Dart is the programming language for Flutter, Google's UI toolkit for building beautiful, natively compiled mobile, web, and desktop apps from a single codebase.
This codelab introduces you to Dart with a focus on features that Java developers might not expect. You can write Dart functions in 1 minute, scripts in 5 minutes, and apps in 10 minutes!
To complete this codelab, all you need is a browser!
You'll write and run all the examples in DartPad, an interactive, browser-based tool that lets you play with Dart language features and core libraries. If you prefer, you can use an IDE instead, such as WebStorm, IntelliJ with the Dart plugin, or Visual Studio Code with the Dart Code extension.
You'll start by building a simple Dart class with the same functionality as the Bicycle class from the Java Tutorial. The Bicycle class contains some private instance variables with getters and setters. A main() method instantiates a Bicycle and prints it to the console.


This codelab provides a new DartPad instance for every set of exercises. The link below opens a fresh instance, which contains a default "Hello" example. You can continue to use the same DartPad throughout the codelab, but if you click Reset, DartPad takes you back to the default example, losing your work.
Note that DartPad immediately runs its code.
Above the main() function, add a Bicycle class with three instance variables. Also remove the contents from main(), as shown in the following code snippet:
class Bicycle {
int cadence;
int speed;
int gear;
}
void main() {
}
Observations
main() or, if you need access to command-line arguments, main(List<String> args).main() method lives at the top level. In Dart, you can define code outside of classes. Variables, functions, getters, and setters can all live outside of classes.private tag, which Dart doesn't use. You'll learn more about privacy a little later, in "Add a read-only variable."main() nor Bicycle is declared as public, because all identifiers are public by default. Dart doesn't have keywords for public, private, or protected.
Add the following constructor to the Bicycle class:
Bicycle(this.cadence, this.speed, this.gear);
Observations
;) at the end of a no-body constructor, DartPad displays the following error: "A function body must be provided."this in a constructor's parameter list is a handy shortcut for assigning values to instance variables.Bicycle(int cadence, int speed, int gear) {
this.cadence = cadence;
this.speed = speed;
this.gear = gear;
}
Reformat the Dart code at any time by clicking Format at the top of the DartPad UI. Reformatting is particularly useful when you paste code into DartPad and the justification is off.
Click Format.
Add the following code to the main() function:
void main() {
var bike = new Bicycle(2, 0, 1);
print(bike);
}
Remove the optional new keyword:
var bike = Bicycle(2, 0, 1);
Observation
new keyword became optional in Dart 2.final instead of var.
Execute the example by clicking Run at the top of the DartPad window. If Run isn't enabled, see the Problems section later in this page.
You should see the following output:
Instance of 'Bicycle'
Observation
var bike = defines a Bicycle instance.While the output "Instance of ‘Bicycle'" is correct, it's not very informative. All Dart classes have a toString() method that you can override to provide more useful output.
Add the following toString() method anywhere in the Bicycle class:
@override
String toString() => 'Bicycle: $speed mph';
Observations
@override annotation tells the analyzer that you are intentionally overriding a member. The analyzer raises an error if you failed to properly perform the override.${expression}. If the expression is an identifier, you can skip the braces: $variableName.=>) notation.
Click Run.
You should see the following output:
Bicycle: 0 mph
Problems?
Check your code.
The original Java example defines speed as a read-only variable—it declares it as private and provides only a getter. Next, you'll provide the same functionality in Dart.
Open bicycle.dart in DartPad (or continue using your copy).
To mark a Dart identifier as private to its library, start its name with an underscore (_). You can convert speed to read-only by changing its name and adding a getter.
