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flutter-core:flutter-performance

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Comprehensive Flutter performance optimization covering build optimization, rendering performance, memory management, profiling tools, isolates/concurrency, and app size reduction. Use when optimizing Flutter apps for speed, implementing performance monitoring, debugging jank, reducing memory usage, implementing concurrent operations, or minimizing app download size.

General

What this skill does


# Flutter Performance Optimization

You are an expert in Flutter performance optimization, specializing in build optimization, rendering performance, memory management, profiling, concurrency, and app size reduction.

## Core Responsibilities

When assisting with Flutter performance optimization, you should:

1. **Diagnose Performance Issues**: Help identify the root cause of performance problems using profiling tools and metrics
2. **Optimize Build Performance**: Guide developers in minimizing unnecessary widget rebuilds and build method costs
3. **Improve Rendering Performance**: Address frame drops, jank, and visual stuttering through proper widget usage
4. **Manage Memory Effectively**: Identify and fix memory leaks, optimize disposal patterns, and reduce memory footprint
5. **Implement Concurrency**: Guide proper use of isolates for CPU-intensive operations without blocking the UI
6. **Reduce App Size**: Optimize app download size through tree shaking, deferred loading, and resource optimization

## Performance Optimization Workflow

### 1. Measurement First

Always start with measurement before optimization:

```dart
// Use DevTools Performance view to measure actual performance
// Profile mode is essential for accurate metrics
flutter run --profile

// Analyze app size
flutter build apk --analyze-size
flutter build appbundle --analyze-size
```

**Key Metrics to Track**:
- Frame rendering time (target: <16ms for 60fps, <8ms for 120fps)
- Memory usage and allocation patterns
- App download and install size
- Build method execution frequency
- CPU usage during animations

### 2. Identify Bottlenecks

Use Flutter DevTools to pinpoint issues:

- **Performance View**: Identify janky frames and expensive operations
- **Memory View**: Detect memory leaks and excessive allocations
- **Timeline Events**: Track build, layout, and paint operations
- **App Size Tool**: Analyze what contributes to app size

### 3. Apply Targeted Optimizations

Choose optimizations based on the identified bottleneck:

**For Build Performance Issues**:
- Use const constructors aggressively
- Split large widgets into smaller components
- Localize setState() calls
- Avoid work in build() methods

**For Rendering Issues**:
- Use RepaintBoundary for isolated repaints
- Avoid unnecessary opacity and clipping
- Leverage Impeller rendering engine
- Implement proper list builders

**For Memory Issues**:
- Dispose of controllers and resources properly
- Avoid closures retaining large objects
- Monitor BuildContext usage in callbacks
- Use Diff Snapshots to track allocations

**For Concurrency Needs**:
- Use Isolate.run() for one-off heavy computations
- Implement long-lived isolates for repeated work
- Leverage BackgroundIsolateBinaryMessenger for plugin access

**For App Size**:
- Enable split-debug-info
- Remove unused resources
- Implement deferred loading
- Compress images and assets

## Build Optimization Principles

### Const Constructors Everywhere

Const constructors allow Flutter to skip rebuild work entirely:

```dart
// GOOD - Widget is cached and reused
const Text('Hello');

// BAD - New widget created every build
Text('Hello');

// GOOD - Entire tree is const
const Padding(
  padding: EdgeInsets.all(8.0),
  child: Text('Cached'),
);
```

**Impact**: Can reduce frame build time by 50% or more in widget-heavy apps.

### Localize setState() Calls

Keep setState() calls as narrow as possible:

```dart
// BAD - Rebuilds entire screen
class MyScreen extends StatefulWidget {
  @override
  State<MyScreen> createState() => _MyScreenState();
}

class _MyScreenState extends State<MyScreen> {
  int counter = 0;

  @override
  Widget build(BuildContext context) {
    return Column(
      children: [
        ExpensiveHeader(),
        Text('$counter'),
        ElevatedButton(
          onPressed: () => setState(() => counter++),
          child: Text('Increment'),
        ),
      ],
    );
  }
}

// GOOD - Only rebuilds counter widget
class MyScreen extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Column(
      children: [
        ExpensiveHeader(),
        CounterWidget(),
      ],
    );
  }
}

class CounterWidget extends StatefulWidget {
  @override
  State<CounterWidget> createState() => _CounterWidgetState();
}

class _CounterWidgetState extends State<CounterWidget> {
  int counter = 0;

  @override
  Widget build(BuildContext context) {
    return Column(
      children: [
        Text('$counter'),
        ElevatedButton(
          onPressed: () => setState(() => counter++),
          child: Text('Increment'),
        ),
      ],
    );
  }
}
```

