Flutter Course, 6.1 Setting Up VS Code

Hello! In this course, we will cover how to set up VS Code (Visual Studio Code) for Flutter development. VS Code is a code editor loved by many developers due to its various extensibility and features. In this course, we will learn step-by-step from installing VS Code to setting up the Flutter environment.

1. Installing VS Code

VS Code can be used on various operating systems. First, we will install VS Code following the procedures below.

  1. Visit the official VS Code website (https://code.visualstudio.com/).
  2. Click the ‘Download’ button on the homepage and download the installation file suitable for your operating system.
  3. Run the downloaded file and proceed with the installation following the instructions of the installation wizard.
  4. Once installation is complete, launch VS Code.

2. Installing Flutter SDK

To develop in Flutter, you must first install the Flutter SDK. The Flutter SDK is a tool that helps you develop applications that can run on multiple platforms.

  1. Visit the official Flutter website (https://flutter.dev/docs/get-started/install).
  2. Download the Flutter SDK suitable for your operating system.
  3. Extract the downloaded file and move it to your desired location (e.g., C:\src\flutter).
  4. Add the location of Flutter to the system PATH. This requires modifying the environment variables.
  5. Open Command Prompt (Windows) or Terminal (Mac/Linux) and enter the following command to verify that the installation was completed successfully.
flutter doctor

This command checks the installation status of the Flutter SDK and informs you of the installation status of necessary components (e.g., Android SDK, Xcode, etc.).

3. Installing Dart Plugin

Since Flutter is based on a language called Dart, you need to install the Dart plugin in VS Code.

  1. After running VS Code, click on the ‘Extensions’ icon in the left sidebar.
  2. Type ‘Dart’ in the search bar and find the official Dart plugin to install.

Once the installation is complete, VS Code will recognize the Dart language.

4. Installing Flutter Extension

To conduct Flutter development more efficiently, we also install Flutter-related extensions.

  1. Similarly, search for ‘Flutter’ in the VS Code ‘Extensions’ menu.
  2. Find the official Flutter extension and install it.

By installing the Flutter extension, you will have access to various useful features for creating and managing Flutter projects.

5. Creating a New Flutter Project

Now that all settings are complete, let’s create a new Flutter project.

  1. Select the ‘View’ menu in VS Code and click on ‘Command Palette’. (You can also press Ctrl + Shift + P.)
  2. Type ‘Flutter: New Project’ in the Command Palette.
  3. Select the type of project. Here, choose ‘Flutter Application’.
  4. Enter a name for the project and select a location to save it.

VS Code will automatically generate the Flutter project file structure for you.

6. Setting Up Emulator and Devices

To test your Flutter app, you need to set up a physical device or emulator. Let’s proceed with the steps below.

  1. You can install Android Studio to use the Android emulator. After installing Android Studio, use the AVD (Android Virtual Device) manager to create the desired emulator.
  2. Alternatively, connect a real iOS or Android device via USB. In this case, you must enable USB debugging on the device.
  3. In VS Code, go to the ‘Debug’ menu and select ‘Start Debugging’ or press F5 to run the app.

7. Running the Flutter Project

After creating the project, you can enter the following command to run the Flutter project on the emulator or connected device.

flutter run

During this process, the project will be built and the application will run on the emulator. If an error occurs, use the ‘flutter doctor’ command to troubleshoot.

8. Writing and Modifying Code

Now that the Flutter project is set up, start writing and modifying your code. VS Code offers various features such as code completion, error highlighting, and debugging tools, making your development work more efficient.

9. Conclusion and Additional Resources

In this course, we explored how to set up the Flutter development environment using VS Code. In addition, check out the official Flutter documentation, community, and GitHub repositories for more information and learning materials.

In the next course, we will look into the basic widgets and layouts in Flutter. Happy coding!

