2.
Hello, Flutter
Written by Michael Katz
Now that you’ve had a short introduction, you’re ready to start your Flutter apprenticeship. Your first task is to build a basic app from scratch, giving you the chance to get the hang of the tools and the basic Flutter app structure. You’ll customize the app and find out how to use a few popular widgets like ListView
and Slider
to update its UI in response to changes.
Creating a simple app will let you see just how quick and easy it is to build cross-platform apps with Flutter — and it will give you a quick win.
By the end of the chapter, you’ll have built a lightweight recipe app. Since you’re just starting to learn Flutter, your app will offer a hard-coded list of recipes and let you use a Slider
to recalculate quantities based on the number of servings.
Here’s what your finished app will look like:
All you need to start this chapter is to have Flutter set up. If the flutter doctor
results show no errors, you’re ready to get started. Otherwise, go back to Chapter 1, “Getting Started”, to set up your environment.
Creating a new app
There are two simple ways to start a new Flutter app. In the last chapter, you created a new app project through the IDE. Alternatively, you can create an app with the flutter
command. You’ll use the second option here.
Open a terminal window, then navigate to the location where you want to create a new folder for the project. For example, you can use this book’s materials and go to flta-materials/02-hello-flutter/projects/starter/.
Creating a new project is straightforward. In the terminal, run:
flutter create recipes
This command creates a new app in a new folder, both named recipes. It has the demo app code, as you saw in the previous chapter, with support for running on iOS and Android.
Using your IDE, open the recipes folder as an existing project.
Build and run and you’ll see the same demo app as in Chapter 1, “Getting Started”.
Tapping the + button increments the counter.
Making the app yours
The ready-made app is a good place to start because the flutter create
command puts all the boilerplate together for you to get up and running. But this is not your app. It’s literally MyApp, as you can see near the top of main.dart:
class MyApp extends StatelessWidget {
This defines a new Dart class
named MyApp
which extends — or inherits from — StatelessWidget
. In Flutter, almost everything that makes up the user interface is a Widget. A StatelessWidget
doesn’t change after you build it. You’ll learn a lot more about widgets and state in the next section. For now, just think of MyApp
as the container for the app.
Since you’re building a recipe app, you don’t want your main class
to be named MyApp
— you want it to be RecipeApp
.
While you could change it manually in multiple places, you’ll reduce the chance of a copy-and-paste error or typo by using the IDE’s rename action instead. This lets you rename a symbol at its definition and all its callers at the same time.
In Android Studio, you’ll find this either under the Refactor ▸ Rename menu item or by right-clicking on MyApp
in class MyApp...
and navigating to Refactor ▸ Rename. Rename MyApp to be RecipeApp. The result will look like this:
void main() {
runApp(const RecipeApp());
}
class RecipeApp extends StatelessWidget {
main()
is the entry point for the code when the app launches. runApp()
tells Flutter which is the top-level widget for the app.
A hot reload won’t include the code changes you just made. To run the new code you need to perform a hot restart.
Note: As mentioned in Chapter 1, “Getting Started”, when you save your changes, hot reload automatically runs and updates the UI. If this doesn’t happen, check your IDE settings for Flutter to make sure it’s enabled. If you don’t want it to trigger it when you save changes you can run it manually. The shortcut for Android Studio is Command-\.
With hot reload you can quickly see the effect of code changes and the app state is preserved. For example, if the user was in a “logged in” state before the code changed, a hot reload will preserve such a state and you won’t need to log in again to test your changes.
If you’ve made significant changes, like adding a new property to a state or changed
main()
like in the case above, then you need to hot restart, so that the new change is detected and included in the new build.For even bigger changes, like adding dependencies or assets, you need to perform a full build and run.
In this specific case you won’t notice any change in the UI.
Styling your app
To continue making this into a new app, you’ll customize the appearance of your widgets next. Replace RecipeApp
’s build()
with:
// 1
@override
Widget build(BuildContext context) {
// 2
final ThemeData theme = ThemeData();
// 3
return MaterialApp(
// 4
title: 'Recipe Calculator',
// 5
theme: theme.copyWith(
colorScheme: theme.colorScheme.copyWith(
primary: Colors.grey,
secondary: Colors.black,
),
),
// 6
home: const MyHomePage(title: 'Recipe Calculator'),
);
}
This code changes the appearance of the app:
- A widget’s
build()
method is the entry point for composing together other widgets to make a new widget. The@override
annotation tells the Dart analyzer that this method is supposed to replace the default method fromStatelessWidget
. - A theme determines visual aspects like color. The default
ThemeData
will show the standard Material defaults. -
MaterialApp
uses Material Design and is the widget that will be included inRecipeApp
. - The title of the app is a description that the device uses to identify the app. The UI won’t display this.
