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your flutter state management makes no
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This is why your flutter state management makes no sense – part 2

by easazade March 16, 2023
written by easazade 9 minutes read

In part 1 of this series, we discussed how many of the problems we face in our flutter state management are actually from how we define our state And that these problems usually start when our state gets bigger and bigger. This section will discuss what issues will appear in our flutter state management when breaking a state into smaller ones.

Let’s continue where we left off

If you haven’t read part 1, make sure you go and read that part first.

In the last part, our example of a single page of an app evolved into something bigger. We started with a simple page, then in the course of 3 iterations of changes, the page became more complex, and so did the state management unit that populated the page. Below you can see our page.

Above, we have our user profile screen. A screen where the user’s profile image is shown and can be changed. There are also two lists of posts and pictures. And each time a new tag is selected from the tag section, posts, and images relevant to the selected tag will be loaded.

Below is the state class we use for our flutter state management unit (imagine Bloc, for example). It’s big and a mess.

class UserState {
  final UserProfile profile;
  final Tag selectedTag; // new property
  final List<Post> posts;
  final List<String> images; // new property
  final bool isLoading;
  final bool isLoadingAvatar;
  final bool isLoadingPosts; // new property
  final bool isLoadingImages; // new property
  final Error error;
  final Error postsError; // new property
  final Error imagesError; // new property

  UserState(...);
}

// tags shown in screen are read from profile.tags 

Separating flutter state management units into multiple ones

Ok, we decided to fix the mess we made above, And one of the most common ways is to separate the state into smaller ones. which also means separating our logic into smaller units. If we are using Bloc, then we will have multiple blocs. Let’s see how it will turn out.

class UserState {
  final UserProfile profile;
  final Tag selectedTag;
  final bool isLoading;
  final bool isLoadingAvatar;
  final Error error;


  UserState(...);
}

class UserPostsState{
  final List<Post> posts;
  final bool isLoading;
  final Error error;

  UserPostsState(...);
}

class UserImagesState{
  final List<String> images;
  final bool isLoading;
  final Error error;

  UserImagesState(...);
}

Was that a solution or just a new problem?

Was separating states and the logic that manipulates and manages that state into multiple classes fixed our problem? Or did we trade our problems for new ones? If you look at the code above, we fixed our problem. The problem was that we had a state object that, when someone would have looked at it, would have made no sense. It was hardly readable and understandable. But at what cost? Let’s see what problems we might have caused by separating our state like this.

Did it make sense to separate it logic-wise?

Ok, We separated the Bloc into multiple blocs because our state was big and unreadable. Ok, we solved the problem of readability. But if we look at our Bloc from the business logic perspective, did it make sense to break this Bloc into multiple blocs? In some cases, it might make sense, and in others, it doesn’t make sense to separate the state and the logic that manipulates that state into multiple units. This will introduce more complexity and can even make the code more unreadable in some other parts, like the UI or our test code. In that case, our first attempt to improve our blocs’ readability has decreased our code’s readability in other places.

Logic code is a mess

We have separated our state into three Blocs, UserBloc, UserPostsBloc, and UserImagesBloc. Even though our states are now separated, the logic that manages them still depends on other states. In our case, we need to know what tag is selected in UserBloc to fetch relevant posts and images from the backend server and update the UserPostsState and UserImagesState. So that makes our blocs tightly coupled.

We also need to write extra codes in our blocs so they can listen to each other. And if the dependency graph between them is complex and there is no way we can make it simpler, the communication between them will also be complex.

Wait, didn’t separating the state supposed to solve this mess? How did we get into a more considerable lot?!!!

Test code is a mess too

We have made three blocs out of one Bloc. If our entire app was going to be just one Bloc turned into three, we could have gotten away with it. But what if it was ten blocs separated into thirty blocs? Without a doubt, we need to write more tests. But it doesn’t end there. Since many of our blocs will depend on each other, we will want to have some tests that test them against each other. Testing how they react against each other. This second issue will result not only in more tests but also in more complex tests.

