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dart-3-updates

Applies Dart 3 language features in Flutter/Dart code. Use when writing if-else or switch statements, creating new classes, or deciding between a data class and a record.

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This page reorganizes the original catalog entry around fit, installability, and workflow context first. The original raw source lives below.

Stars
490
Hot score
99
Updated
March 20, 2026
Overall rating
C3.6
Composite score
3.6
Best-practice grade
A88.4

Install command

npx @skill-hub/cli install evanca-flutter-ai-rules-dart-3-updates

Repository

evanca/flutter-ai-rules

Skill path: skills/dart-3-updates

Applies Dart 3 language features in Flutter/Dart code. Use when writing if-else or switch statements, creating new classes, or deciding between a data class and a record.

Open repository

Best for

Primary workflow: Write Technical Docs.

Technical facets: Full Stack, Data / AI, Tech Writer.

Target audience: everyone.

License: Unknown.

Original source

Catalog source: SkillHub Club.

Repository owner: evanca.

This is still a mirrored public skill entry. Review the repository before installing into production workflows.

What it helps with

  • Install dart-3-updates into Claude Code, Codex CLI, Gemini CLI, or OpenCode workflows
  • Review https://github.com/evanca/flutter-ai-rules before adding dart-3-updates to shared team environments
  • Use dart-3-updates for development workflows

Works across

Claude CodeCodex CLIGemini CLIOpenCode

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Sub-skills: 0.

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Original source / Raw SKILL.md

---
name: dart-3-updates
description: Applies Dart 3 language features in Flutter/Dart code. Use when writing if-else or switch statements, creating new classes, or deciding between a data class and a record.
---

# Dart 3 Updates Skill

This skill defines how to correctly use Dart 3 language features: branches, patterns, pattern types, and records.

---

## 1. Branches

### if / if-case

```dart
// Standard if
if (score >= 90) {
  grade = 'A';
} else if (score >= 80) {
  grade = 'B';
} else {
  grade = 'C';
}

// if-case: match and destructure against a single pattern
if (pair case [int x, int y]) {
  print('$x, $y');
}
```

- `if` conditions must evaluate to a `bool`.
- In `if-case`, variables declared in the pattern are scoped to the matching branch.
- If the pattern does not match, control flows to the `else` branch (if present).

### switch statements

```dart
switch (command) {
  case 'quit':
    quit();
  case 'start' || 'begin': // logical-or pattern
    startGame();
  default:
    print('Unknown command');
}
```

- Each matched `case` body executes and jumps to the end — `break` is **not required**.
- Non-empty cases can end with `continue`, `throw`, or `return`.
- Use `default` or `_` to handle unmatched values.
- Empty cases fall through; use `break` to prevent fallthrough in an empty case.
- Use `continue` with a label for non-sequential fallthrough.
- Use logical-or patterns (`case a || b`) to share a body between cases.

### switch expressions

```dart
final color = switch (shape) {
  Circle() => 'red',
  Square() => 'blue',
  _ => 'unknown',
};
```

- Omit `case`; use `=>` for bodies; separate cases with commas.
- Default must use `_` (not `default`).
- Produces a value.

### Exhaustiveness

- Dart checks exhaustiveness in `switch` statements and expressions at compile time.
- Use `default`/`_`, enums, or `sealed` types to satisfy exhaustiveness.

```dart
sealed class Shape {}
class Circle extends Shape {}
class Square extends Shape {}

// Dart knows all subtypes — no default needed:
String describe(Shape s) => switch (s) {
  Circle() => 'circle',
  Square() => 'square',
};
```

### Guard clauses

```dart
switch (point) {
  case (int x, int y) when x == y:
    print('Diagonal: $x');
  case (int x, int y):
    print('$x, $y');
}
```

- Add `when condition` after a pattern to further constrain matching.
- Usable in `if-case`, `switch` statements, and `switch` expressions.
- If the guard is `false`, execution proceeds to the next case.

