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flutterEngine dartExecutor binaryMessenger CHANNEL ). setMethodCallHandler // This method is invoked on the main thread. call result > if call method == "getBatteryLevel" val batteryLevel getBatteryLevel () if batteryLevel != result success batteryLevel else result error "UNAVAILABLE" "Battery level not available." null else result notImplemented
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else result notImplemented () Start by opening the Android host portion of your Flutter app in Android Studio: Start Android Studio Select the menu item File > Open… Navigate to the directory holding your Flutter app, and select the android folder inside it. Click OK. Open the MainActivity.java file located in the java folder in the Project view. Next, create a MethodChannel and set a MethodCallHandler inside the configureFlutterEngine() method. Make sure to use the same channel name as was used on the Flutter client side. import androidx.annotation.NonNull import io.flutter.embedding.android.FlutterActivity import io.flutter.embedding.engine.FlutterEngine import io.flutter.plugin.common.MethodChannel
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import io.flutter.plugin.common.MethodChannel public class MainActivity extends FlutterActivity private static final String CHANNEL "samples.flutter.dev/battery" @Override public void configureFlutterEngine @NonNull FlutterEngine flutterEngine super configureFlutterEngine flutterEngine ); new MethodChannel flutterEngine getDartExecutor (). getBinaryMessenger (), CHANNEL setMethodCallHandler
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CHANNEL setMethodCallHandler call result > // This method is invoked on the main thread. // TODO ); Add the Android Java code that uses the Android battery APIs to retrieve the battery level. This code is exactly the same as you would write in a native Android app. First, add the needed imports at the top of the file: import android.content.ContextWrapper import android.content.Intent import android.content.IntentFilter import android.os.BatteryManager import android.os.Build.VERSION import android.os.Build.VERSION_CODES import android.os.Bundle
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import android.os.Bundle Then add the following as a new method in the activity class, below the configureFlutterEngine() method: private int getBatteryLevel () int batteryLevel if VERSION SDK_INT >= VERSION_CODES LOLLIPOP BatteryManager batteryManager BatteryManager getSystemService BATTERY_SERVICE ); batteryLevel batteryManager getIntProperty BatteryManager BATTERY_PROPERTY_CAPACITY ); else Intent
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); else Intent intent new ContextWrapper getApplicationContext ()). registerReceiver null new IntentFilter Intent ACTION_BATTERY_CHANGED )); batteryLevel intent getIntExtra BatteryManager EXTRA_LEVEL 100 intent getIntExtra BatteryManager EXTRA_SCALE ); return batteryLevel
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); return batteryLevel Finally, complete the setMethodCallHandler() method added earlier. You need to handle a single platform method, getBatteryLevel(), so test for that in the call argument. The implementation of this platform method calls the Android code written in the previous step, and returns a response for both the success and error cases using the result argument. If an unknown method is called, report that instead. Remove the following code: call result > // This method is invoked on the main thread. // TODO And replace with the following: call result > // This method is invoked on the main thread. if call method equals "getBatteryLevel" )) int
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)) int batteryLevel getBatteryLevel (); if batteryLevel != result success batteryLevel ); else result error "UNAVAILABLE" "Battery level not available." null ); else result notImplemented (); You should now be able to run the app on Android. If using the Android Emulator, set the battery level in the Extended Controls panel accessible from the … button in the toolbar. Step 4: Add an iOS platform-specific implementation Swift Objective-C
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Swift Objective-C Start by opening the iOS host portion of your Flutter app in Xcode: Start Xcode. Select the menu item File > Open…. Navigate to the directory holding your Flutter app, and select the ios folder inside it. Click OK. Add support for Swift in the standard template setup that uses Objective-C: Expand Runner > Runner in the Project navigator. Open the file AppDelegate.swift located under Runner > Runner in the Project navigator. Override the application:didFinishLaunchingWithOptions: function and create a FlutterMethodChannel tied to the channel name samples.flutter.dev/battery: @UIApplicationMain @objc class AppDelegate FlutterAppDelegate override func application
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override func application application UIApplication didFinishLaunchingWithOptions launchOptions UIApplication LaunchOptionsKey Any ]?) > Bool let controller FlutterViewController window rootViewController as! FlutterViewController let batteryChannel FlutterMethodChannel name "samples.flutter.dev/battery" binaryMessenger controller binaryMessenger batteryChannel setMethodCallHandler ({ call FlutterMethodCall result