Also, tests are meant to be readable. If your colleague is reviewing your code and reading the tests you wrote to see how things are supposed to work, or a new developer joins the team, They will have difficulty reading those tests. Also, it will take more of their Time. And let’s mention that this would add to all the excuses developers use not to write tests.

Remember, we said the point we are referring to is that poorly defined states will waste development time. Well, Time being wasted will not be our only problem. Because when we change our states too often and too much, our tests will brake too often. And that will also cost development time, of course. But when tests brake too much and too often, At some point, developers will stop writing tests.

Our UI code is a mess too !!!?

The UI code needs to be updated as well. Because We need to build our UserProfilePage from three blocs instead of one, our UserProfilePage code will probably look like this.

class UserProfilePage extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: ListView(
        children:[
          BlocBuilder<UserBloc, UserState>(
            builder: (context, state) => ProfileSection(...),
          ),
          BlocBuilder<UserPostsBloc, UserPostsState>(
            builder: (context, state) => PostsSection(...),
          ),
          BlocBuilder<UserImagesBloc, UserImagesState>(
            builder: (context, state) => ImagesSection(...),
          ),
        ],
      ),
    );
  }
}

In our example, the code will be as clean as above. It is clean. But could it have been a mess?

What if we needed to process data from all three states to get the data required to be shown on our screen? What would our code look like?

In the best-case scenario, that part of our code would have been like

// insde the build method of UserProfilePage
MultiBlocBuilder(
    blocs: [userBloc, userPostsBloc, userImagesBloc],
    builder: (context, states) {
        final userState = states.get<UserState>();
        final userPostsState = states.get<UserPostsState>();
        final userImagesState = states.get<UserImagesState>();
        
        final someData = _processData(userState, userPostsState, userImagesState);
        
        return SomeWidget(someData);
    }
),
.
.

In the worst-case scenario, that part of our code would have been like

// insde the build method of UserProfilePage
MultiBlocBuilder(
    blocs: [userBloc, userPostsBloc, userImagesBloc],
    builder: (context, states) {
        final userState = states.get<UserState>();
        final userPostsState = states.get<UserPostsState>();
        final userImagesState = states.get<UserImagesState>();
        
        if(userState.isDoingThis){
          return SomeWidget(
            child: Text('some text'),
          );
        }else if(userState.isDoingSomethingElse && userPostsState.isLoading){
          return SomeOtherWidget(
            child: Item(
              padding: const EdgeInsets.all(24),
              item: ...
              .
              .
            ),
          );
        }else if(userImagesState.hasError && userState.selectedTag != null){
          if(isThis){
            return ThisWidtet(
              padding: const EdgeInsets.all(24),
              item: ...
              .
              .
            );
            
          } else if(isThat){
            return ThatWidget(
              padding: const EdgeInsets.all(24),
              item: ...
              .
              .
            );
          } else{
            return SomethingDifferent(
              padding: const EdgeInsets.all(24),
              item: ...
              .
              .
            );
          }
        }
    }
),
.
.

Take a look at the above example. We have some complex logic code to process the data that must be shown on our page. This convoluted logic could have been encapsulated within our flutter state management if we had only one instead of three. This logic code leaks inside our UI simply because our states are defined poorly.

Move the logic out of the UI

One of the points of having a class (unit) to manage our state is to avoid writing logic code in our UI layer as much as possible. But in the above example, we are failing to do that. The solution to the above mess is simple. Move the logic code to another unit. We can move the code written above to one of our state management units that makes sense, but what if it doesn’t make sense to move the code to any of them ???

