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Native",[127,145,158,171,185,198],{"id":128,"topic":9,"difficulty":129,"body":130,"options":131,"correct_key":133,"explanation":144},"019fa93e-4e90-741a-83c3-53a76addd357",1,"Bir `State` nesnesinde `initState()` metodunun temel amacı nedir?",[132,135,138,141],{"key":133,"text":134},"a","State nesnesi ağaca ilk eklendiğinde bir kez çalışan tek seferlik kurulum.",{"key":136,"text":137},"b","Widget her yeniden oluşturulduğunda çalışan kod.",{"key":139,"text":140},"c","Widget kaldırılmadan önce kaynakları temizleyen bir metot.",{"key":142,"text":143},"d","Sadece parent widget'ın constructor argümanları değiştiğinde çağrılan bir callback.","`initState()`, State nesnesi oluşturulup ağaca eklendikten hemen sonra bir kez çağrılır — bir stream'e abone olmak ya da bir controller'ı ilklendirmek gibi tek seferlik kurulumlar için doğru yerdir.",{"id":146,"topic":9,"difficulty":129,"body":147,"options":148,"correct_key":133,"explanation":157},"019fa93e-4e91-71b2-9332-1c2fb54824a6","Bir `State` nesnesinde `dispose()` neden sorumludur?",[149,151,153,155],{"key":133,"text":150},"State kaldırılmadan önce kaynakları serbest bırakmak.",{"key":136,"text":152},"Widget ağacını sıfırdan yeniden oluşturmak.",{"key":139,"text":154},"Her `build()` çağrısından önce çalışmak.",{"key":142,"text":156},"Widget'ın state'ini otomatik olarak diske kalıcı hale getirmek.","`dispose()`, State nesnesi atılmadan hemen önce (ör. widget ağaçtan kalıcı olarak kaldırıldığında) bir kez çalışır — stream subscription'ları iptal etmek, `AnimationController`'ları dispose etmek, `TextEditingController`'ları kapatmak için doğru yerdir.",{"id":159,"topic":9,"difficulty":129,"body":160,"options":161,"correct_key":142,"explanation":170},"019fa93e-4e91-7c77-809d-3f04a7847c66","Bir widget, build metodunun döndürdüğü bir callback içinde `setState(() { count++; })` çağırıyor. `setState` gerçekte neye sebep olur?",[162,164,166,168],{"key":133,"text":163},"Piksel buffer'ını `build()`'i tekrar çağırmadan anında yeniden çizer.",{"key":136,"text":165},"Sadece değişkeni günceller; UI değişikliği asla yansıtmaz.",{"key":139,"text":167},"Sadece bu widget'ı değil, uygulamadaki her widget'ı yeniden çizer.",{"key":142,"text":169},"Widget'ı dirty işaretler ve `build()`'in tekrar çalışması için bir rebuild zamanlar.","`setState`, verilen callback'i (alanı değiştirerek) çalıştırır ve ardından framework'e bu widget'ın dirty olduğunu söyler, bir sonraki frame'de yeniden çizilmesini zamanlar — `build()` tekrar çağrılır ve yeni değer döndürülen widget ağacına yansır.",{"id":172,"topic":9,"difficulty":173,"body":174,"options":175,"correct_key":142,"explanation":184},"019fa93e-4e92-768e-9556-4f89df6ad338",2,"Bir `State` nesnesinin kendi ömrü dışında (ör. `dispose()` sonrası) `setState` çağırmak neden hata fırlatır?",[176,178,180,182],{"key":133,"text":177},"Çünkü `setState`, nesne kimliğini tamamen yok sayan statik bir metottur.",{"key":136,"text":179},"Çünkü Dart, bir class instance'ı oluşturulduktan sonra herhangi bir metot çağrılmasını yasaklar.",{"key":139,"text":181},"Çünkü widget'ın constructor argümanları dispose sonrası immutable hale gelir.",{"key":142,"text":183},"Çünkü State'in artık bir rebuild zamanlamak için bağlı bir element'i yoktur.","`dispose()` çalıştıktan sonra State, element ağacından ayrılmıştır — artık dirty işaretlenecek geçerli bir element yoktur, bu yüzden o noktada `setState` çağırmak bir lifecycle ihlalidir ve hata fırlatır.",{"id":186,"topic":9,"difficulty":173,"body":187,"options":188,"correct_key":136,"explanation":197},"019fa93e-4e95-7e12-a7ee-ba3b40e14076","Bir `StatefulWidget`'ın parent'ı yeniden oluşturulup aynı widget'a (aynı pozisyon\u002Ftip, aynı Key) yeni constructor argümanları geçiriyor. State'in yeni argümanlara tepki verebilmesi için hangi lifecycle metodu çağrılır?",[189,191,193,195],{"key":133,"text":190},"`initState()`, çünkü her zaman yepyeni bir State nesnesi oluşturulur.",{"key":136,"text":192},"`didUpdateWidget(oldWidget)`, önceki konfigürasyona erişim sağlar.",{"key":139,"text":194},"Hiçbir metot çağrılmaz; State nesnesi yeni constructor argümanlarını asla göremez.",{"key":142,"text":196},"`dispose()`, çünkü yeni argümanlar eski widget'ın kaldırılması sayılır.","Bir widget aynı runtime tipi ve Key ile yeniden oluşturulduğunda, Flutter aynı State nesnesini yeniden kullanır ve `didUpdateWidget(oldWidget)`'ı çağırır; böylece `oldWidget`'ı yeni `widget` alanıyla karşılaştırıp tepki verebilir (ör. geçirilen bir stream değiştiyse yeniden abone olmak).",{"id":199,"topic":9,"difficulty":129,"body":200,"options":201,"correct_key":133,"explanation":210},"019fa93e-4e99-79a5-b0bf-f713078c222f","`InheritedWidget` hangi sorunu çözer?",[202,204,206,208],{"key":133,"text":203},"Bir alt widget'ın, değeri constructor üzerinden açıkça geçirmeden bir üst atadan okumasını sağlar.",{"key":136,"text":205},"`build()` metoduna olan ihtiyacı tamamen ortadan kaldırır.",{"key":139,"text":207},"Veriyi kalıcı olarak cihazın local veritabanında saklar.",{"key":142,"text":209},"Alt ağaçtaki her widget'ı değişiklik olsun olmasın her frame'de yeniden oluşturmaya zorlar.","`InheritedWidget`, ağaç aşağı verimli, örtük değer aktarımı için Flutter'ın mekanizmasıdır — bir alt widget değeri okumak ve o değer değiştiğinde bilgilendirilmek üzere kendini kaydetmek için `context.dependOnInheritedWidgetOfExactType\u003CT>()` çağırır, elle prop geçirmeye gerek 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