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call FlutterMethodCall result @escaping FlutterResult > Void in // This method is invoked on the UI thread. // Handle battery messages. }) GeneratedPluginRegistrant register with self return super application application didFinishLaunchingWithOptions launchOptions Next, add the iOS Swift code that uses the iOS battery APIs to retrieve the battery level. This code is exactly the same as you would write in a native iOS app. Add the following as a new method at the bottom of AppDelegate.swift: private func receiveBatteryLevel result
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func receiveBatteryLevel result FlutterResult let device UIDevice current device isBatteryMonitoringEnabled true if device batteryState == UIDevice BatteryState unknown result FlutterError code "UNAVAILABLE" message "Battery level not available." details nil )) else result Int device batteryLevel 100 ))
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batteryLevel 100 )) Finally, complete the setMethodCallHandler() method added earlier. You need to handle a single platform method, getBatteryLevel(), so test for that in the call argument. The implementation of this platform method calls the iOS code written in the previous step. If an unknown method is called, report that instead. batteryChannel setMethodCallHandler ({ weak self call FlutterMethodCall result FlutterResult > Void in // This method is invoked on the UI thread. guard call method == "getBatteryLevel" else result FlutterMethodNotImplemented
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else result FlutterMethodNotImplemented return self receiveBatteryLevel result result }) Start by opening the iOS host portion of the Flutter app in Xcode: Start Xcode. Select the menu item File > Open…. Navigate to the directory holding your Flutter app, and select the ios folder inside it. Click OK. Make sure the Xcode projects builds without errors. Open the file AppDelegate.m, located under Runner > Runner in the Project navigator. Create a FlutterMethodChannel and add a handler inside the application didFinishLaunchingWithOptions: method. Make sure to use the same channel name as was used on the Flutter client side. #import <Flutter/Flutter.h> #import "GeneratedPluginRegistrant.h"
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@implementation AppDelegate BOOL application :( UIApplication application didFinishLaunchingWithOptions :( NSDictionary launchOptions FlutterViewController controller FlutterViewController self window rootViewController FlutterMethodChannel batteryChannel FlutterMethodChannel methodChannelWithName: @"samples.flutter.dev/battery" binaryMessenger: controller binaryMessenger ]; batteryChannel setMethodCallHandler FlutterMethodCall call FlutterResult result
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call FlutterResult result // This method is invoked on the UI thread. // TODO }]; GeneratedPluginRegistrant registerWithRegistry self ]; return super application application didFinishLaunchingWithOptions launchOptions ]; Next, add the iOS ObjectiveC code that uses the iOS battery APIs to retrieve the battery level. This code is exactly the same as you would write in a native iOS app. Add the following method in the AppDelegate class, just before @end:
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Add the following method in the AppDelegate class, just before @end: Finally, complete the setMethodCallHandler() method added earlier. You need to handle a single platform method, getBatteryLevel(), so test for that in the call argument. The implementation of this platform method calls the iOS code written in the previous step, and returns a response for both the success and error cases using the result argument. If an unknown method is called, report that instead. int getBatteryLevel UIDevice device UIDevice currentDevice device batteryMonitoringEnabled YES if device batteryState == UIDeviceBatteryStateUnknown return else return int )(
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return int )( device batteryLevel 100 ); Finally, complete the setMethodCallHandler() method added earlier. You need to handle a single platform method, getBatteryLevel(), so test for that in the call argument. The implementation of this platform method calls the iOS code written in the previous step, and returns a response for both the success and error cases using the result argument. If an unknown method is called, report that instead. __weak typeof self weakSelf self batteryChannel setMethodCallHandler FlutterMethodCall call FlutterResult result // This method is invoked on the UI thread. if ([ @"getBatteryLevel"
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if ([ @"getBatteryLevel" isEqualToString call method ]) int batteryLevel weakSelf getBatteryLevel ]; if batteryLevel == result ([ FlutterError errorWithCode @"UNAVAILABLE" message: @"Battery level not available." details: nil ]); else result batteryLevel )); else result FlutterMethodNotImplemented ); }];
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); }]; You should now be able to run the app on iOS. If using the iOS Simulator, note that it doesn’t support battery APIs, and the app displays ‘Battery level not available’. Step 5: Add a Windows platform-specific implementation Start by opening the Windows host portion of your Flutter app in Visual Studio: Run flutter build windows in your project directory once to generate the Visual Studio solution file. Start Visual Studio. Select Open a project or solution. Navigate to the directory holding your Flutter app, then into the build folder, then the windows folder, then select the batterylevel.sln file. Click Open. Add the C++ implementation of the platform channel method: Expand batterylevel > Source Files in the Solution Explorer. Open the file flutter_window.cpp.
