Flutter错误:“小部件无法构建,因为已经在构建过程中”
我收到此错误:
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)
在用代码充斥您之前,我想解释一下背后的逻辑:我正在尝试实施百家乐游戏的规则,为此,我设置了一个继承的小部件,一些无状态的小部件将输入发送到存储的对象在继承状态下,其他对象将根据此对象数据重新构建自己。
我做的最后一个更改是应用百家乐“绘图规则”,可以使Object在需要时跳过输入,但是当发生这种情况时,继承的小部件不喜欢它。
我将发布代码的最后一部分,但是如果您认为其他相关的内容,请提出问题,然后我将其发布。
预先感谢您的帮助
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;
}
}
回答:
你打电话state.skip()
的build()
,并setState()
在skip()
void skip() { setState(() {
game.count = game.count + 1;
});
}
通常,最好避免使用中的“业务逻辑” build()
。
不应该有一个需要计算所有的东西,你用InhState
在build()
。build()
可以在不同时间被频繁调用。
您应该根据用户交互事件(onTap:
,…)或其他事件源(例如流或Future来指示异步操作的状态更改)来更新状态。
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