- By copying the theme and replacing the color scheme with an updated copy lets you change the app’s colors. Here, the primary color is
Colors.grey
and the secondary color isColors.black
. - This still uses the same
MyHomePage
widget as before, but now, you’ve updated the title and displayed it on the device.
When you relaunch the app now, you’ll see the same widgets, but they have a more sophisticated style.
You’ve taken the first step towards making the app your own by customizing the MaterialApp
body. You’ll finish cleaning up the app in the next section.
Clearing the app
You’ve themed the app, but it’s still displaying the counter demo. Clearing the screen is your next step. To start, replace the _MyHomePageState
class with:
class _MyHomePageState extends State<MyHomePage> {
@override
Widget build(BuildContext context) {
// 1
return Scaffold(
// 2
appBar: AppBar(
title: Text(widget.title),
),
// 3
body: SafeArea(
// TODO: Replace child: Container()
// 4
child: Container(),
),
);
}
// TODO: Add buildRecipeCard() here
}
A quick look at what this shows:
- A
Scaffold
provides the high-level structure for a screen. In this case, you’re using two properties. -
AppBar
gets a title property by using aText
widget that has atitle
passed in fromhome: MyHomePage(title: 'Recipe Calculator')
in the previous step. -
body
hasSafeArea
, which keeps the app from getting too close to the operating system interfaces such as the notch or interactive areas like the Home Indicator at the bottom of some iOS screens. -
SafeArea
has achild
widget, which is an emptyContainer
widget.
One hot reload later, and you’re left with a clean app:
Building a recipe list
An empty recipe app isn’t very useful. The app should have a nice list of recipes for the user to scroll through. Before you can display these, however, you need the data to fill out the UI.
Adding a data model
You’ll use Recipe
as the main data structure for recipes in this app.
Create a new Dart file in the lib folder, named recipe.dart.
Add the following class to the file:
class Recipe {
String label;
String imageUrl;
// TODO: Add servings and ingredients here
Recipe(
this.label,
this.imageUrl,
);
// TODO: Add List<Recipe> here
}
// TODO: Add Ingredient() here
This is the start of a Recipe
model with a label and an image.
You’ll also need to supply some data for the app to display. In a full-featured app, you’d load this data either from a local database or a JSON-based API. For the sake of simplicity as you get started with Flutter, however, you’ll use hard-coded data in this chapter.
Add the following property to Recipe
by replacing // TODO: Add List<Recipe> here
with:
static List<Recipe> samples = [
Recipe(
'Spaghetti and Meatballs',
'assets/2126711929_ef763de2b3_w.jpg',
),
Recipe(
'Tomato Soup',
'assets/27729023535_a57606c1be.jpg',
),
Recipe(
'Grilled Cheese',
'assets/3187380632_5056654a19_b.jpg',
),
Recipe(
'Chocolate Chip Cookies',
'assets/15992102771_b92f4cc00a_b.jpg',
),
Recipe(
'Taco Salad',
'assets/8533381643_a31a99e8a6_c.jpg',
),
Recipe(
'Hawaiian Pizza',
'assets/15452035777_294cefced5_c.jpg',
),
];
This is a hard-coded list of recipes. You’ll add more detail later, but right now, it’s just a list of names and images.
Note: A
List
is an ordered collection of items; in some programming languages, it’s called an array.List
indexes start with 0.
You’ve created a List
with images, but you don’t have any images in your project yet. To add them, go to Finder and copy the assets folder from the top level of 02-hello-flutter in the book materials of your project’s folder structure. When you’re done, it should live at the same level as the lib folder. That way, the app will be able to find the images when you run it.
You’ll notice that by copy-pasting in Finder, the folder and images automatically display in the Android Studio project list.
But just adding assets to the project doesn’t display them in the app. To tell the app to include those assets, open pubspec.yaml in the recipes project root folder.
Under # To add assets to your application...
add the following lines:
assets:
- assets/
These lines specify that assets/ is an assets folder and must be included with the app. Make sure that the first line here is aligned with the uses-material-design: true
line above it.