Ok, we know we don’t want our logic code mixed with our UI code, And we know that we can’t move them to any of the three blocs we defined above because it doesn’t make sense. So the only other options are either to leave the mess be or to create another bloc to process the data we need, and We build UserProfilePage from that Bloc. Let’s see the code for that Bloc.

class UserProfileBloc extends Cubit<UserProfile> {
  CounterCubit(
    this.userBloc,
    this.userPostsBloc,
    this.userImagesBloc,
  ) : super(UserProfile()) {
  
    [userBloc, userPostsBloc, userImagesBloc].listenAll(state1, state2, state3) {
      // calcualte the new state and update state !!!
    }
  }
  
  final UserBloc userbloc;
  final UserPostsBloc userPostsBloc;
  final UserImagesBloc userImagesBloc;

}

Too many blocs in on page

We have removed our logic code from our UI code, But now we use four blocs in our page. If we could find a way to combine some of these blocs, it would have been much cleaner, hmm. Well, we just did that in UserProfileBloc. What if we could listen to our other three blocs in UserProfileBloc and process the state of those three blocs? Then we need UserPorifleBloc to build the UserProfilePage. Let’s update the state for UserProfileBloc first.

class UserProfileState {
  final UserProfile profile;
  final Tag selectedTag;
  final List<Post> posts;
  final List<String> images;
  final bool isLoading;
  final bool isLoadingAvatar;
  final bool isLoadingPosts;
  final bool isLoadingImages;
  final Error error;
  final Error postsError;
  final Error imagesError;

  UserProfileState(...);
}

Wait, What?!!! We are back at square one. You may think, Ok, there is no way I make this mistake. But many of us do. Because the codes we wrote above are not created in one day, It is developed over several iterations of changes during the development process.

Don’t miss the point

Separating the states is not always a wrong solution. The chances that you simultaneously hit all or none of the problems explained above are low. But when they appear in your project, they’re not going anywhere until you deal with them. Of course, if you put in enough time, you can figure out how to make it work and eliminate said problems while your logic code still makes sense. But should you? The point is you’re still wasting your time on something that shouldn’t require this much Time. Remember, in the software industry, wasting Time is wasting money.

your flutter state management makes no
dartflutterprogrammingsoftware engineering

This is why your flutter state management makes no sense – part 1

by easazade March 6, 2023
written by easazade 7 minutes read

Flutter state management. Let’s talk about why sometimes you think something is wrong in your state management, But you can’t really tell what it is. Like those times when your state gets complex. And you can’t really find a way to make it more readable. You think to yourself; this code should be more clear. But you can’t really figure out how to make the code more clear in a way that it still makes sense.

State management patterns are the same

When it comes to flutter state management, there are many options out there. Riverpod, Bloc & Mobx are some of the popular ones out there. But we are not going to talk about any of them. Because they are not the problem. Of course, all of them have their pros and cons, But They all get the job done. And the job is to hold your state and notify the listeners whenever you change that state. The problem that we are talking about is the one that almost always exists no matter which Flutter state management library we use.

State Definition is the problem

So what is the problem if flutter state management solutions out there are not the problem? There might be other kinds of problems, But in this post, we are referring to the state definition problem. The way we define our state is the single cause for most of the problems we face in flutter state management. Let’s talk about it in an example.

This is something I have seen in a lot of projects. At first, we define a state management unit like Bloc, Store, or even a ChangeNotifier. It doesn’t matter which one we use because they are not our problem. So we have a small state with a few properties in it. Everything looks good and works fine. Then as we develop our flutter app, we start changing our state, adding more and more properties to it. Making it bigger and bigger. It’s not necessarily bad to have a big state unless it’s confusing and not readable. At this point, maybe it is wise to separate our state management unit into smaller state management units. Everything’s still fine. No problem.

Until it doesn’t make sense

But there are times when things just don’t make sense to you. I’m specifically talking about those times that you are sitting on your chair staring at your screen and thinking to yourself, “How should I change the state definition of my bloc (Store or anything else) so it can reflect the new piece of data I want to show on screen, WHILE the code, is still clean and readable”. I’m not saying that you won’t solve the problem.

In the best-case scenario, you will come up with a way to update the state definition while the code is still readable. In the worst-case scenario, you will update the state you defined, but the code is just bad. Either way, you have put time and energy into something that should not have required that much time and energy. And you’re most likely going to do that again when you’re updating that state definition again. Now that is just time and money wasted.

