text
stringlengths 1
372
|
---|
void initState() {
|
super.initState();
|
loadData();
|
}
|
widget getBody() {
|
bool showLoadingDialog = widgets.isEmpty;
|
if (showloadingdialog) {
|
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":{
|
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