Displaying the list
With the data ready to go, your next step is to create a place for the data to go to.
Back in main.dart, you need to import the data file so the code in main.dart can find it. Add the following to the top of the file, under the other import lines:
import 'recipe.dart';
Next, in _MyHomePageState
SafeArea
’s child
, find and replace // TODO: Replace child: Container()
and the two lines beneath it with:
// 4
child: ListView.builder(
// 5
itemCount: Recipe.samples.length,
// 6
itemBuilder: (BuildContext context, int index) {
// 7
// TODO: Update to return Recipe card
return Text(Recipe.samples[index].label);
},
),
This code does the following:
- Builds a list using
ListView
. -
itemCount
determines the number of rows the list has. In this case,length
is the number of objects in theRecipe.samples
list. -
itemBuilder
builds the widget tree for each row. - A
Text
widget displays the name of the recipe.
Perform a hot reload now and you’ll see the following list:
Putting the list into a card
It’s great that you’re displaying real data now, but this is barely an app. To spice things up a notch, you need to add images to go along with the titles.
To do this, you’ll use a Card
. In Material Design, Card
s define an area of the UI where you’ve laid out related information about a specific entity. For example, a Card
in a music app might have labels for an album’s title, artist and release date along with an image for the album cover and maybe a control for rating it with stars.
Your recipe Card
will show the recipe’s label and image. Its widget tree will have the following structure:
In main.dart, at the bottom of _MyHomePageState
create a custom widget by replacing // TODO: Add buildRecipeCard() here
with:
Widget buildRecipeCard(Recipe recipe) {
// 1
return Card(
// 2
child: Column(
// 3
children: <Widget>[
// 4
Image(image: AssetImage(recipe.imageUrl)),
// 5
Text(recipe.label),
],
),
);
}
Here’s how you define your new custom Card
widget:
- You return a
Card
frombuildRecipeCard()
. - The
Card
’s child property is aColumn
. AColumn
is a widget that defines a vertical layout. - The
Column
has twochildren
. - The first child is an
Image
widget.AssetImage
states that the image is fetched from the local asset bundle defined in pubspec.yaml. - A
Text
widget is the second child. It will contain therecipe.label
value.
To use the card, go to _MyHomePageState
and replace // TODO: Update to return Recipe card
and the return
line below it with this:
// TODO: Add GestureDetector
return buildRecipeCard(Recipe.samples[index]);
That instructs the itemBuilder
to use the custom Card
widget for each recipe in the samples
list.
Hot restart the app to see the image and text cards.
Notice that Card
doesn’t default to a flat square at the bottom of the widget. Material Design provides a standard corner radius and drop shadow.
Looking at the widget tree
Now’s a good time to think about the widget tree of the overall app. Do you remember that it started with RecipeApp
from main()
?
RecipeApp
built a MaterialApp
, which in turn used MyHomePage
as its home. That builds a Scaffold
with an AppBar
and a ListView
. You then updated the ListView
builder to make a Card
for each item.
Thinking about the widget tree helps explain the app as the layout gets more complicated and as you add interactivity. Fortunately, you don’t have to hand-draw a diagram each time.
In Android Studio, open the Flutter Inspector from the View ▸ Tool Windows ▸ Flutter Inspector menu while your app is running. This opens a powerful UI debugging tool.
This view shows you all the widgets onscreen and how they are composed. As you scroll, you can refresh the tree. You might notice the number of cards change. That’s because the List
doesn’t keep every item in memory at once to improve performance. You’ll cover more about how that works in Chapter 4, “Understanding Widgets”.
Making it look nice
The default cards look okay, but they’re not as nice as they could be. With a few added extras, you can spiffy the card up. These include wrapping widgets in layout widgets like Padding
or specifying additional styling parameters.