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Open the file flutter_window.cpp. First, add the necessary includes to the top of the file, just after #include "flutter_window.h": #include <flutter/event_channel.h> #include <flutter/event_sink.h> #include <flutter/event_stream_handler_functions.h> #include <flutter/method_channel.h> #include <flutter/standard_method_codec.h> #include <windows.h> #include <memory> Edit the FlutterWindow::OnCreate method and create a flutter::MethodChannel tied to the channel name samples.flutter.dev/battery: bool FlutterWindow :: OnCreate
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FlutterWindow :: OnCreate () // ... RegisterPlugins flutter_controller_ > engine ()); flutter :: MethodChannel <> channel flutter_controller_ > engine () > messenger (), "samples.flutter.dev/battery" flutter :: StandardMethodCodec :: GetInstance ()); channel SetMethodCallHandler []( const flutter :: MethodCall
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flutter :: MethodCall <>& call std :: unique_ptr flutter :: MethodResult <>> result // TODO }); SetChildContent flutter_controller_ > view () > GetNativeWindow ()); return true Next, add the C++ code that uses the Windows battery APIs to retrieve the battery level. This code is exactly the same as you would write in a native Windows application. Add the following as a new function at the top of flutter_window.cpp just after the #include section: static int
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static int GetBatteryLevel () SYSTEM_POWER_STATUS status if GetSystemPowerStatus status == || status BatteryLifePercent == 255 return return status BatteryLifePercent Finally, complete the setMethodCallHandler() method added earlier. You need to handle a single platform method, getBatteryLevel(), so test for that in the call argument. The implementation of this platform method calls the Windows code written in the previous step. If an unknown method is called, report that instead. Remove the following code: channel SetMethodCallHandler []( const
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SetMethodCallHandler []( const flutter :: MethodCall <>& call std :: unique_ptr flutter :: MethodResult <>> result // TODO }); And replace with the following: channel SetMethodCallHandler []( const flutter :: MethodCall <>& call std :: unique_ptr flutter :: MethodResult <>> result if call
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result if call method_name () == "getBatteryLevel" int battery_level GetBatteryLevel (); if battery_level != result > Success battery_level ); else result > Error "UNAVAILABLE" "Battery level not available." ); else result > NotImplemented (); });
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NotImplemented (); }); You should now be able to run the application on Windows. If your device doesn’t have a battery, it displays ‘Battery level not available’. Step 6: Add a Linux platform-specific implementation For this example you need to install the upower developer headers. This is likely available from your distribution, for example with: sudo apt install libupower-glib-dev Start by opening the Linux host portion of your Flutter app in the editor of your choice. The instructions below are for Visual Studio Code with the “C/C++” and “CMake” extensions installed, but can be adjusted for other IDEs. Launch Visual Studio Code. Open the linux directory inside your project. Choose Yes in the prompt asking: Would you like to configure project "linux"?. This enables C++ autocomplete.
