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Senior mobile application developer

Rio Claro (SP)
beBeeFlutterDeveloper
Developer aplicativos
Anunciada dia 4 outubro
Descrição

We are building a cutting-edge virtual office platform for remote and hybrid teams, offering persistent rooms, real-time presence, audio/video (WebRTC), chat, screen sharing, collaborative boards, and immersive spaces to boost connection, productivity, and team cohesion all in one place.

The primary focus of this role is on developing and evolving our desktop client on macOS. You will be responsible for shipping a high-performance, stable, and well-instrumented app that integrates video/audio, real-time features, and collaborative tools while maintaining top-tier code quality, testing, and documentation.

You will design, build, and maintain the Flutter macOS app with clean architecture, modular layers, and reliable state management. This includes integrating RESTful APIs and real-time services e.g., WebSockets/Streams. Additionally, you will implement A/V features e.g., flutter_webrtc device selection, camera/mic permissions, I/O routing, and stability under variable networks.

Evaluate observability end-to-end by instrumenting product events/metrics; triage errors with Sentry; capture UX signals with Microsoft Clarity where applicable. Ensure unit, widget, and integration tests; CI checks; code reviews; technical docs.

Manage distribution: code signing & notarization, entitlements, Hardened Runtime, App Sandbox, Keychain; package DMG/PKG; manage auto-update. Collaborate with Product/Design/QA to refine requirements, edge cases, and acceptance criteria.


CPU Optimizations

To reduce CPU usage:

* Minimize rebuilds: effective state selection using BLoC/Riverpod/Provider, const constructors, proper Keys, split large widgets.
* Cut redundant layout/work: avoid heavy logic in build, cache computed values, reduce intrinsic measurements, coalesce events, debounce/throttle streams.
* Move heavy tasks off the UI thread: isolates compute/custom, lazy JSON parsing, incremental work units.
* Frame scheduling discipline: prevent setState loops; render only when state actually changes.


GPU Optimizations

To reduce GPU usage:

* Reduce overdraw/repaints: place RepaintBoundary wisely; optimize CustomPainter shouldRepaint; avoid large Opacity on complex subtrees.
* Avoid expensive effects: minimize saveLayer, heavy blurs/gradients and big shadows.
* Use right-sized images & filterQuality low/none when acceptable; limit transforms on large layers.
* Shader jank control: warm up shaders/capture SkSL where applicable; keep fragment shaders simple.
* Pause/disable animations when off-screen; keep animation count/area minimal.

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