Get started by replacing buildRecipeCard()
with:
Widget buildRecipeCard(Recipe recipe) {
return Card(
// 1
elevation: 2.0,
// 2
shape: RoundedRectangleBorder(
borderRadius: BorderRadius.circular(10.0)),
// 3
child: Padding(
padding: const EdgeInsets.all(16.0),
// 4
child: Column(
children: <Widget>[
Image(image: AssetImage(recipe.imageUrl)),
// 5
const SizedBox(
height: 14.0,
),
// 6
Text(
recipe.label,
style: const TextStyle(
fontSize: 20.0,
fontWeight: FontWeight.w700,
fontFamily: 'Palatino',
),
)
],
),
),
);
}
This has a few updates to look at:
- A card’s
elevation
determines how high off the screen the card is, affecting its shadow. -
shape
handles the shape of the card. This code defines a rounded rectangle with a10.0
corner radius. -
Padding
insets its child’s contents by the specifiedpadding
value. - The padding child is still the same vertical
Column
with the image and text. - Between the image and text is a
SizedBox
. This is a blank view with a fixed size. - You can customize
Text
widgets with astyle
object. In this case, you’ve specified aPalatino
font with a size of20.0
and a bold weight ofw700
.
Hot reload and you’ll see a more styled list.
You can play around with these values to get the list to look “just right” for you. With hot reload, it’s easy to make changes and instantly see their effect on the running app.
Using the Widget inspector, you’ll see the added Padding
and SizedBox
widgets. When you select a widget, such as the SizedBox
, it shows you all its real-time properties in a separate pane, which includes the ones you set explicitly and those that were inherited or set by default.
Selecting a widget also highlights where it was defined in the source.
Note: You may need to click the Refresh Tree button to reload the widget structure in the inspector. See Chapter 4, “Understanding Widgets” for more details.
Adding a recipe detail page
You now have a pretty list, but the app isn’t interactive yet. What would make it great is to show the user details about a recipe when they tap the card. You’ll start implementing this by making the card react to a tap.
Making a tap response
Inside _MyHomePageState
, locate // TODO: Add GestureDetector
and replace the return
statement beneath it with the following:
// 7
return GestureDetector(
// 8
onTap: () {
// 9
Navigator.push(
context,
MaterialPageRoute(
builder: (context) {
// 10
// TODO: Replace return with return RecipeDetail()
return Text('Detail page');
},
),
);
},
// 11
child: buildRecipeCard(Recipe.samples[index]),
);
This introduces a few new widgets and concepts. Looking at the lines one at a time:
- Introduces a
GestureDetector
widget, which, as the name implies, detects gestures. - Implements an
onTap()
function, which is the callback called when the widget is tapped. - The
Navigator
widget manages a stack of pages. Callingpush()
with aMaterialPageRoute
will push a new Material page onto the stack. Section III, “Navigating Between Screens”, will cover navigation in a lot more detail. -
builder
creates the destination page widget. -
GestureDetector
’s child widget defines the area where the gesture is active.
Hot reload the app and now each card is tappable. Tap a recipe and you’ll see a black Detail page:
Creating an actual target page
The resulting page is obviously just a placeholder. Not only is it ugly, but because it doesn’t have all the normal page trappings, the user is now stuck here, at least on iOS devices without a back button. But don’t worry, you can fix that!
In lib, create a new Dart file named recipe_detail.dart.
Now, add this code to the file, ignore the red squiggles:
import 'package:flutter/material.dart';
import 'recipe.dart';
class RecipeDetail extends StatefulWidget {
final Recipe recipe;
const RecipeDetail({
Key? key,
required this.recipe,
}) : super(key: key);
@override
State<RecipeDetail> createState() {
return _RecipeDetailState();
}
}
// TODO: Add _RecipeDetailState here
This creates a new StatefulWidget
which has an initializer that takes the Recipe
details to display. This is a StatefulWidget
because you’ll add some interactive state to this page later.
You need _RecipeDetailState
to build the widget, replace // TODO: Add _RecipeDetailState here
with:
class _RecipeDetailState extends State<RecipeDetail> {
// TODO: Add _sliderVal here
@override
Widget build(BuildContext context) {
// 1
return Scaffold(
appBar: AppBar(
title: Text(widget.recipe.label),
),
// 2
body: SafeArea(
// 3
child: Column(
children: <Widget>[
// 4
SizedBox(
height: 300,
width: double.infinity,
child: Image(
image: AssetImage(widget.recipe.imageUrl),
),
),
// 5
const SizedBox(
height: 4,
),
// 6
Text(
widget.recipe.label,
style: const TextStyle(fontSize: 18),
),
// TODO: Add Expanded
// TODO: Add Slider() here
],
),
),
);
}
}
The body of the widget is the same as you’ve already seen. Here are a few things to notice:
-
Scaffold
defines the page’s general structure. - In the
body
, there’s aSafeArea
, aColumn
with aContainer
, aSizedBox
andText
children. -
SafeArea
keeps the app from getting too close to the operating system interfaces, such as the notch or the interactive area of most iPhones. - One new thing is the
SizedBox
around theImage
, which defines resizable bounds for the image. Here, theheight
is fixed at 300 but thewidth
will adjust to fit the aspect ratio. The unit of measurement in Flutter is logical pixels. - There is a spacer
SizedBox
. - The
Text
for thelabel
has astyle
that’s a little different than the mainCard
, to show you how much customizability is available.
