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Short answer
A Widget is a lightweight, immutable declarative description (immutable configuration), an Element manages identity, the build tree, and the position of state in memory, and a RenderObject handles size computation, layout, painting, and actual touch on the screen.
Explanation
When the app runs, each widget creates a counterpart Element through createElement(). The Element keeps a reference to the widget and the RenderObject. When the widget changes during a rebuild, the Element checks through Widget.canUpdate() whether the runtimeType and key match. If they match, the Element only updates its reference and updates the RenderObject's properties without rebuilding the tree from scratch, achieving very fast performance (O(N) reconciliation).
Code example
// The rule Flutter uses to decide whether an existing Element can be reused for a new Widget
bool canUpdate(Widget oldWidget, Widget newWidget) {
return oldWidget.runtimeType == newWidget.runtimeType && oldWidget.key == newWidget.key;
}
// Peek at the three trees for one widget at runtime
class Probe extends StatelessWidget {
const Probe({super.key});
@override
Widget build(BuildContext context) {
final element = context as Element; // Element tree
final render = context.findRenderObject(); // RenderObject tree (null before the first layout)
debugPrint('$runtimeType -> ${element.runtimeType} -> ${render?.runtimeType}');
return const SizedBox();
}
}Common mistakes
- Believing that creating new Widget objects on every build is costly for memory, ignoring that widgets are very light and are discarded and collected immediately by the Dart garbage collector while the Element and RenderObject objects stay alive.