zakariaf/flutter-skills

flutter-performance

Enforces Flutter runtime performance — const subtrees, minimal rebuild scope via ref.watch(select), lazy ListView/GridView builders and slivers, sized image decode (cacheWidth/ResizeImage), heavy work off the UI isolate via compute/Isolate, surgical Repaint…

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Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/zakariaf/flutter-skills --skill flutter-performance

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

Flutter Performance

Hold a steady 60 fps (<=16 ms/frame; <=8 ms on 120 Hz) on a floor device (low-end Android / older iPhone). Performance is a property you measure in profile mode, not one you assert. It comes from rebuilding less, painting cheaply, and keeping both the UI thread and the raster thread free.

Non-negotiable rules

  1. `const` everything legal. A const subtree is skipped on rebuild — the framework short-circuits it by identity. Keep prefer_const_constructors on as an error; a non-const literal that could be const is a lint failure, not a preference.
  2. Shrink the rebuild scope to the smallest changing widget. Never ref.watch(provider) for a whole state object when one field changed — watch provider.select((s) => s.field). A HUD counter tick must never rebuild a heavy sibling. Rebuild scope is the single biggest lever on build-thread cost.
  3. Lazy everything long. ListView.builder / GridView.builder / slivers for variable or unbounded content. ListView(children: items.map(...).toList()) builds every off-screen row up front — refuse it for anything not tiny and fixed.
  4. No expensive work in `build()`. No jsonDecode, sort, regex, DateTime math, file/network, or large allocation — build() may run every frame. Compute in the Notifier/ViewModel once and cache the result in immutable state.
  5. Heavy CPU off the UI isolate. Parse large payloads, process images, crunch numbers in compute() or a spawned Isolate. Blocking the UI thread is guaranteed jank; the raster thread cannot save you.
  6. Size image decode to the display slot. cacheWidth/cacheHeight or ResizeImage, correct asset resolutions, precacheImage for above-the-fold art. Decoding a 4000 px source into a 100 px box spikes memory and OOMs cheap phones.
  7. Prefer the cheapest widget that does the job. ColoredBox/DecoratedBox over Container, SizedBox for spacing, FadeTransition/AnimatedOpacity over the Opacity widget in hot paths. Avoid ClipPath/saveLayer inside scrolling lists — they force an offscreen buffer on the raster thread.
  8. `RepaintBoundary` around costly, independently-repainting subtrees (an animation, a chart, a live indicator) so its repaint does not re-raster its neighbours. Do not sprinkle boundaries everywhere — each is a compositor layer that costs memory.
  9. Pass expensive children through `child:`. AnimatedBuilder/ValueListenableBuilder/StreamBuilder rebuild only the builder; hand the unchanging subtree in via child: so it is built once, not per frame.
  10. Dispose to avoid leaks. AnimationControllers, gesture recognizers, stream subscriptions, timers, TextEditingControllers, caches — released in dispose() (widgets) or ref.onDispose (providers). autoDispose scoped session state so it does not survive the screen.
  11. Measure in PROFILE mode on a real floor device with DevTools. Debug timings are meaningless (JIT, asserts). Watch the raster thread as well as the UI thread — saveLayer/blur/clip cost shows there, not in Dart. Never ship a frame-budget number that was asserted, not measured.

Narrow the rebuild scope

Watch the single field that changes, not the whole state object:

dart
// Rebuilds only when the count changes, not on every OrderState mutation.
class OrderBadge extends ConsumerWidget {
  const OrderBadge({super.key});

  @override
  Widget build(BuildContext context, WidgetRef ref) {
    final count = ref.watch(orderProvider.select((s) => s.items.length));
    return Text('$count');
  }
}

.select runs the selector every publish but rebuilds only when the selected value's == changes, so its input must be an immutable value with real equality. See state-management-riverpod for the watch/read/listen split and family + autoDispose.

