text
stringlengths 1
474
|
---|
return getProgressDialog();
|
} else {
|
return getListView();
|
}
|
}
|
Widget getProgressDialog() {
|
return const Center(child: CircularProgressIndicator());
|
}
|
@override
|
Widget build(BuildContext context) {
|
return Scaffold(
|
appBar: AppBar(
|
title: const Text('Sample App'),
|
),
|
body: getBody(),
|
);
|
}
|
ListView getListView() {
|
return ListView.builder(
|
itemCount: widgets.length,
|
itemBuilder: (context, position) {
|
return getRow(position);
|
},
|
);
|
}
|
Widget getRow(int i) {
|
return Padding(
|
padding: const EdgeInsets.all(10),
|
child: Text("Row ${widgets[i]["title"]}"),
|
);
|
}
|
Future<void> loadData() async {
|
var dataURL = Uri.parse('https://jsonplaceholder.typicode.com/posts');
|
http.Response response = await http.get(dataURL);
|
setState(() {
|
widgets = jsonDecode(response.body);
|
});
|
}
|
}<code_end>
|
<topic_end>
|
<topic_start>
|
Project structure & resources
|
<topic_end>
|
<topic_start>
|
Where do I store my resolution-dependent image files?
|
While Android treats resources and assets as distinct items,
|
Flutter apps have only assets. All resources that would live
|
in the res/drawable-* folders on Android,
|
are placed in an assets folder for Flutter.Flutter follows a simple density-based format like iOS.
|
Assets might be 1.0x, 2.0x, 3.0x, or any other multiplier.
|
Flutter doesn’t have dps but there are logical pixels,
|
which are basically the same as device-independent pixels.
|
Flutter’s devicePixelRatio expresses the ratio
|
of physical pixels in a single logical pixel.The equivalent to Android’s density buckets are:Assets are located in any arbitrary folder—Flutter
|
has no predefined folder structure.
|
You declare the assets (with location) in
|
the pubspec.yaml file, and Flutter picks them up.Assets stored in the native asset folder are
|
accessed on the native side using Android’s AssetManager:Flutter can’t access native resources or assets.To add a new image asset called my_icon.png to our Flutter project,
|
for example, and deciding that it should live in a folder we
|
arbitrarily called images, you would put the base image (1.0x)
|
in the images folder, and all the other variants in sub-folders
|
called with the appropriate ratio multiplier:Next, you’ll need to declare these images in your pubspec.yaml file:You can then access your images using AssetImage:
|
<code_start>AssetImage('images/my_icon.jpeg')<code_end>
|
or directly in an Image widget:
|
<code_start>@override
|
Widget build(BuildContext context) {
|
return Image.asset('images/my_image.png');
|
}<code_end>
|
<topic_end>
|
<topic_start>
|
Where do I store strings? How do I handle localization?
|
Flutter currently doesn’t have a dedicated resources-like system for strings.
|
The best and recommended practice is to hold your strings in a .arb file as key-value pairs For example:
|
<code_start>{
|
"@@locale": "en",
|
"hello":"Hello {userName}",
|
"@hello":{
|
"description":"A message with a single parameter",
|
"placeholders":{
|
"userName":{
|
"type":"String",
|
"example":"Bob"
|
}
|
}
|
}
|
}<code_end>
|
Then in your code, you can access your strings as such:
|
<code_start>Text(AppLocalizations.of(context)!.hello('John'));<code_end>
|
Flutter has basic support for accessibility on Android,
|
though this feature is a work in progress.See Internationalizing Flutter apps for more information on this.<topic_end>
|
<topic_start>
|
What is the equivalent of a Gradle file? How do I add dependencies?
|
In Android, you add dependencies by adding to your Gradle build script.
|
Flutter uses Dart’s own build system, and the Pub package manager.
|
The tools delegate the building of the native Android and iOS
|
wrapper apps to the respective build systems.While there are Gradle files under the android folder in your
|
Flutter project, only use these if you are adding native
|
dependencies needed for per-platform integration.
|
In general, use pubspec.yaml to declare
|
external dependencies to use in Flutter.
|
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