a managed language
where things like buffer overruns don’t exist.
In principle, you can create vulnerable code when using Dart FFI,
but normal use of Dart FFI would not be prone to these issues either,
assuming it’s used with C code that itself uses stack canary values
appropriately. | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-4 | Code should avoid using the _sscanf, _strlen, and _fopen APIs
The binary may contain the following insecure API(s) _sscanf , _strlen , _fopen.
The tools that report these issues tend to be
overly-simplistic in their scans;
for example, finding custom functions with
these names and assuming they refer to the
standard library functions.
Many of Flutter’s third-party dependencies have
functions with similar names that trip these checks.
It’s possible that some occurrences are valid concerns,
but it’s impossible to tell from the output of these tools
due to the sheer number of false positives.
Code should use calloc (instead of _malloc) for memory allocations
The binary may use _malloc function instead of calloc. | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-5 | The binary may use _malloc function instead of calloc.
Memory allocation is a nuanced topic,
where trade-offs have to be made between performance
and resilience to vulnerabilities.
Merely using malloc is not automatically indicative
of a security vulnerability.
While we welcome concrete reports (see below)
for cases where using calloc would be preferable,
in practice it would be inappropriate to uniformly
replace all malloc calls with calloc.
The iOS binary has a Runpath Search Path (@rpath) set
The binary has Runpath Search Path (@rpath) set.
In certain cases an attacker can abuse this feature to run arbitrary executable for code execution and privilege escalation.
Remove the compiler option -rpath to remove @rpath. | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-6 | When the app is being built, Runpath Search Path refers
to the paths the linker searches to find dynamic libraries
(dylibs) used by the app.
By default, iOS apps have this set to
@executable_path/Frameworks,
which means the linker should search for dylibs
in the Frameworks directory relative to the app
binary inside the app bundle.
The Flutter.framework engine,
like most embedded frameworks or dylibs,
is correctly copied into this directory.
When the app runs, it loads the library binary.
Flutter apps use the default iOS build setting
(LD_RUNPATH_SEARCH_PATHS=@executable_path/Frameworks).
Vulnerabilities involving @rpath don’t apply
in mobile settings, as attackers don’t have
access to the file system and can’t arbitrarily
swap out these frameworks.
Even if an attacker somehow could swap out the
framework with a malicious one,
the app would crash on launch due to codesigning violations. | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-7 | CBC with PKCS5/PKCS7 padding vulnerability
We have received vague reports that there is a
“CBC with PKCS5/PKCS7 padding vulnerability”
in some Flutter packages.
As far as we can tell, this is triggered by the HLS
implementation in ExoPlayer
(the com.google.android.exoplayer2.source.hls.Aes128DataSource class).
HLS is Apple’s streaming format,
which defines the type of encryption that must be used for DRM;
this isn’t a vulnerability,
as DRM doesn’t protect the user’s machine or data
but instead merely provides obfuscation
to limit the user’s ability to fully use their software and hardware.
Apps can read and write to external storage
App can read/write to External Storage. Any App can read data written to External Storage. | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-8 | App can read/write to External Storage. Any App can read data written to External Storage.
As with data from any untrusted source, you should perform input validation when handling data from external storage.
We strongly recommend that you not store executables or class files on external storage prior to dynamic loading.
If your app does retrieve executable files from external storage,
the files should be signed and cryptographically verified prior to dynamic loading.
We have received reports that some vulnerability
scanning tools interpret the ability for image
picker plugins to read and write to external storage as a threat.
Reading images from local storage is the purpose of these plugins;
this is not a vulnerability.
Apps delete data using file.delete()
When you delete a file using file. delete, only the reference to the file is removed from the file system table.
The file still exists on disk until other data overwrites it, leaving it vulnerable to recovery. | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-9 | Some vulnerability scanning tools interpret the deletion of
temporary files after a camera plugin records data from
the device’s camera as a security vulnerability.
Because the video is recorded by the user and is stored
on the user’s hardware, there is no actual risk.
Obsolete concerns
This section contains valid messages that might be seen with
older versions of Dart and Flutter, but should no longer
be seen with more recent versions.
If you see these messages with old versions of Dart or Flutter,
upgrade to the latest stable version.