Flutter Course – 5.4 Creating Classes

Flutter is a UI toolkit developed by Google, a powerful framework that allows you to create iOS, Android, web, and desktop applications from a single codebase. In this course, we will delve deeply into how to create classes in Flutter. By effectively utilizing classes, you can enhance code reusability and clarify code structure.

1. Basic Concept of Class

A class is a core concept of object-oriented programming, allowing us to define objects with specific attributes and functionalities through the framework of a class. The way to create a class in Flutter is similar to other object-oriented languages.

1.1 Declaring a Class

To declare a class, the class keyword is used. Here is a simple example.

class Animal {
    String name;
    
    Animal(this.name);
    
    void speak() {
        print('$name makes a sound!');
    }
}

In the example above, we define a class named Animal. This class has an attribute called name and a method called speak.

1.2 Constructor

A constructor is a special method that is called when creating an instance of a class. The constructor must have the same name as the class and supports both the default and named constructors.

class Animal {
    String name;
    
    Animal(this.name); // Default constructor

    Animal.named(this.name); // Named constructor
}

2. Class Properties and Methods

A class defines data and behavior through properties (fields) and methods. Properties are the data that instances of the class possess, while methods define operations that can be applied to this data.

2.1 Defining Properties

When defining properties, you can specify data types and set initial values.

class Person {
    String name;
    int age;

    Person(this.name, this.age);
}

Here, the Person class has two properties: name and age.

2.2 Defining Methods

Methods define the behavior of a class. Methods can take data as input and return results.

class Person {
    String name;
    int age;

    Person(this.name, this.age);
    
    String introduce() {
        return 'Hello, my name is $name and I am $age years old.';
    }
}

2.3 Getters and Setters

Getters and setters provide a way to access properties of a class. They are used for data encapsulation and security purposes.

class Person {
    String _name; // private field

    Person(this._name);
    
    String get name => _name; // Getter
    set name(String newName) => _name = newName; // Setter
}

3. Class Inheritance

A class can inherit from another class, which enhances code reusability. Through inheritance, a child class can use the properties and methods of a parent class.

3.1 Example of Inheritance

class Animal {
    void eat() {
        print('Eating grains.');
    }
}

class Dog extends Animal {
    void bark() {
        print('Woof!');
    }
}

In this example, the Dog class inherits from the Animal class and can use the eat() method.

3.2 Polymorphism

Polymorphism is the concept that allows the same interface to be used for different data types. Leveraging polymorphism in Flutter enables handling various forms of objects.

class Cat extends Animal {
    void bark() {
        print('Meow!');
    }
}

void makeSound(Animal animal) {
    animal.bark();
}

void main() {
    Dog dog = Dog();
    Cat cat = Cat();
    
    makeSound(dog); // Woof!
    makeSound(cat); // Error occurs
}

4. Using Mixins

Mixins allow a class to reuse methods from other classes, enabling code reuse in a way that differs from inheritance.

mixin Flyable {
    void fly() {
        print('I am flying!');
    }
}

class Bird with Flyable {
    void chirp() {
        print('Chirp!');
    }
}

In the example above, the Bird class uses the Flyable mixin to access the fly() method.

5. Summary and Example

Classes are essential elements of object-oriented programming. Through what we’ve learned in this course, you will be able to effectively utilize classes in Flutter applications. Here is a simple example that summarizes what we learned.

void main() {
    Person person = Person('John Doe', 25);
    print(person.introduce());

    Dog dog = Dog();
    dog.eat();
    dog.bark();
    
    Cat cat = Cat();
    cat.eat();
    cat.bark();
}
When you run this code, you will see the personal introduction, the sound made by the dog while eating, and the sound made by the cat while eating.

In this Flutter course, we thoroughly explored the basic concepts of classes, constructors, methods, inheritance, and mixins. Based on this knowledge, try to build your Flutter applications. You will continue to learn more in the future.

Flutter Course: 5.2 Properties and Features

Flutter is a highly effective framework for creating applications and is loved by many developers. In this article, we will dive deep into the properties and features of Flutter. Flutter provides various attributes and functionalities that support developers in creating excellent UIs more easily and quickly.