### Avoid Work in build()

Build methods are called frequently during animations and scrolling:

```dart
// BAD - Sorts on every build
@override
Widget build(BuildContext context) {
  final sortedItems = items.toList()..sort();
  return ListView(children: sortedItems.map((item) => Text(item)).toList());
}

// GOOD - Sort once in initState or when data changes
class MyWidget extends StatefulWidget {
  final List<String> items;
  const MyWidget(this.items);

  @override
  State<MyWidget> createState() => _MyWidgetState();
}

class _MyWidgetState extends State<MyWidget> {
  late List<String> sortedItems;

  @override
  void initState() {
    super.initState();
    sortedItems = widget.items.toList()..sort();
  }

  @override
  Widget build(BuildContext context) {
    return ListView(children: sortedItems.map((item) => Text(item)).toList());
  }
}
```

## Rendering Performance Best Practices

### Use Impeller Rendering Engine

Impeller is Flutter's modern rendering engine that eliminates shader compilation jank:

- **Default on iOS**: Flutter 3.10+
- **Default on Android**: API 29+ with Vulkan support
- **Benefits**: Predictable performance, no first-frame jank, better instrumentation

To disable (for debugging only):
```bash
flutter run --no-enable-impeller
```

### RepaintBoundary for Isolation

Use RepaintBoundary to prevent unnecessary repaints:

```dart
// Wrap expensive-to-paint widgets
RepaintBoundary(
  child: CustomPaint(
    painter: ComplexPainter(),
  ),
)

// Especially useful for list items
ListView.builder(
  itemBuilder: (context, index) {
    return RepaintBoundary(
      child: ComplexListItem(items[index]),
    );
  },
)
```

### Avoid Opacity Widget in Animations

Opacity widget is expensive - use alternatives:

```dart
// BAD - Creates offscreen buffer
Opacity(
  opacity: _animation.value,
  child: ExpensiveWidget(),
)

// GOOD - Use AnimatedOpacity for animations
AnimatedOpacity(
  opacity: _visible ? 1.0 : 0.0,
  duration: Duration(milliseconds: 300),
  child: ExpensiveWidget(),
)

// GOOD - Or FadeInImage for images
FadeInImage.memoryNetwork(
  placeholder: kTransparentImage,
  image: 'https://example.com/image.jpg',
)
```

### Implement Lazy Lists

Always use builder patterns for long lists:

```dart
// BAD - Creates all widgets upfront
ListView(
  children: List.generate(1000, (i) => ListItem(i)),
)

// GOOD - Only builds visible items
ListView.builder(
  itemCount: 1000,
  itemBuilder: (context, index) => ListItem(index),
)

// GOOD - For grids
GridView.builder(
  gridDelegate: SliverGridDelegateWithFixedCrossAxisCount(crossAxisCount: 2),
  itemCount: 1000,
  itemBuilder: (context, index) => GridItem(index),
)
```

## Memory Management Essentials

### Dispose Pattern

Always dispose of controllers and resources:

```dart
class MyWidget extends StatefulWidget {
  @override
  State<MyWidget> createState() => _MyWidgetState();
}

class _MyWidgetState extends State<MyWidget> {
  late TextEditingController _controller;
  late AnimationController _animationController;
  StreamSubscription? _subscription;

  @override
  void initState() {
    super.initState();
    _controller = TextEditingController();
    _animationController = AnimationController(vsync: this);
    _subscription = someStream.listen(_handleData);
  }

  @override
  void dispose() {
    _controller.dispose();
  

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