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Open the file my_application.cc. First, add the necessary includes to the top of the file, just after #include <flutter_linux/flutter_linux.h: #include <math.h> #include <upower.h> Add an FlMethodChannel to the _MyApplication struct: struct _MyApplication GtkApplication parent_instance char * dart_entrypoint_arguments FlMethodChannel battery_channel }; Make sure to clean it up in my_application_dispose: static void my_application_dispose GObject object MyApplication self MY_APPLICATION
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MyApplication self MY_APPLICATION object ); g_clear_pointer self > dart_entrypoint_arguments g_strfreev ); g_clear_object self > battery_channel ); G_OBJECT_CLASS my_application_parent_class > dispose object ); Edit the my_application_activate method and initialize battery_channel using the channel name samples.flutter.dev/battery, just after the call to fl_register_plugins: static void my_application_activate GApplication application
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my_application_activate GApplication application // ... fl_register_plugins FL_PLUGIN_REGISTRY self > view )); g_autoptr FlStandardMethodCodec codec fl_standard_method_codec_new (); self > battery_channel fl_method_channel_new fl_engine_get_binary_messenger fl_view_get_engine view )), "samples.flutter.dev/battery" FL_METHOD_CODEC codec ));
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codec )); fl_method_channel_set_method_call_handler self > battery_channel battery_method_call_handler self nullptr ); gtk_widget_grab_focus GTK_WIDGET self > view )); Next, add the C code that uses the Linux battery APIs to retrieve the battery level. This code is exactly the same as you would write in a native Linux application. Add the following as a new function at the top of my_application.cc just after the G_DEFINE_TYPE line: static FlMethodResponse get_battery_level ()
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get_battery_level () // Find the first available battery and report that. g_autoptr UpClient up_client up_client_new (); g_autoptr GPtrArray devices up_client_get_devices2 up_client ); if devices > len == return FL_METHOD_RESPONSE fl_method_error_response_new "UNAVAILABLE" "Device does not have a battery." nullptr )); UpDevice device UpDevice
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UpDevice device UpDevice )( g_ptr_array_index devices )); double percentage g_object_get device "percentage" percentage nullptr ); g_autoptr FlValue result fl_value_new_int static_cast int64_t round percentage ))); return FL_METHOD_RESPONSE fl_method_success_response_new result ));
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result )); Finally, add the battery_method_call_handler function referenced in the earlier call to fl_method_channel_set_method_call_handler. You need to handle a single platform method, getBatteryLevel, so test for that in the method_call argument. The implementation of this function calls the Linux code written in the previous step. If an unknown method is called, report that instead. Add the following code after the get_battery_level function: static void battery_method_call_handler FlMethodChannel channel FlMethodCall method_call gpointer user_data g_autoptr FlMethodResponse response nullptr if strcmp
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nullptr if strcmp fl_method_call_get_name method_call ), "getBatteryLevel" == response get_battery_level (); else response FL_METHOD_RESPONSE fl_method_not_implemented_response_new ()); g_autoptr GError error nullptr if fl_method_call_respond method_call response error )) g_warning "Failed to send response: %s" error >
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error > message ); You should now be able to run the application on Linux. If your device doesn’t have a battery, it displays ‘Battery level not available’. Typesafe platform channels using Pigeon The previous example uses MethodChannel to communicate between the host and client, which isn’t typesafe. Calling and receiving messages depends on the host and client declaring the same arguments and datatypes in order for messages to work. You can use the Pigeon package as an alternative to MethodChannel to generate code that sends messages in a structured, typesafe manner. With Pigeon, the messaging protocol is defined in a subset of Dart that then generates messaging code for Android or iOS. You can find a more complete example and more information on the pigeon page on pub.dev.
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Using Pigeon eliminates the need to match strings between host and client for the names and datatypes of messages. It supports: nested classes, grouping messages into APIs, generation of asynchronous wrapper code and sending messages in either direction. The generated code is readable and guarantees there are no conflicts between multiple clients of different versions. Supported languages are Objective-C, Java, Kotlin, and Swift (with Objective-C interop). Pigeon example Pigeon file: Dart usage: Separate platform-specific code from UI code If you expect to use your platform-specific code in multiple Flutter apps, you might consider separating the code into a platform plugin located in a directory outside your main application. See developing packages for details. Publish platform-specific code as a package To share your platform-specific code with other developers in the Flutter ecosystem, see publishing packages. Custom channels and codecs