1. What is Flutter?

Flutter is an open-source UI software development kit (SDK) developed by Google, used for developing iOS, Android, web, and desktop applications. It is scalable and performs well, allowing developers to write applications for various platforms easily with a single codebase.

2. Structure of Flutter

Flutter can be broadly divided into three main components: widgets, state management, and a rendering engine.

2.1. Widgets

Widgets are the most basic building blocks of Flutter. Every UI consists of widgets, which hold state and construct the screen based on it. Flutter offers many customizable widgets that help developers to build UI step by step in their desired style.

2.2. State Management

State management is responsible for synchronizing data and UI in an application. Flutter provides StatefulWidget and StatelessWidget to distinguish between widgets that have state and those that do not.

2.3. Rendering Engine

Flutter utilizes a rendering engine called Skia to provide fast and smooth UIs, with each widget drawn through it. Skia supports cross-platform graphics to ensure better performance and user experience.

3. Types of Flutter Properties

Flutter allows you to modify the UI by utilizing the properties of various widgets. Major properties include the following.

3.1. Size and Position Properties

There are various properties to adjust the size and position of widgets. For example, in the Container widget, you can specify the widget’s size using the width and height properties.

3.2. Color and Theme Properties

In Flutter, you can change the color of UI elements using the color property and adjust the overall color scheme of the app using ThemeData.

3.3. Margin and Padding Properties

The properties used to adjust the spacing between UI elements are margin and padding. You can easily adjust the gaps between elements using these properties.

3.4. Text-related Properties

The widget used for displaying text is Text, where you can adjust font size, color, etc., through the style property.

4. Feature Introduction

The features provided by Flutter are as follows.

4.1. Animation

Flutter offers excellent animation capabilities that enhance the user experience. AnimatedContainer allows for smooth transitions of size, color, and outline through animations.

4.2. Networking

Flutter can communicate with REST APIs using the http package. This makes it possible to fetch JSON data, process it, and display it in the UI.

4.3. Asynchronous Processing

In mobile applications where asynchronous programming is essential, Flutter supports the async/await pattern, providing an easy way to handle asynchronous tasks.

4.4. State Management

Flutter supports various state management patterns. You can choose from Provider, BLoC, Riverpod, etc., tailored to different requirements.

5. Advantages of Flutter

There are many advantages to using Flutter.

5.1. High Performance

You can develop applications with native performance. Flutter’s engine uses Skia to provide fast rendering.

5.2. Single Code Base

With just one code write, you can create applications that run on various platforms such as iOS, Android, and the web.

5.3. Customization

The widgets support a high level of customization, enabling developers to quickly and easily create the desired UI.

5.4. Active Community

The Flutter community is very active, making it easy to find needed packages or libraries. It is also easy to find solutions to problems.

6. Conclusion

Flutter is a powerful tool for developing various applications. A deep understanding of its properties and functionalities will greatly help to utilize this framework more effectively. Familiarize yourself with the various properties of widgets and create your own unique applications through the features provided.

In this course, we introduced the diverse properties and features of Flutter. We will continue to cover more Flutter courses and example projects, so please stay tuned!

Flutter Course: 5.3 Size of Variables and Instances

Flutter is an open-source UI software development kit (SDK) developed by Google that allows you to easily create applications for various platforms such as Android, iOS, and the web. In section 5.3 of this tutorial, we will explore how to declare variables in Flutter and understand the size of instances. Since this topic is fundamental and core to programming, let’s go through it step by step.

1. What is a variable?

A variable is a named space that can store data. In programming, variables are used to manage and manipulate data. There are several ways to declare variables in Flutter, mostly defined using the keywords var, final, and const.