Now even though I have just started explaining the problem and have not exactly made you feel and realize the problem, you may be asking what exactly is wrong with the way we define our state. That is something I will tell you at the end of this series of posts. Right after, I have shown you many of the different problems caused by bad state definitions.

Let’s see the problem in code

We are going to see step by step what these problems are. And then, we are going to see how solutions that are usually used to solve these problems will introduce new problems. At the end, we are going to talk about the real reason why none of these solutions work.

Take a look at the images above. You can see 3 different states of a single screen. We have a user profile screen that shows the user’s avatar at the top and his/her posts below. image 2 shows how our screen looks when the app is getting data from the server. in image 3. We want to define a state management unit that populates data on this screen. Here is what the defined state for that state management unit would look like.

For the sake of not making this article long, we are keeping scenarios and code simple. We’re just gonna see the complexity of the defined state over iterations of change.

class UserState {
  final UserProfile profile;
  final List<Post> posts;
  final bool isLoading;
  final Error error;

  UserState(...);
}

We use profile and posts properties to show the data on the user profile screen. We use isLoading flag to determine if the screen is loading and if there was an error. This defined state will cover all our needs in the above screen for now. So everything is fine for now.

Let’s Add more things to our screen

Ok, we’ve developed and completed our screen and the state management unit used for it. After some time, the design of the user profile screen has been updated. And now, we need to implement the new design.

In image 4, we see that an edit button has been added to our design that allows editing profile images. and in image 5, we see that the user profile screen shows a loader indicator when a new image is being uploaded as the user’s avatar. Now let’s see how our code for our state object will change to implement a new design.

class UserState {
  final UserProfile profile;
  final List<Post> posts;
  final bool isLoading;
  final bool isLoadingAvatar; // new property
  final Error error;

  UserState(...);
}

We just added a new property isAvatarLoading flag, to show the loading on avatar image because we can’t use isLoading flag for that, of course. Everything’s still fine. you might look at the code, and it might annoy you just a tiny bit. But you just leave it at that.

Let’s Change the screen even more

We have a new design for our screen that we need to implement. This is a little bit more complex than the previous design. we load tags from the UserProfile object in our state on screen. Then each time a user selects a tag, the relevant posts and images for tags will be fetched from the server and shown on the screen. In image 7, we see that the shimmer effect is shown when we are fetching relevant posts and images for the selected tag. In image 8, we see that if there was an error during fetching posts and images for the selected tag screen shows a try again button.

Now let’s see how our code for our state object will change to implement the new design

class UserState {
  final UserProfile profile;
  final Tag selectedTag; // new property
  final List<Post> posts;
  final List<String> images; // new property
  final bool isLoading;
  final bool isLoadingAvatar;
  final bool isLoadingPosts; // new property
  final bool isLoadingImages; // new property
  final Error error;
  final Error postsError; // new property
  final Error imagesError; // new property

  UserState(...);
}

// tags shown in screen are read from profile.tags 

At this moment, you’re gonna think. Ok, this is getting out of hand. Many of us will see the above code and think this code is really bad. And you come up with solutions like converting the state management unit (Bloc, for example) into multiple ones so you can separate the state and avoid this mess. Or some of us may think, let’s define the state using a Union or Sealed class. It may work in some situations, But they will introduce limitations and problems of their own.

Some of us may say I know how to fix this. But if we are still wasting a lot of time each time we want to change how our states are defined, I say that is not a solution to this problem; that is just a new problem. Creating problems after problems to be solved wastes a lot of time & energy that should have been put elsewhere.

In the next part, we will talk about…

Here we just talked about how states can be big and messy. In the next part, we will talk about how solutions that are used to solve this mess are just new problems.

About Me

Alireza Easazade

Expert Flutter Developer with 7 years of experience in mobile development

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  • This is why your flutter state management makes no sense – part 2
  • This is why your flutter state management makes no sense – part 1
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