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Custom channels and codecs Besides the above mentioned MethodChannel, you can also use the more basic BasicMessageChannel, which supports basic, asynchronous message passing using a custom message codec. You can also use the specialized BinaryCodec, StringCodec, and JSONMessageCodec classes, or create your own codec. You might also check out an example of a custom codec in the cloud_firestore plugin, which is able to serialize and deserialize many more types than the default types. Channels and platform threading
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Channels and platform threading When invoking channels on the platform side destined for Flutter, invoke them on the platform’s main thread. When invoking channels in Flutter destined for the platform side, either invoke them from any Isolate that is the root Isolate, or that is registered as a background Isolate. The handlers for the platform side can execute on the platform’s main thread or they can execute on a background thread if using a Task Queue. You can invoke the platform side handlers asynchronously and on any thread when the Task Queue API is available; otherwise, they must be invoked on the platform thread. Note: On Android, the platform’s main thread is sometimes called the “main thread”, but it is technically defined as the UI thread. Annotate methods that need to be run on the UI thread with @UiThread. On iOS, this thread is officially referred to as the main thread. Using plugins and channels from background isolates
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Using plugins and channels from background isolates Plugins and channels can be used by any Isolate, but that Isolate has to be a root Isolate (the one created by Flutter) or registered as a background Isolate for a root Isolate. The following example shows how to register a background Isolate in order to use a plugin from a background Isolate. import 'package:flutter/services.dart' import 'package:shared_preferences/shared_preferences.dart' void _isolateMain RootIsolateToken rootIsolateToken async BackgroundIsolateBinaryMessenger ensureInitialized rootIsolateToken ); SharedPreferences sharedPreferences await SharedPreferences getInstance
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await SharedPreferences getInstance (); print sharedPreferences getBool 'isDebug' )); void main () RootIsolateToken rootIsolateToken RootIsolateToken instance Isolate spawn _isolateMain rootIsolateToken ); Executing channel handlers on background threads In order for a channel’s platform side handler to execute on a background thread, you must use the Task Queue API. Currently this feature is only supported on iOS and Android. In Java: @Override public void onAttachedToEngine
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public void onAttachedToEngine @NonNull FlutterPluginBinding binding BinaryMessenger messenger binding getBinaryMessenger (); BinaryMessenger TaskQueue taskQueue messenger makeBackgroundTaskQueue (); channel new MethodChannel messenger "com.example.foo" StandardMethodCodec INSTANCE taskQueue ); channel setMethodCallHandler this ); In Kotlin: override fun onAttachedToEngine
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override fun onAttachedToEngine @NonNull flutterPluginBinding FlutterPlugin FlutterPluginBinding val taskQueue flutterPluginBinding binaryMessenger makeBackgroundTaskQueue () channel MethodChannel flutterPluginBinding binaryMessenger "com.example.foo" StandardMethodCodec INSTANCE taskQueue channel setMethodCallHandler this In Swift: Note: In release 2.10, the Task Queue API is only available on the master channel for iOS. public static func register
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public static func register with registrar FlutterPluginRegistrar let taskQueue registrar messenger makeBackgroundTaskQueue () let channel FlutterMethodChannel name "com.example.foo" binaryMessenger registrar messenger (), codec FlutterStandardMethodCodec sharedInstance taskQueue taskQueue let instance MyPlugin () registrar addMethodCallDelegate instance channel
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addMethodCallDelegate instance channel channel In Objective-C: Note: In release 2.10, the Task Queue API is only available on the master channel for iOS. void registerWithRegistrar :( NSObject FlutterPluginRegistrar >* registrar NSObject FlutterTaskQueue >* taskQueue [[ registrar messenger makeBackgroundTaskQueue ]; FlutterMethodChannel channel FlutterMethodChannel methodChannelWithName @"com.example.foo" binaryMessenger: registrar
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binaryMessenger: registrar messenger codec: FlutterStandardMethodCodec sharedInstance taskQueue: taskQueue ]; MyPlugin instance [[ MyPlugin alloc init ]; registrar addMethodCallDelegate instance channel channel ]; Jumping to the UI thread in Android To comply with channels’ UI thread requirement, you might need to jump from a background thread to Android’s UI thread to execute a channel method. In Android, you can accomplish this by post()ing a Runnable to Android’s UI thread Looper, which causes the Runnable to execute on the main thread at the next opportunity.
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In Java: new Handler Looper getMainLooper ()). post new Runnable () @Override public void run () // Call the desired channel message here. }); In Kotlin: Handler Looper getMainLooper ()). post // Call the desired channel message here. Jumping to the main thread in iOS To comply with channel’s main thread requirement, you might need to jump from a background thread to iOS’s main thread to execute a channel method. You can accomplish this in iOS by executing a block on the main dispatch queue:
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In Objective-C: dispatch_async dispatch_get_main_queue (), // Call the desired channel message here. }); In Swift: DispatchQueue main async // Call the desired channel message here.