If you see these with the current stable version,
please report them (see the section at the end of this document).
The stack should have its NX bit set
The shared object does not have NX bit set.
NX bit offer protection against exploitation of memory corruption vulnerabilities by marking memory page as non-executable.
Use option --noexecstack or -z noexecstack to mark stack as non executable. | https://docs.flutter.dev/reference/security-false-positives/index.html |
4c1a8c2b58f5-10 | (The message from MobSF is misleading; it’s looking
for whether the stack is marked as non-executable,
not the shared object.)
In older versions of Dart and Flutter there was a bug
where the ELF generator didn’t emit the gnustack
segment with the ~X permission, but this is now fixed.
Reporting real concerns
While automated vulnerability scanning tools report
false positives such as the examples above,
we can’t rule out that there are real issues that
deserve closer attention.
Should you find an issue that you believe is a
legitimate security vulnerability, we would greatly
appreciate if you would report it:
Flutter security policy
Dart security policy | https://docs.flutter.dev/reference/security-false-positives/index.html |
801ed97ecd08-0 | Tutorials
The Flutter tutorials teach you how to use the Flutter framework to
build mobile applications for iOS and Android.
Choose from the following:
Building layouts
How to build layouts using Flutter’s layout mechanism. Once you’ve learned
basic principles, you’ll build the layout for a sample screenshot.
Adding interactivity to your Flutter app
You’ll extend the simple layout app created in
“Building Layouts in Flutter” to make an icon tappable.
Different ways of managing a widget’s state are also discussed.
Animations in Flutter
Explains the fundamental classes in the Flutter animation package
(controllers, Animatable, curves, listeners, builders),
as it guides you through a progression of tween animations using
different aspects of the animation APIs. | https://docs.flutter.dev/reference/tutorials/index.html |
801ed97ecd08-1 | Internationalizing Flutter apps
Learn how to internationalize your Flutter application. A guide through
the widgets and classes that enable apps to display their
content using the user’s language and formatting conventions. | https://docs.flutter.dev/reference/tutorials/index.html |
8965fec2fbf6-0 | Flutter widget index
This is an alphabetical list of nearly every widget that is bundled with
Flutter. You can also browse widgets by category.
You might also want to check out our Widget of the Week video series
on the Flutter YouTube channel. Each short
episode features a different Flutter widget. For more video series, see
our videos page.
Widget of the Week playlist
AbsorbPointer
A widget that absorbs pointers during hit testing. When absorbing is true, this widget prevents its subtree from receiving pointer events by terminating hit testing...
AlertDialog
Alerts are urgent interruptions requiring acknowledgement that inform the user about a situation. The AlertDialog widget implements this component.
Align
A widget that aligns its child within itself and optionally sizes itself based on the child's size.
AnimatedAlign | https://docs.flutter.dev/reference/widgets/index.html |
8965fec2fbf6-1 | AnimatedAlign
Animated version of Align which automatically transitions the child's position over a given duration whenever the given alignment changes.
AnimatedBuilder
A general-purpose widget for building animations. AnimatedBuilder is useful for more complex widgets that wish to include animation as part of a larger build function....
AnimatedContainer
A container that gradually changes its values over a period of time.
AnimatedCrossFade
A widget that cross-fades between two given children and animates itself between their sizes.
AnimatedDefaultTextStyle
Animated version of DefaultTextStyle which automatically transitions the default text style (the text style to apply to descendant Text widgets without explicit style) over a...
AnimatedList
A scrolling container that animates items when they are inserted or removed.
AnimatedListState
The state for a scrolling container that animates items when they are inserted or removed. | https://docs.flutter.dev/reference/widgets/index.html |
8965fec2fbf6-2 | The state for a scrolling container that animates items when they are inserted or removed.
AnimatedModalBarrier
A widget that prevents the user from interacting with widgets behind itself.
AnimatedOpacity
Animated version of Opacity which automatically transitions the child's opacity over a given duration whenever the given opacity changes.
AnimatedPhysicalModel
Animated version of PhysicalModel.
AnimatedPositioned
Animated version of Positioned which automatically transitions the child's position over a given duration whenever the given position changes.