Make speed a private, read-only instance variable
In the Bicycle constructor, remove the speed parameter:
Bicycle(this.cadence, this.gear);
In main(), remove the second (speed) parameter from the call to the Bicycle constructor:
var bike = Bicycle(2, 1);
Change the remaining occurrences of speed to _speed. (Two places)
Initialize _speed to 0:
int _speed = 0;
Add the following getter to the Bicycle class:
int get speed => _speed;
Observations
null.cadence and gear. The Dart sample doesn't need explicit getters and setters for those, so it just uses instance variables.bike.cadence, and later refactor it to use getters and setters. The API stays the same. In other words, going from a field to a getter and setter is not a breaking change in Dart.Finish implementing speed as a read-only instance variable
Add the following methods to the Bicycle class:
void applyBrake(int decrement) {
_speed -= decrement;
}
void speedUp(int increment) {
_speed += increment;
}
The final Dart example looks similar to the original Java, but is more compact at 23 lines instead of 40:
class Bicycle {
int cadence;
int _speed = 0;
int get speed => _speed;
int gear;
Bicycle(this.cadence, this.gear);
void applyBrake(int decrement) {
_speed -= decrement;
}
void speedUp(int increment) {
_speed += increment;
}
@override
String toString() => 'Bicycle: $_speed mph';
}
void main() {
var bike = Bicycle(2, 1);
print(bike);
}
Problems?
Check your code.
The next exercise defines a Rectangle class, another example from the Java Tutorial.
The Java code shows overloading constructors, a common practice in Java where constructors have the same name, but differ in the number or type of parameters. Dart doesn't support overloading constructors and handles this situation differently, as you'll see in this section.
Open the Rectangle example in DartPad.
Add a single, empty constructor that replaces all four constructors in the Java example:
Rectangle({this.origin = const Point(0, 0), this.width = 0, this.height = 0});
This constructor uses optional named parameters.
Observations
this.origin, this.width, and this.height use the shorthand trick for assigning instance variables inside a constructor's declaration.this.origin, this.width, and this.height are optional named parameters. Named parameters are enclosed in curly braces ({}).this.origin = const Point(0, 0) syntax specifies a default value of Point(0,0) for the origin instance variable. The specified default must be a compile-time constant. This constructor supplies default values for all three instance variables.
Add the following toString() function to the Rectangle class:
@override
String toString() =>
'Origin: (${origin.x}, ${origin.y}), width: $width, height: $height';
Replace main() with the following code to verify that you can instantiate Rectangle using only the parameters you need:
main() {
print(Rectangle(origin: const Point(10, 20), width: 100, height: 200));
print(Rectangle(origin: const Point(10, 10)));
print(Rectangle(width: 200));
print(Rectangle());
}
Observation
Rectangle is one line of code, compared to 16 lines of code for equivalent constructors in the Java version.You should see the following output:
Origin: (10, 20), width: 100, height: 200
Origin: (10, 10), width: 0, height: 0
Origin: (0, 0), width: 200, height: 0
Origin: (0, 0), width: 0, height: 0
Problems?
Check your code.
Factories, a commonly used design pattern in Java, have several advantages over direct object instantiation, such as hiding the details of instantiation, providing the ability to return a subtype of the factory's return type, and optionally returning an existing object rather than a new object.
This step demonstrates two ways to implement a shape-creation factory:
For this exercise, you'll use the Shapes example, which instantiates shapes and prints their computed area:
import 'dart:math';
abstract class Shape {
num get area;
}
class Circle implements Shape {
final num radius;
Circle(this.radius);
num get area => pi * pow(radius, 2);
}
class Square implements Shape {
final num side;
Square(this.side);
num get area => pow(side, 2);
}
main() {
final circle = Circle(2);
final square = Square(2);
print(circle.area);
print(square.area);
}
Open the Shapes example in DartPad.