Next, go back to main.dart and add the following line to the top of the file:
import 'recipe_detail.dart';
Then find // TODO: Replace return with return RecipeDetail()
replace it and the existing return
statement with:
return RecipeDetail(recipe: Recipe.samples[index]);
Perform a hot restart by choosing Run ▸ Flutter Hot Restart from the menu to set the app state back to the original list. Tapping a recipe card will now show the RecipeDetail
page.
Note: You need to use hot restart here because hot reload won’t update the UI after you update the state.
Because you now have a Scaffold
with an appBar
, Flutter will automatically include a back button to return the user to the main list.
Adding ingredients
To complete the detail page, you’ll need to add additional details to the Recipe
class. Before you can do that, you have to add an ingredient list to the recipes.
Open recipe.dart and replace // TODO: Add Ingredient() here
with the following class:
class Ingredient {
double quantity;
String measure;
String name;
Ingredient(
this.quantity,
this.measure,
this.name,
);
}
This is a simple data container for an ingredient. It has a name, a unit of measure — like “cup” or “tablespoon” — and a quantity.
At the top of the Recipe
class, replace // TODO: Add servings and ingredients here
with the following:
int servings;
List<Ingredient> ingredients;
This adds properties to specify that serving
is how many people the specified quantity feeds and ingredients
is a simple list.
To use these new properties, go to your samples
list inside the Recipe
class and change the Recipe
constructor from:
Recipe(
this.label,
this.imageUrl,
);
to:
Recipe(
this.label,
this.imageUrl,
this.servings,
this.ingredients,
);
You’ll see red squiggles under part of your code because the values for servings
and ingredients
have not been set. You’ll fix that next.
To include the new servings
and ingredients
properties, replace the existing samples
definition with the following:
static List<Recipe> samples = [
Recipe(
'Spaghetti and Meatballs',
'assets/2126711929_ef763de2b3_w.jpg',
4,
[
Ingredient(1, 'box', 'Spaghetti',),
Ingredient(4, '', 'Frozen Meatballs',),
Ingredient(0.5, 'jar', 'sauce',),
],
),
Recipe(
'Tomato Soup',
'assets/27729023535_a57606c1be.jpg',
2,
[
Ingredient(1, 'can', 'Tomato Soup',),
],
),
Recipe(
'Grilled Cheese',
'assets/3187380632_5056654a19_b.jpg',
1,
[
Ingredient(2, 'slices', 'Cheese',),
Ingredient(2, 'slices', 'Bread',),
],
),
Recipe(
'Chocolate Chip Cookies',
'assets/15992102771_b92f4cc00a_b.jpg',
24,
[
Ingredient(4, 'cups', 'flour',),
Ingredient(2, 'cups', 'sugar',),
Ingredient(0.5, 'cups', 'chocolate chips',),
],
),
Recipe(
'Taco Salad',
'assets/8533381643_a31a99e8a6_c.jpg',
1,
[
Ingredient(4, 'oz', 'nachos',),
Ingredient(3, 'oz', 'taco meat',),
Ingredient(0.5, 'cup', 'cheese',),
Ingredient(0.25, 'cup', 'chopped tomatoes',),
],
),
Recipe(
'Hawaiian Pizza',
'assets/15452035777_294cefced5_c.jpg',
4,
[
Ingredient(1, 'item', 'pizza',),
Ingredient(1, 'cup', 'pineapple',),
Ingredient(8, 'oz', 'ham',),
],
),
];
That fills out an ingredient list for these items. Please don’t cook these at home, these are just examples. :]
Hot reload the app now. No changes will be visible, but it should build successfully.
Showing the ingredients
A recipe doesn’t do much good without the ingredients. Now, you’re ready to add a widget to display them.