---

## 2. Patterns

Patterns represent the **shape** of a value for matching and destructuring.

### Uses

```dart
// Variable declaration
var (a, [b, c]) = ('str', [1, 2]);

// Variable assignment (swap)
(b, a) = (a, b);

// for-in loop destructuring
for (final MapEntry(:key, :value) in map.entries) { ... }

// switch / if-case (see Branches section)
```

- Wildcard `_` ignores parts of a matched value.
- Rest elements (`...`) in list patterns ignore remaining elements.
- Case patterns are **refutable**: if no match, execution continues to the next case.
- Destructured values in a case become local variables scoped to that case body.

### Object patterns

```dart
var Foo(:one, :two) = myFoo;
```

### JSON / nested data validation

```dart
if (data case {'user': [String name, int age]}) {
  print('$name, $age');
}
```

---

## 3. Pattern Types

| Pattern | Syntax | Description |
|---|---|---|
| Logical-or | `p1 \|\| p2` | Matches if any branch matches. All branches must bind the same variables. |
| Logical-and | `p1 && p2` | Matches if both match. Variable names must not overlap. |
| Relational | `== c`, `< c`, `>= c` | Compares value to a constant. Combine with `&&` for ranges. |
| Cast | `subpattern as Type` | Asserts type, then matches inner pattern. Throws if type mismatch. |
| Null-check | `subpattern?` | Matches non-null; binds non-nullable type. |
| Null-assert | `subpattern!` | Matches non-null or throws. Use in declarations to eliminate nulls. |
| Constant | `42`, `'str'`, `const Foo()` | Matches if value equals the constant. |
| Variable | `var name`, `final Type name` | Binds matched value to a new variable. Typed form only matches the declared type. |
| Wildcard | `_`, `Type _` | Matches any value without binding. |
| Parenthesized | `(subpattern)` | Controls precedence. |
| List | `[p1, p2]` | Matches lists by position. Length must match unless a rest element is used. |
| Rest element | `...`, `...rest` | Matches arbitrary-length tails or collects remaining elements. |
| Map | `{'key': subpattern}` | Matches maps by key. Missing keys throw `StateError`. |
| Record | `(p1, p2)`, `(x: p1, y: p2)` | Matches records by shape; field names can be omitted if inferred. |
| Object | `ClassName(field: p)` | Matches by type and destructures via getters. Extra fields ignored. |

- Use parentheses to group lower-precedence patterns.
- All pattern types can be **nested and combined**.

---

## 4. Records

```dart
// Create
var record = ('first', a: 2, b: true, 'last');

// Type annotation
({int a, bool b}) namedRecord;

// Access
print(record.$1);   // positional: 'first'
print(record.a);    // named: 2
```

- Records are **anonymous, immutable, fixed-size** aggregates.
- Each field can have a different type (heterogeneous).
- Fields are accessed via built-in getters (`$1`, `$2`, `.name`); no setters.
- Two records are equal if they have the same shape and equal field values.
- `hashCode` and `==` are automatically defined.

### Multiple return values

```dart
(String name, int age) userInfo(Map<String, dynamic> json) {
  return (json['name'] as String, json['age'] as int);
}

var (name, age) = userInfo(json);
// Named fields:
final (:name, :age) = userInfo(json);
```

### Records vs. data classes

Use a **record** when:
- Returning multiple values from a single function (small, one-time use).
- Grouping a few values locally with no reuse across the codebase.
- You need structural equality with no additional behavior.

Use a **class** when:
- The type is reused across multiple files or features.
- You need methods, encapsulation, inheritance, or `copyWith`.
- The type is part of a public API or long-lived data model.
- Changing the shape must be caught by the type system across the codebase.

### Other best practices

- Use `typedef` for record types to improve readability and maintainability.
- Changing a record type alias does not guarantee type safety across the codebase — only classes provide full abstraction.

---
dart-3-updates | SkillHub