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Building a web application with Flutter Platform integration Web Web development Requirements Create a new project with web support Set up Create and run IDE Command line Build Add web support to an existing app This page covers the following steps for getting started with web support: Configure the flutter tool for web support. Create a new project with web support. Run a new project with web support. Build an app with web support. Add web support to an existing project. Requirements To create a Flutter app with web support, you need the following software: Flutter SDK. See the Flutter SDK installation instructions. Chrome; debugging a web app requires the Chrome browser.
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Chrome; debugging a web app requires the Chrome browser. Optional: An IDE that supports Flutter. You can install Visual Studio Code, Android Studio, IntelliJ IDEA. Also install the Flutter and Dart plugins to enable language support and tools for refactoring, running, debugging, and reloading your web app within an editor. See setting up an editor for more details. For more information, see the web FAQ. Create a new project with web support You can use the following steps to create a new project with web support. Set up Run the following commands to use the latest version of the Flutter SDK: flutter channel stable flutter upgrade If Chrome is installed, the flutter devices command outputs a Chrome device that opens the Chrome browser with your app running, and a Web Server that provides the URL serving the app. flutter devices 1 connected device:
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flutter devices 1 connected device: Chrome (web) • chrome • web-javascript • Google Chrome 88.0.4324.150 In your IDE, you should see Chrome (web) in the device pulldown. Create and run Creating a new project with web support is no different than creating a new Flutter project for other platforms. IDE Create a new app in your IDE and it automatically creates iOS, Android, desktop, and web versions of your app. From the device pulldown, select Chrome (web) and run your app to see it launch in Chrome. Command line To create a new app that includes web support (in addition to mobile support), run the following commands, substituting my_app with the name of your project: flutter create my_app cd my_app
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flutter create my_app cd my_app To serve your app from localhost in Chrome, enter the following from the top of the package: flutter run d chrome Note: If there aren’t any other connected devices, the -d chrome is optional. The flutter run command launches the application using the development compiler in a Chrome browser. Warning: Hot reload is not supported in a web browser Currently, Flutter supports hot restart, but not hot reload in a web browser. Build Run the following command to generate a release build: flutter build web dart2js (instead of the development compiler) to produce a single JavaScript file
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development compiler) to produce a single JavaScript file You can also include --web-renderer html or --web-renderer canvaskit to select between the HTML or CanvasKit renderers, respectively. For more information, see Web renderers. For more information, see Build and release a web app. Add web support to an existing app To add web support to an existing project created using a previous version of Flutter, run the following command from your project’s top-level directory: flutter create -platforms web
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Web FAQ Platform integration Web Web FAQ What scenarios are ideal for Flutter on the web? Search Engine Optimization (SEO) How do I create an app that also runs on the web? Does hot reload work with a web app? How do I restart the app running in the browser? Which web browsers are supported by Flutter? Can I build, run, and deploy web apps in any of the IDEs? How do I build a responsive app for the web? Can I use dart:io with a web app? How do I handle web-specific imports? Does Flutter web support concurrency? How do I embed a Flutter web app in a web page? How do I debug a web app? How do I test a web app?
https://docs.flutter.dev/development/platform-integration/web/faq/index.html
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How do I test a web app? How do I deploy a web app? Does Platform.is work on the web? What scenarios are ideal for Flutter on the web? Not every web page makes sense in Flutter, but we think Flutter is particularly suited for app-centric experiences: Progressive Web Apps Single Page Apps Existing Flutter mobile apps At this time, Flutter is not suitable for static websites with text-rich flow-based content. For example, blog articles benefit from the document-centric model that the web is built around, rather than the app-centric services that a UI framework like Flutter can deliver. However, you can use Flutter to embed interactive experiences into these websites. For more information on how you can use Flutter on the web, see Web support for Flutter. Search Engine Optimization (SEO)
https://docs.flutter.dev/development/platform-integration/web/faq/index.html
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Search Engine Optimization (SEO) In general, Flutter is geared towards dynamic application experiences. Flutter’s web support is no exception. Flutter web prioritizes performance, fidelity, and consistency. This means application output does not align with what search engines need to properly index. For web content that is static or document-like, we recommend using HTML—just like we do on flutter.dev, dart.dev, and pub.dev. You should also consider separating your primary application experience—created in Flutter—from your landing page, marketing content, and help content—created using search-engine optimized HTML. How do I create an app that also runs on the web? See building a web app with Flutter. Does hot reload work with a web app?