1.1 var

var allows the type to be inferred automatically when declaring a variable, creating a variable whose value can be changed. For example:

void main() {
    var name = 'Flutter';
    print(name); // Output: Flutter
    name = 'Dart'; // Can be changed
    print(name); // Output: Dart
}

1.2 final

The final keyword defines a variable that can be set only once. In other words, it cannot be changed after initialization. This helps enhance the safety of the program.

void main() {
    final int age = 10;
    print(age); // Output: 10
    // age = 20; // Error: final variables cannot be changed.
}

1.3 const

const declares a compile-time constant. This means the value is determined before the program runs and cannot be changed. const is mainly used to define constant values or constant lists.

void main() {
    const double pi = 3.14;
    print(pi); // Output: 3.14
    // pi = 3.14159; // Error: const variables cannot be changed.
}

2. What is the size of an instance?

The size of an instance refers to the amount of memory space an object occupies. This is an important factor in optimizing memory usage efficiency in applications with a lot of dynamic data structures.

In Flutter, it is very common to create and manage instances of objects. Accordingly, each instance needs to know how much memory its class’s properties and methods occupy.

2.1 Classes and Instances

A class is an essential element of object-oriented programming (OOP) that serves as a template for creating objects. A class can include properties (variables) and methods (functions). An instance is a concrete implementation of such a class.

class Person {
    String name;
    int age;

    Person(this.name, this.age);
}

void main() {
    var person1 = Person('Alice', 30);
    var person2 = Person('Bob', 25);
    print(person1.name); // Output: Alice
    print(person2.age); // Output: 25
}

2.2 Calculating the Size of an Instance

When you want to know the size of an instance in Flutter, you can use memory diagnostic tools or analyze memory usage through development tools to check the size of the instance.

Generally, the size of an instance depends on the type and number of the class’s properties. Below are examples showing the basic size of objects in memory.

  • String: 2 bytes (uses UTF-16) + number of characters
  • int: 4 bytes
  • double: 8 bytes
  • bool: 1 byte

For example, an instance of the Person class stores a name and an age, so it has the following memory structure:

class Person {
    String name;    // 2 bytes × number of characters in the name
    int age;        // 4 bytes
}

3. Tips for Optimization

It is important to reduce the instance size for efficient memory management. Here are some tips for optimizing instance size:

3.1 Removing Unnecessary Variables

Optimizing variables within a class can reduce memory usage and improve throughput.

3.2 Using Primitive Types

Using primitive types rather than creating new classes can help reduce instance size.

3.3 Lazy Initialization

Create instances only when needed to avoid unnecessary memory allocation. This can help reduce initial memory expenditure.

class LazyPerson {
    String _name;
    int _age;

    LazyPerson(String name, int age) {
        _name = name;
        _age = age;
    }

    // Name getter (lazy loading)
    String get name => _name;

    // Age getter (similar handling possible)
}

4. Conclusion

Understanding the size of variables and instances is very important in modern mobile frameworks like Flutter. By understanding the types of variables and the size of instances and managing them properly, better memory efficiency and performance can be achieved. The content covered in this tutorial is essential when developing with Flutter, so I hope you practice to gain a deeper understanding. See you in the next topic!

Flutter Course: 5.1 Objects, Classes, Instances

Flutter is an open-source UI software development kit (SDK) developed by Google, designed to help users easily create modern, high-performance applications. In this course, we will delve deeply into the fundamental concepts of Object-Oriented Programming (OOP), including class, object, and instance. These concepts are essential for structuring and managing Flutter applications.

1. What is Object-Oriented Programming?

Object-Oriented Programming (OOP) is one of the programming paradigms that manages data by grouping it as objects. An object includes state and behavior, and defining these objects is precisely what a class does. The main features of OOP are as follows:

  • Encapsulation: Bundles the object’s properties and methods to provide insulation from outside.
  • Inheritance: Promotes code reuse by defining new classes based on existing classes.
  • Polymorphism: Defines interfaces that allow different classes to behave in the same way.
  • Abstraction: Simplifies complex systems efficiently to make them easier to handle.