In the console area, you should see the computed areas of a circle and a square:
12.566370614359172
4
Observations
dart:math is one of Dart's core libraries. Other core libraries include dart:core, dart:async, dart:convert, and dart:collection.lowerCamelCase (for example, pi instead of PI). If you're curious about the reasoning, see the style guideline PREFER using lowerCamelCase for constant names.num get area => pi * pow(radius, 2); // Circle
num get area => pow(side, 2); // Square
Implement a factory as a top-level function by adding the following function at the highest level (outside of any class):
Shape shapeFactory(String type) {
if (type == 'circle') return Circle(2);
if (type == 'square') return Square(2);
throw 'Can\'t create $type.';
}
Invoke the factory function by replacing the first two lines in the main() method:
final circle = shapeFactory('circle');
final square = shapeFactory('square');
The output should look the same as before.
Observations
'circle' or 'square', it throws an exception.Exception class to create more specific exceptions or (as in this example) you can throw a string that describes the problem encountered.Uncaught. To see information that's more helpful, wrap the code in a try-catch statement and print the exception. As an optional exercise, check out this DartPad example.'Can\'t create $type.') or specify the string with double quotes ("Can't create $type.").Problems?
Check your code.
Use Dart's factory keyword to create a factory constructor.
Add a factory constructor to the abstract Shape class:
abstract class Shape {
factory Shape(String type) {
if (type == 'circle') return Circle(2);
if (type == 'square') return Square(2);
throw 'Can\'t create $type.';
}
num get area;
}
Replace the first two lines of main() with the following code for instantiating the shapes:
final circle = Shape('circle');
final square = Shape('square');
Delete the shapeFactory() function that you previously added.
Observation
shapeFactory() function.Problems?
Check your code.
The Dart language doesn't include an interface keyword because every class defines an interface.
Open the Shapes example in DartPad (or continue using your copy).
Add a CircleMock class that implements the Circle interface:
class CircleMock implements Circle {}
You should see a "Missing concrete implementations" error because CircleMock doesn't inherit the implementation of Circle—it only uses its interface. Fix this error by defining the area and radius instance variables:
class CircleMock implements Circle {
num area;
num radius;
}
Observation
CircleMock class doesn't define any behaviors, it's valid Dart—the analyzer raises no errors.area instance variable of CircleMock implements the area getter of Circle.Problems?
Check your code.
In functional programming you can do things like the following:
Dart supports all those features. In Dart, even functions are objects and have a type, Function. This means that functions can be assigned to variables or passed as arguments to other functions. You can also call an instance of a Dart class as if it were a function, as in this example.
The following example uses imperative (not functional-style) code:
String scream(int length) => "A${'a' * length}h!";
main() {
final values = [1, 2, 3, 5, 10, 50];
for (var length in values) {
print(scream(length));
}
}
Open the Scream example in DartPad.
The output should look like the following:
Aah!
Aaah!
Aaaah!
Aaaaaah!
Aaaaaaaaaaah!
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah!
Observation
${'a' * length} evaluates to "the character 'a' repeated length times."
Remove the imperative for() {...} loop in main() and replace it with a single line of code that uses method chaining:
values.map(scream).forEach(print);
The functional approach prints the same six screams as the imperative example.
Problems?
Check your code.
The core List and Iterable classes support fold(), where(), join(), skip(), and more. Dart also has built-in support for maps and sets.
Replace the values.map() line in main() with the following:
values.skip(1).take(3).map(scream).forEach(print);
The output should look like the following:
Aaah!
Aaaah!
Aaaaaah!
Observations
skip(1)skips the first value, 1, in the values list literal.take(3)gets the next 3 values—2, 3, and 5—in the values list literal.Problems?
Check your code.
By completing this codelab, you gained knowledge of some differences between Java and Dart. Dart is easy to learn and, in addition, its core libraries and rich set of available packages increase your productivity. Dart scales well to large apps. Hundreds of Google engineers use Dart to write mission-critical apps that bring in much of Google's revenue.
A 20-minute codelab isn't long enough to show you all of the differences between Java and Dart. For example, this codelab hasn't covered:
If you'd like to see Dart technologies in action, try the Flutter codelabs.
You can learn much more about Dart with the following articles, resources, and websites.
Articles
Resources
Websites