Bird
Raised Fist0
Fluttermobile~10 mins

StatefulWidget in Flutter - Interactive Code Practice

Choose your learning style10 modes available
Practice - 5 Tasks
Answer the questions below
1fill in blank
easy

Complete the code to create a StatefulWidget class named MyWidget.

Flutter
class MyWidget extends [1] {
  @override
  State<MyWidget> createState() => _MyWidgetState();
}
Drag options to blanks, or click blank then click option'
AStatefulWidget
BStatelessWidget
CWidget
DInheritedWidget
Attempts:
3 left
💡 Hint
Common Mistakes
Using StatelessWidget instead of StatefulWidget.
Forgetting to extend any widget class.
2fill in blank
medium

Complete the code to define the State class for MyWidget.

Flutter
class _MyWidgetState extends [1]<MyWidget> {
  @override
  Widget build(BuildContext context) {
    return Container();
  }
}
Drag options to blanks, or click blank then click option'
AState
BStatelessWidget
CWidget
DStatefulWidget
Attempts:
3 left
💡 Hint
Common Mistakes
Extending StatefulWidget instead of State.
Not specifying the generic type.
3fill in blank
hard

Fix the error in the setState call to update the counter.

Flutter
int counter = 0;

void increment() {
  [1](() {
    counter++;
  });
}
Drag options to blanks, or click blank then click option'
Arebuild
Brefresh
CupdateState
DsetState
Attempts:
3 left
💡 Hint
Common Mistakes
Using a wrong method name like updateState or refresh.
Not calling setState at all.
4fill in blank
hard

Fill both blanks to complete the StatefulWidget and its State class skeleton.

Flutter
class MyCounter extends [1] {
  @override
  [2]<MyCounter> createState() => _MyCounterState();
}

class _MyCounterState extends State<MyCounter> {
  @override
  Widget build(BuildContext context) {
    return Container();
  }
}
Drag options to blanks, or click blank then click option'
AStatefulWidget
BStatelessWidget
CState
DWidget
Attempts:
3 left
💡 Hint
Common Mistakes
Mixing up StatefulWidget and State in the wrong places.
Forgetting to override createState.
5fill in blank
hard

Fill all three blanks to complete a StatefulWidget that updates a counter on button press.

Flutter
class CounterWidget extends [1] {
  @override
  State<CounterWidget> createState() => _CounterWidgetState();
}

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

  void increment() {
    [2](() {
      count [3] 1;
    });
  }

  @override
  Widget build(BuildContext context) {
    return ElevatedButton(
      onPressed: increment,
      child: Text('Count: $count'),
    );
  }
}
Drag options to blanks, or click blank then click option'
AStatefulWidget
BsetState
C+=
DStatelessWidget
Attempts:
3 left
💡 Hint
Common Mistakes
Using StatelessWidget instead of StatefulWidget.
Forgetting to call setState.
Using '=' instead of '+=' to increment.

Practice

(1/5)
1. What is the main purpose of a StatefulWidget in Flutter?
easy
A. To create a widget that can change its appearance or data during runtime
B. To create a widget that never changes once built
C. To define the app's navigation routes
D. To style the app's text and colors

Solution

  1. Step 1: Understand StatefulWidget role

    A StatefulWidget allows the UI to update when its data changes during app use.
  2. Step 2: Compare options

    Only To create a widget that can change its appearance or data during runtime describes this dynamic behavior; others describe static or unrelated features.
  3. Final Answer:

    To create a widget that can change its appearance or data during runtime -> Option A
  4. Quick Check:

    StatefulWidget = dynamic UI [OK]
Hint: StatefulWidget = widget that remembers and updates data [OK]
Common Mistakes:
  • Confusing StatefulWidget with StatelessWidget
  • Thinking StatefulWidget is for styling only
  • Believing StatefulWidget controls navigation
2. Which of the following is the correct way to define a StatefulWidget class in Flutter?
easy
A. class MyWidget extends StatefulWidget {}
B. class MyWidget extends Widget {}
C. class MyWidget extends StatelessWidget {}
D. class MyWidget extends BuildContext {}

Solution

  1. Step 1: Identify correct base class

    A StatefulWidget must extend the StatefulWidget class to have mutable state.
  2. Step 2: Check options

    Only class MyWidget extends StatefulWidget {} extends StatefulWidget; others extend unrelated or incorrect classes.
  3. Final Answer:

    class MyWidget extends StatefulWidget {} -> Option A
  4. Quick Check:

    StatefulWidget class extends StatefulWidget [OK]
Hint: StatefulWidget class must extend StatefulWidget [OK]
Common Mistakes:
  • Using StatelessWidget instead of StatefulWidget
  • Extending Widget directly (not allowed)
  • Confusing BuildContext with widget class
3. What will be the output when the following Flutter code runs and the button is pressed once?
class CounterWidget extends StatefulWidget {
  @override
  _CounterWidgetState createState() => _CounterWidgetState();
}

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

  void increment() {
    setState(() {
      count += 1;
    });
  }

  @override
  Widget build(BuildContext context) {
    return Column(
      children: [
        Text('Count: $count'),
        ElevatedButton(onPressed: increment, child: Text('Add'))
      ],
    );
  }
}
medium
A. The button does nothing because increment is not called
B. The text shows 'Count: 0' and does not change when button is pressed
C. The app crashes due to missing setState call
D. The text updates to 'Count: 1' after pressing the button once

Solution

  1. Step 1: Understand setState usage

    The increment method calls setState to update count and rebuild UI.
  2. Step 2: Predict UI update

    After pressing the button once, count increases from 0 to 1, so text shows 'Count: 1'.
  3. Final Answer:

    The text updates to 'Count: 1' after pressing the button once -> Option D
  4. Quick Check:

    setState updates UI count = 1 [OK]
Hint: setState triggers UI update with new data [OK]
Common Mistakes:
  • Forgetting to call setState inside increment
  • Assuming UI updates without setState
  • Thinking button press does nothing
4. Identify the error in this Flutter StatefulWidget code snippet:
class MyWidget extends StatefulWidget {
  @override
  State<MyWidget> createState() {
    return _MyWidgetState();
  }
}

class _MyWidgetState extends State<MyWidget> {
  int counter = 0;

  void increment() {
    counter += 1;
  }

  @override
  Widget build(BuildContext context) {
    return Text('Counter: $counter');
  }
}
medium
A. Missing override annotation on createState method
B. increment method does not call setState, so UI won't update
C. State class should not be private (underscore prefix)
D. Text widget cannot display integers directly

Solution

  1. Step 1: Check state update method

    The increment method changes counter but does not call setState, so UI won't rebuild.
  2. Step 2: Verify other options

    Override annotation is optional but recommended; private state class is normal; Text can display strings with variables.
  3. Final Answer:

    increment method does not call setState, so UI won't update -> Option B
  4. Quick Check:

    setState missing = no UI update [OK]
Hint: Always call setState to update UI in StatefulWidget [OK]
Common Mistakes:
  • Forgetting setState in state-changing methods
  • Thinking private state class is an error
  • Confusing override annotation necessity
5. You want to create a counter app using StatefulWidget that increments the count only if the current count is even. Which modification to the increment method below achieves this?
void increment() {
  setState(() {
    count += 1;
  });
}
hard
A. Call setState only when count is odd: if (count % 2 != 0) setState(() { count += 1; });
B. Move setState call outside the if: if (count % 2 == 0) { count += 1; } setState(() {});
C. Add an if check inside setState: if (count % 2 == 0) count += 1;
D. Remove setState and just increment count directly

Solution

  1. Step 1: Understand setState usage

    setState must wrap the code that changes the state to update UI correctly.
  2. Step 2: Apply condition inside setState

    Add an if check inside setState: if (count % 2 == 0) count += 1; correctly checks if count is even inside setState before incrementing.
  3. Step 3: Analyze other options

    Move setState call outside the if: if (count % 2 == 0) { count += 1; } setState(() {}); calls setState after increment, which may update UI unnecessarily; Call setState only when count is odd: if (count % 2 != 0) setState(() { count += 1; }); increments only if odd, wrong logic; Remove setState and just increment count directly removes setState, so UI won't update.
  4. Final Answer:

    Add an if check inside setState: if (count % 2 == 0) count += 1; -> Option C
  5. Quick Check:

    Condition inside setState updates UI correctly [OK]
Hint: Put condition inside setState to update UI only when needed [OK]
Common Mistakes:
  • Calling setState without changing state inside
  • Changing state outside setState
  • Wrong condition logic for even check
Recommended

Ready to prove it?

Pass the test and this pattern moves unknown strong while earning +1 Grip toward your certificate.

10 questions~5 mineasy hard