Keep expensive children out of the animation loop

dart
// The card is built once; only the transform recomputes each tick.
AnimatedBuilder(
  animation: _controller,
  child: const ProductCard(),
  builder: (_, child) =>
      Transform.scale(scale: _controller.value, child: child),
);

Lazy lists and sized images

dart
// Lazy — only visible rows are built.
ListView.builder(
  itemCount: items.length,
  itemBuilder: (context, i) => ItemTile(item: items[i]),
);

// Decode to the slot, not the source resolution.
Image.asset('assets/hero.png', cacheWidth: 240);

Heavy work off the UI isolate

dart
// parseItems is a top-level or static function (isolate entry-point rules).
final items = await compute(parseItems, jsonString);

Custom painting

For a CustomPainter, the discipline is zero-allocation paint(), a shouldRepaint that is one value comparison over an immutable scene value, and a repaint: Listenable (the AnimationController) instead of setState in a ticker. That treatment lives in custom-canvas-and-gestures; the one performance-critical rule to carry here: never allocate `Paint`/`Path`/`Gradient` inside `paint()` — hold them as painter fields and mutate cheap properties.

Profiling workflow

  1. flutter run --profile on a physical floor device.
  2. DevTools -> Performance; record while reproducing the jank.
  3. For each over-budget frame, check whether the time is in Build, Layout, or Raster.
  • Build-heavy -> narrow rebuild scope with .select, add const, move work out of build().
  • Raster-heavy -> reduce Opacity/clips/saveLayer, add a RepaintBoundary, simplify shaders.
  1. Use "Track widget rebuilds" to find widgets rebuilding too often.
  2. Fix one bottleneck, re-measure. Never optimize without a before/after measurement.

Anti-patterns

  • Judging performance in debug mode — JIT and asserts make timings fiction. Profile mode, real device, always.
  • Premature optimization with no profile data — adds complexity, hides nothing; measure first.
  • `setState()` high in the tree rebuilding a whole screen for a tiny change — scope the state down.
  • `ref.watch(provider)` for a whole object in a leaf when one field changed — use .select.
  • `ListView(children: [...].toList())` for long/unbounded content — builds every off-screen row.
  • `jsonDecode`/sort/`DateTime` math/regex in `build()` — it may run every frame; precompute in the ViewModel.
  • `Opacity` widget for fades in scrolling lists — forces saveLayer; use FadeTransition or fade via color.
  • Decoding full-resolution images into small widgets — memory spikes and OOM on cheap phones.
  • Parsing large payloads / heavy loops on the UI isolate — frozen frames; use compute.
  • `RepaintBoundary` on everything — layer-memory bloat; use it surgically around independently-repainting subtrees.
  • `AnimatedBuilder`/`StreamBuilder` rebuilding an expensive child instead of passing it via child:.
  • Rebuilding on every keystroke without debounce, or unbounded caches/listeners that leak.
  • Allocating `Paint`/`Path` inside `paint()` — per-frame garbage; hold them as fields.

Definition of done

  • [ ] const applied everywhere legal; prefer_const_constructors clean.
  • [ ] Rebuilds scoped with .select; a tick in one widget never rebuilds a heavy sibling.
  • [ ] Long/variable lists are lazy (.builder/slivers).
  • [ ] No I/O, parsing, or heavy compute in build(); big work runs via compute/Isolate.
  • [ ] Images sized to display (cacheWidth/ResizeImage); above-the-fold precached.
  • [ ] Cheapest suitable widgets/effects chosen; RepaintBoundary used surgically; expensive children passed via child:.
  • [ ] Any CustomPainter allocates nothing in paint(); shouldRepaint is one value compare.
  • [ ] Controllers, recognizers, subscriptions, timers disposed; scoped session state autoDisposed; no leaks.
  • [ ] Measured in profile mode on a floor device via DevTools — UI and raster threads under budget; no frames over 16 ms; claim backed by a recording.

Related skills

  • state-management-riverpod — the watch/read/listen split, .select, family + autoDispose, immutable state that makes .select correct.
  • widget-composition — small const Widget classes over _buildX methods, dispose discipline, cheapest-widget choices.
  • custom-canvas-and-gestures — zero-allocation paint(), shouldRepaint as one value compare, repaint: Listenable.
  • testing-strategy — clock-injected pure core so heavy compute is testable off the UI isolate.

References

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