In recipe_detail.dart, replace // TODO: Add Expanded
with:
// 7
Expanded(
// 8
child: ListView.builder(
padding: const EdgeInsets.all(7.0),
itemCount: widget.recipe.ingredients.length,
itemBuilder: (BuildContext context, int index) {
final ingredient = widget.recipe.ingredients[index];
// 9
// TODO: Add ingredient.quantity
return Text(
'${ingredient.quantity} ${ingredient.measure} ${ingredient.name}');
},
),
),
This code adds:
- An
Expanded
widget, which expands to fill the space in aColumn
. This way, the ingredient list will take up the space not filled by the other widgets. - A
ListView
, with one row per ingredient. - A
Text
that uses string interpolation to populate a string with runtime values. You use the${expression}
syntax inside the string literal to denote these.
Hot restart by choosing Run ▸ Flutter Hot Restart and navigate to a detail page to see the ingredients.
Nice job, the screen now shows the recipe name and the ingredients. Next, you’ll add a feature to make it interactive.
Adding a serving slider
You’re currently showing the ingredients for a suggested serving. Wouldn’t it be great if you could change the desired quantity and have the amount of ingredients update automatically?
You’ll do this by adding a Slider widget to allow the user to adjust the number of servings.
First, create an instance variable to store the slider value at the top of _RecipeDetailState
by replacing // TODO: Add _sliderVal here
:
int _sliderVal = 1;
Now find // TODO: Add Slider() here
and replace it with the following:
Slider(
// 10
min: 1,
max: 10,
divisions: 9,
// 11
label: '${_sliderVal * widget.recipe.servings} servings',
// 12
value: _sliderVal.toDouble(),
// 13
onChanged: (newValue) {
setState(() {
_sliderVal = newValue.round();
});
},
// 14
activeColor: Colors.green,
inactiveColor: Colors.black,
),
Slider
presents a round thumb that can be dragged along a track to change a value. Here’s how it works:
- You use
min
,max
anddivisions
to define how the slider moves. In this case, it moves between the values of 1 and 10, with ten discreet stops. That is, it can only have values of 1, 2, 3, 4, 5, 6, 7, 8, 9 or 10. -
label
updates as the_sliderVal
changes and displays a scaled number of servings. - The slider works in
double
values, so this converts theint
variable. - Conversely, when the slider changes, this uses
round()
to convert thedouble
slider value to anint
, then saves it in_sliderVal
. - This sets the slider’s colors to something more “on brand”. The
activeColor
is the section between the minimum value and the thumb, and theinactiveColor
represents the rest.
Hot reload the app, adjust the slider and see the value reflected in the indicator.
Updating the recipe
It’s great to see the changed value reflected in the slider, but right now, it doesn’t affect the recipe itself.
To do that, you just have to change the Expanded
ingredients itemBuilder
return statement to include the current value of _sliderVal
as a factor for each ingredient.
Replace // TODO: Add ingredient.quantity
and the whole return
statement beneath it with:
return Text('${ingredient.quantity * _sliderVal} '
'${ingredient.measure} '
'${ingredient.name}');
After a hot reload, you’ll see that the recipe’s ingredients change when you move the slider.
That’s it! You’ve now built a cool, interactive Flutter app that works just the same on multiple devices.
In the next few sections, you’ll continue to explore how widgets and state work. You’ll also learn about important functionality like networking.
Key points
- Build a new app with
flutter create
. - Use widgets to compose a screen with controls and layout.
- Use widget parameters for styling.
- A
MaterialApp
widget specifies the app, andScaffold
specifies the high-level structure of a given screen. - State allows for interactive widgets.
- When state changes, you usually need to hot restart the app instead of hot reload. In some case, you may also need to rebuild and restart the app entirely.
Where to go from here?
Congratulations, you’ve written your first app!
To get a sense of all the widget options available, the documentation at https://api.flutter.dev/ should be your starting point. In particular, the Material library https://api.flutter.dev/flutter/material/material-library.html and Widgets catalog https://docs.flutter.dev/development/ui/widgets will cover most of what you can put onscreen. Those pages list all the parameters, and often have in-browser interactive sections where you can experiment.
For more information about the Dart language, annotations, and its constructs, check out Dart Apprentice https://www.raywenderlich.com/books/dart-apprentice/.
Chapter 3, “Basic Widgets”, is all about using widgets and Chapter 4, “Understanding Widgets”, goes into more detail on the theory behind widgets. Future chapters will go into more depth about other concepts briefly introduced in this chapter.