https://docs.flutter.dev/development/platform-integration/web/faq/index.html
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Does hot reload work with a web app? No, but you can use hot restart. Hot restart is a fast way of seeing your changes without having to relaunch your web app and wait for it to compile and load. This works similarly to the hot reload feature for Flutter mobile development. The only difference is that hot reload remembers your state and hot restart doesn’t. How do I restart the app running in the browser? You can either use the browser’s refresh button, or you can enter “R” in the console where “flutter run -d chrome” is running. Which web browsers are supported by Flutter? Flutter web apps can run on the following browsers: Chrome (mobile & desktop) Safari (mobile & desktop) Edge (mobile & desktop) Firefox (mobile & desktop)
https://docs.flutter.dev/development/platform-integration/web/faq/index.html
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Edge (mobile & desktop) Firefox (mobile & desktop) During development, Chrome (on macOS, Windows, and Linux) and Edge (on Windows) are supported as the default browsers for debugging your app. Can I build, run, and deploy web apps in any of the IDEs? You can select Chrome or Edge as the target device in Android Studio/IntelliJ and VS Code. The device pulldown should now include the Chrome (web) option for all channels. How do I build a responsive app for the web? See Creating responsive apps. Can I use dart:io with a web app? No. The file system is not accessible from the browser. For network functionality, use the http package. Note that security works somewhat differently because the browser (and not the app) controls the headers on an HTTP request. How do I handle web-specific imports?
https://docs.flutter.dev/development/platform-integration/web/faq/index.html
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How do I handle web-specific imports? Some plugins require platform-specific imports, particularly if they use the file system, which is not accessible from the browser. To use these plugins in your app, see the documentation for conditional imports on dart.dev. Does Flutter web support concurrency? Dart’s concurrency support via isolates is not currently supported in Flutter web. Flutter web apps can potentially work around this by using web workers, although no such support is built in. How do I embed a Flutter web app in a web page? You can embed a Flutter web app, as you would embed other content, in an iframe tag of an HTML file. In the following example, replace “URL” with the location of your hosted HTML page: <iframe src= "URL" ></iframe> If you encounter problems, please file an issue.
https://docs.flutter.dev/development/platform-integration/web/faq/index.html
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></iframe> If you encounter problems, please file an issue. How do I debug a web app? Use Flutter DevTools for the following tasks: Debugging Logging Running Flutter inspector Use Chrome DevTools for the following tasks: Generating event timeline Analyzing performance—make sure to use a profile build How do I test a web app? Use widget tests or integration tests. To learn more about running integration tests in a browser, see the Integration testing page. How do I deploy a web app? See Preparing a web app for release. Does Platform.is work on the web? Not currently.
https://docs.flutter.dev/development/platform-integration/web/faq/index.html
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Web support for Flutter Platform integration Web Resources Flutter’s web support delivers the same experiences on the web as on mobile. Building on the portability of Dart, the power of the web platform and the flexibility of the Flutter framework, you can now build apps for iOS, Android, and the browser from the same codebase. You can compile existing Flutter code written in Dart into a web experience because it is exactly the same Flutter framework and web is just another device target for your app.
https://docs.flutter.dev/development/platform-integration/web/index.html
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Adding web support to Flutter involved implementing Flutter’s core drawing layer on top of standard browser APIs, in addition to compiling Dart to JavaScript, instead of the ARM machine code that is used for mobile applications. Using a combination of DOM, Canvas, and WebAssembly, Flutter can provide a portable, high-quality, and performant user experience across modern browsers. We implemented the core drawing layer completely in Dart and used Dart’s optimized JavaScript compiler to compile the Flutter core and framework along with your application into a single, minified source file that can be deployed to any web server. While you can do a lot on the web, Flutter’s web support is most valuable in the following scenarios: Progressive Web Application built with Flutter Flutter delivers high-quality PWAs that are integrated with a user’s environment, including installation, offline support, and tailored UX.
