颤振错误:“小部件无法构建,因为已经在构建过程中”
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【中文标题】颤振错误:“小部件无法构建,因为已经在构建过程中”【英文标题】:Flutter Error: "Widget cannot build because is already in the process of building" 【发布时间】:2019-04-29 02:57:00 【问题描述】:我收到了这个错误:
I/flutter (29346): ══╡ EXCEPTION CAUGHT BY WIDGETS LIBRARY ╞═══════════════════════════════════════════════════════════
I/flutter (29346): The following assertion was thrown building MainLogic(dirty, state: _MainLogic#9c794):
I/flutter (29346): setState() or markNeedsBuild() called during build.
I/flutter (29346): This InhWidget widget cannot be marked as needing to build because the framework is already in the
I/flutter (29346): process of building widgets. A widget can be marked as needing to be built during the build phase
I/flutter (29346): only if one of its ancestors is currently building. This exception is allowed because the framework
I/flutter (29346): builds parent widgets before children, which means a dirty descendant will always be built.
I/flutter (29346): Otherwise, the framework might not visit this widget during this build phase.
I/flutter (29346): The widget on which setState() or markNeedsBuild() was called was:
I/flutter (29346): InhWidget(state: InhState#3aaa8)
I/flutter (29346): The widget which was currently being built when the offending call was made was:
I/flutter (29346): MainLogic(dirty, state: _MainLogic#9c794)
在向您介绍代码之前,我想先解释一下背后的逻辑: 我正在尝试执行百家乐游戏的规则, 为此,我设置了一个继承的小部件,一些无状态的小部件发送 存储在继承状态中的对象的输入, 根据此对象数据,其他小部件会自行重建。
我所做的最后一个更改是应用百家乐“绘图规则”, 可以使对象在需要时跳过输入, 但是当这种情况发生时,继承的小部件不喜欢它。
我将发布代码的最后一部分,但如果您认为 有其他相关的,请询问,我会发布。
提前感谢您的帮助
class MainLogic extends StatefulWidget
@override
State<StatefulWidget> createState() => new _MainLogic();
class _MainLogic extends State<MainLogic>
Widget cardGrid = CardGrid();
Widget newGame = NewGame();
Rules rules;
bool gameOver;
@override
void initState()
super.initState();
gameOver = false;
@override
Widget build(BuildContext context)
final InhState state = InhWidget.of(context);
rules = new Rules(game:state.game);
if(gameOver==false && state.game.count>3 && rules.playerExtraCard()==false)
state.skip();
if(gameOver==false && state.game.count>4 && rules.bankerExtraCard()==false)
state.skip();
checkGame(state.game.count);
return Container(child:status(gameOver));
status(bool _gameOver)
Widget whichOne;
if (_gameOver) whichOne=newGame;
else whichOne=cardGrid;
return whichOne;
void checkGame(int cards)
if (cards >= 6)
gameOver = true;
else gameOver = false;
...
class Rules
final Game game;
Rules(this.game);
static Deck deck = new Deck();
int get p1 => deck.getValue(game.p1);
int get p2 => deck.getValue(game.p2);
int get p3 => deck.getValue(game.p3);
int get b1 => deck.getValue(game.b1);
int get b2 => deck.getValue(game.b2);
int get b3 => deck.getValue(game.b3);
normalize(List<int> input)
int normal;
int initial = 0;
input.forEach((num e)initial += e;);
if(initial>9) normal=initial-10;
else normal=initial;
return normal;
playerExtraCard()
bool extraCard;
int pInit = normalize([p1,p2]);
int bInit = normalize([b1+b2]);
if (pInit > 5) extraCard = false;
else if (bInit > 7) extraCard = false;
else extraCard = true;
return extraCard;
bankerExtraCard()
bool extraCard;
int pInit = normalize([p1,p2]);
int bInit = normalize([b1+b2]);
int pWing = normalize([p3]);
if (pInit>7) extraCard = false;
else if (bInit>6) extraCard = false;
else if (pInit>5 && bInit<6) extraCard = true;
else if (pInit<6 && bInit==6 && pWing<8 && pWing>5) extraCard = true;
else if (pInit<6 && bInit==5 && pWing<8 && pWing>3) extraCard = true;
else if (pInit<6 && bInit==4 && pWing<8 && pWing>1) extraCard = true;
else if (pInit<6 && bInit==3 && pWing==8) extraCard = true;
else if (pInit<6 && bInit<3) extraCard = true;
else extraCard = false;
return extraCard;
...
class InhState extends State<InhWidget>
Game game = new Game();
@override
void initState()
super.initState();
game.blank();
void deal(String card)
setState(()
game.cards[game.count] = card;
game.count = game.count + 1;
);
void restart()
setState(()
game.blank();
);
void skip()
setState(()
game.count = game.count + 1;
);
@override
Widget build(BuildContext context)
return new InhCore(
data: this,
child: widget.child,
);
...
class InhWidget extends StatefulWidget
InhWidget(this.child);
final Widget child;
@override
State<StatefulWidget> createState() => InhState();
static InhState of(BuildContext context)
return (context.inheritFromWidgetOfExactType(InhCore) as InhCore).data;
【问题讨论】:
【参考方案1】:您在build()
中调用state.skip()
和在skip()
中调用setState()
void skip()
setState(()
game.count = game.count + 1;
);
通常最好避免build()
中的“业务逻辑”。
应该不需要计算你在build()
中使用InhState
所做的所有事情。 build()
可以在不同时间经常调用。
您应该根据用户交互事件 (onTap:
, ...) 或其他事件源(如流或期货)来更新状态,这些事件源指示异步操作的状态更改。
【讨论】:
我没有考虑过在继承的小部件“内部”构建流,老实说,我将继承的小部件描绘为流的替代品(我未能成功实现)。我明白你的意思,当 inhstate 变得非常拥挤时,我开始构建“规则”类,我将尝试实现一个流来处理它。谢谢你的帮助【参考方案2】:我支持@Günter Zöchbauer 的回答并按照他的建议重构代码,但为了更快地修复,您可以尝试将state.skip();
指令(build()
中的指令)包装到WidgetsBinding.instance.addPostFrameCallback
中。这样,您可以将状态更改操作推迟到构建之后立即发生。
@override
Widget build(BuildContext context)
final InhState state = InhWidget.of(context);
rules = new Rules(game:state.game);
if (!gameOver)
if (state.game.count > 3 && !rules.playerExtraCard() ||
state.game.count > 4 && !rules.bankerExtraCard())
WidgetsBinding.instance.addPostFrameCallback((_)
state.skip();
);
checkGame(state.game.count);
return Container(child:status(gameOver));
不相关,但我也建议您在项目中使用 flutter format
来帮助您改进代码风格。
【讨论】:
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