AnimatedSize
Animated widget that automatically transitions its size over a given duration whenever the given child's size changes.
AnimatedWidget
A widget that rebuilds when the given Listenable changes value.
AnimatedWidgetBaseState
A base class for widgets with implicit animations.
AppBar | https://docs.flutter.dev/reference/widgets/index.html |
8965fec2fbf6-3 | A base class for widgets with implicit animations.
AppBar
A Material Design app bar. An app bar consists of a toolbar and potentially other widgets, such as a TabBar and a FlexibleSpaceBar.
AspectRatio
A widget that attempts to size the child to a specific aspect ratio.
AssetBundle
Asset bundles contain resources, such as images and strings, that can be used by an application. Access to these resources is asynchronous so that they...
Autocomplete
A widget for helping the user make a selection by entering some text and choosing from among a list of options.
BackdropFilter
A widget that applies a filter to the existing painted content and then paints a child. This effect is relatively expensive, especially if the filter...
Abc
Baseline
A widget that positions its child according to the child's baseline.
BottomNavigationBar | https://docs.flutter.dev/reference/widgets/index.html |
8965fec2fbf6-4 | BottomNavigationBar
Bottom navigation bars make it easy to explore and switch between top-level views in a single tap. The BottomNavigationBar widget implements this component.
BottomSheet
Bottom sheets slide up from the bottom of the screen to reveal more content. You can call showBottomSheet() to implement a persistent bottom sheet or...
Card
A Material Design card. A card has slightly rounded corners and a shadow.
Center
A widget that centers its child within itself.
Checkbox
Checkboxes allow the user to select multiple options from a set. The Checkbox widget implements this component.
Chip
A Material Design chip. Chips represent complex entities in small blocks, such as a contact.
CircularProgressIndicator
A material design circular progress indicator, which spins to indicate that the application is busy.
ClipOval | https://docs.flutter.dev/reference/widgets/index.html |
8965fec2fbf6-5 | ClipOval
A widget that clips its child using an oval.
ClipPath
A widget that clips its child using a path.
ClipRect
A widget that clips its child using a rectangle.
Column
Layout a list of child widgets in the vertical direction.
ConstrainedBox
A widget that imposes additional constraints on its child.
Container
A convenience widget that combines common painting, positioning, and sizing widgets.
CupertinoActionSheet
An iOS-style modal bottom action sheet to choose an option among many.
CupertinoActivityIndicator
An iOS-style activity indicator. Displays a circular 'spinner'.
CupertinoAlertDialog
An iOS-style alert dialog.
CupertinoButton
An iOS-style button. | https://docs.flutter.dev/reference/widgets/index.html |
8965fec2fbf6-6 | CupertinoButton
An iOS-style button.
CupertinoContextMenu
An iOS-style full-screen modal route that opens when the child is long-pressed. Used to display relevant actions for your content.
CupertinoDatePicker
An iOS-style date or date and time picker.
CupertinoDialogAction
A button typically used in a CupertinoAlertDialog.
CupertinoFullscreenDialogTransition
An iOS-style transition used for summoning fullscreen dialogs.
CupertinoListSection
An iOS-style container for a scrollable view.
CupertinoListTile
An iOS-style tile that makes up a row in a list.
CupertinoNavigationBar
An iOS-style top navigation bar. Typically used with CupertinoPageScaffold. | https://docs.flutter.dev/reference/widgets/index.html |
8965fec2fbf6-7 | CupertinoPageScaffold
Basic iOS style page layout structure. Positions a navigation bar and content on a background.
CupertinoPageTransition
Provides an iOS-style page transition animation.
CupertinoPicker
An iOS-style picker control. Used to select an item in a short list.
CupertinoPopupSurface
Rounded rectangle surface that looks like an iOS popup surface, such as an alert dialog or action sheet.
CupertinoScrollbar
An iOS-style scrollbar that indicates which portion of a scrollable widget is currently visible.
CupertinoSearchTextField
An iOS-style search field.
CupertinoSegmentedControl
An iOS-style segmented control. Used to select mutually exclusive options in a horizontal list.
CupertinoSlider
Used to select from a range of values. | https://docs.flutter.dev/reference/widgets/index.html |
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