Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/zakariaf/flutter-skills --skill flutter-performanceAvant 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.
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
- `const` everything legal. A
constsubtree is skipped on rebuild — the framework short-circuits it by identity. Keepprefer_const_constructorson as an error; a non-const literal that could be const is a lint failure, not a preference. - Shrink the rebuild scope to the smallest changing widget. Never
ref.watch(provider)for a whole state object when one field changed — watchprovider.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. - 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. - No expensive work in `build()`. No
jsonDecode, sort, regex,DateTimemath, file/network, or large allocation —build()may run every frame. Compute in the Notifier/ViewModel once and cache the result in immutable state. - Heavy CPU off the UI isolate. Parse large payloads, process images, crunch numbers in
compute()or a spawnedIsolate. Blocking the UI thread is guaranteed jank; the raster thread cannot save you. - Size image decode to the display slot.
cacheWidth/cacheHeightorResizeImage, correct asset resolutions,precacheImagefor above-the-fold art. Decoding a 4000 px source into a 100 px box spikes memory and OOMs cheap phones. - Prefer the cheapest widget that does the job.
ColoredBox/DecoratedBoxoverContainer,SizedBoxfor spacing,FadeTransition/AnimatedOpacityover theOpacitywidget in hot paths. AvoidClipPath/saveLayerinside scrolling lists — they force an offscreen buffer on the raster thread. - `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.
- Pass expensive children through `child:`.
AnimatedBuilder/ValueListenableBuilder/StreamBuilderrebuild only thebuilder; hand the unchanging subtree in viachild:so it is built once, not per frame. - Dispose to avoid leaks.
AnimationControllers, gesture recognizers, stream subscriptions, timers,TextEditingControllers, caches — released indispose()(widgets) orref.onDispose(providers).autoDisposescoped session state so it does not survive the screen. - 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:
// 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
// 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
// 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
// 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
flutter run --profileon a physical floor device.- DevTools -> Performance; record while reproducing the jank.
- For each over-budget frame, check whether the time is in Build, Layout, or Raster.
- Build-heavy -> narrow rebuild scope with
.select, addconst, move work out ofbuild(). - Raster-heavy -> reduce
Opacity/clips/saveLayer, add aRepaintBoundary, simplify shaders.
- Use "Track widget rebuilds" to find widgets rebuilding too often.
- 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; useFadeTransitionor 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
- [ ]
constapplied everywhere legal;prefer_const_constructorsclean. - [ ] 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 viacompute/Isolate. - [ ] Images sized to display (
cacheWidth/ResizeImage); above-the-fold precached. - [ ] Cheapest suitable widgets/effects chosen;
RepaintBoundaryused surgically; expensive children passed viachild:. - [ ] Any
CustomPainterallocates nothing inpaint();shouldRepaintis 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.selectcorrect.widget-composition— smallconstWidget classes over_buildXmethods, dispose discipline, cheapest-widget choices.custom-canvas-and-gestures— zero-allocationpaint(),shouldRepaintas one value compare,repaint:Listenable.testing-strategy— clock-injected pure core so heavy compute is testable off the UI isolate.