Now, let’s look at how these OOP concepts are utilized in Flutter.

2. Class

A class is a template for creating objects. A class can define data variables and may include methods that manipulate that data. Here is how to define a class in Flutter:

class Car {
    String color;
    String model;

    Car(this.color, this.model);

    void display() {
        print('Car Model: $model, Color: $color');
    }
}

In the example above, we defined a class called Car. This class has two properties, color and model, which are initialized through the constructor. The display method prints the car’s information. Next, let’s create objects using this class.

3. Object and Instance

An object refers to an instance of a class. In other words, it refers to a real set of data created from a class. You can create multiple objects, each having unique states. For example, we can create instances of the Car class as follows:

void main() {
    Car car1 = Car('red', 'sports car');
    Car car2 = Car('blue', 'sedan');

    car1.display(); // Output: Car Model: sports car, Color: red
    car2.display(); // Output: Car Model: sedan, Color: blue
}

In the above code, we created two Car objects named car1 and car2. Each object stores the color and model information provided at creation, and we can output each car’s information by calling the display method.

4. Various Components of a Class

A class can include various components. These include constructors, methods, fields, and access modifiers. Let’s take a detailed look.

4.1 Constructor

A constructor is called when an object is created and is responsible for initializing the object. Dart (the programming language for Flutter) supports named constructors in addition to the default constructor:

class Person {
    String name;
    int age;

    Person(this.name, this.age); // Default constructor

    Person.named(this.name, this.age); // Named constructor
}

The named constructor provides different ways to initialize, for example, it can be used like Person.named('John Doe', 30).

4.2 Method

A method is a function defined within a class. It defines the behavior the object will perform. Methods can change the state of the class or perform operations:

class Animal {
    String name;

    Animal(this.name);

    void speak() {
        print('$name is making a sound.');
    }
}

4.3 Field

A field refers to the data variable that belongs to a class. It is used to maintain the state of the object. Fields can be categorized into instance variables and static variables:

class Circle {
    static const double pi = 3.14; // Static variable
    double radius; // Instance variable

    Circle(this.radius);
}

4.4 Access Modifier

Dart allows setting access restrictions on a class’s fields and methods using various access modifiers, primarily the concepts of public and private. For example, prefixing a field with _ makes it private:

class BankAccount {
    double _balance; // Private variable

    BankAccount(this._balance);

    void deposit(double amount) {
        _balance += amount;
    }

    double get balance => _balance; // Public method
}

5. Class Inheritance

Inheritance is the ability to create new classes based on existing ones. This makes code reuse and structural hierarchy easier. Here’s an example of class inheritance:

class Vehicle {
    void start() {
        print('Vehicle started');
    }
}

class Bike extends Vehicle {
    void ringBell() {
        print('Bicycle bell sound!');
    }
}

In the above example, the Bike class extends the Vehicle class, meaning it can use the method start from the Vehicle class:

void main() {
    Bike bike = Bike();
    bike.start(); // Output: Vehicle started
    bike.ringBell(); // Output: Bicycle bell sound!
}

6. Polymorphism

Polymorphism refers to the ability of objects of different classes to invoke the same method. This enhances the flexibility and reusability of the code. For example:

class Shape {
    void draw() {
        print('Drawing a shape.');
    }
}

class Circle extends Shape {
    @override
    void draw() {
        print('Drawing a circle.');
    }
}

class Square extends Shape {
    @override
    void draw() {
        print('Drawing a square.');
    }
}

Here, various shapes like circles and squares inherit the Shape class and override the draw method to display appropriate results for each shape.

Conclusion

In this course, we have examined the concepts of classes, objects, and instances in Flutter in detail. Object-Oriented Programming is an important concept that serves as the foundation for app development, making it very useful for understanding and designing the structure of Flutter applications. In future courses, we will continue to explore how to write practical applications using these object-oriented concepts.

I hope this article is helpful for your Flutter learning journey!