https://docs.flutter.dev/development/platform-integration/web/index.html
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Flutter’s web support enables complex standalone web apps that are rich with graphics and interactive content to reach end users on a wide variety of devices. Web support for Flutter provides a browser-based delivery model for existing Flutter mobile apps. Not every HTML scenario is ideally suited for Flutter at this time. For example, text-rich, flow-based, static content such as blog articles benefit from the document-centric model that the web is built around, rather than the app-centric services that a UI framework like Flutter can deliver. However, you can use Flutter to embed interactive experiences into these websites. For a glimpse into how to migrate your mobile app to web, see the following video: Resources The following resources can help you get started: To add web support to an existing app, or to create a new app that includes web support, see Building a web application with Flutter.
https://docs.flutter.dev/development/platform-integration/web/index.html
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To learn about Flutter’s different web renderers (HTML and CanvasKit), see Web renderers To learn how to create a responsive Flutter app, see Creating responsive apps. To view commonly asked questions and answers, see the web FAQ. To see code examples, check out the web samples for Flutter. To see a Flutter web app demo, check out the Flutter Gallery. To learn about deploying a web app, see Preparing an app for web release. File an issue on the main Flutter repo. You can chat and ask web-related questions on the #help channel on Discord.
https://docs.flutter.dev/development/platform-integration/web/index.html
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Customizing web app initialization Platform integration Web Customizing web app initialization Getting started Customizing web app initialization Loading the entrypoint Initializing the engine Skipping this step Example: Display a progress indicator Upgrading an older project You can customize how a Flutter app is initialized on the web using the _flutter.loader JavaScript API provided by flutter.js. This API can be used to display a loading indicator in CSS, prevent the app from loading based on a condition, or wait until the user presses a button before showing the app. The initialization process is split into the following stages: Fetches the main.dart.js script and initializes the service worker. Initializes Flutter’s web engine by downloading required resources such as assets, fonts, and CanvasKit.
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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Prepares the DOM for your Flutter app and runs it. This page shows how to customize the behavior at each stage of the initialization process. Getting started By default, the index.html file generated by the flutter create command contains a script tag that calls loadEntrypoint from the flutter.js file: <html> <head> <!-- ... --> <script src= "flutter.js" defer ></script> </head> <body> <script> window addEventListener load function ev // Download main.dart.js _flutter loader loadEntrypoint ({ serviceWorker
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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loadEntrypoint ({ serviceWorker serviceWorkerVersion serviceWorkerVersion }, onEntrypointLoaded async function engineInitializer // Initialize the Flutter engine let appRunner await engineInitializer initializeEngine (); // Run the app await appRunner runApp (); }); }); </script> </body> </html> Note: In Flutter 2.10 or earlier, this script doesn’t support customization. To upgrade your index.html file to the latest version, see Upgrading an older project.
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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The loadEntrypoint function calls the onEntrypointLoaded callback once the Service Worker is initialized, and the main.dart.js entrypoint has been downloaded and run by the browser. Flutter also calls onEntrypointLoaded on every hot restart during development. The onEntrypointLoaded callback receives an engine initializer object as its only parameter. Use the engine initializer to set the run-time configuration, and start the Flutter Web engine. The initializeEngine() function returns a Promise that resolves with an app runner object. The app runner has a single method, runApp(), that runs the Flutter app. Customizing web app initialization In this section, learn how to customize each stage of your app’s initialization. Loading the entrypoint The loadEntrypoint method accepts these parameters: entrypointUrl The URL of your Flutter app’s entrypoint. Defaults to "main.dart.js". String
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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String onEntrypointLoaded The function called when the engine is ready to be initialized. Receives an engineInitializer object as its only parameter. Function serviceWorker The configuration for the flutter_service_worker.js loader. (If not set, the service worker won’t be used.) Object The serviceWorker JavaScript object accepts the following properties: serviceWorkerUrl The URL of the Service Worker JS file. The serviceWorkerVersion is appended to the URL. Defaults to "flutter_service_worker.js?v=" String serviceWorkerVersion Pass the serviceWorkerVersion variable set by the build process in your index.html file. String timeoutMillis The timeout value for the service worker load. Defaults to 4000. Number Initializing the engine
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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Number Initializing the engine As of Flutter 3.7.0, you can use the initializeEngine method to configure several run-time options of the Flutter web engine through a JsFlutterConfiguration object. You can pass in the following (optional) parameters: canvasKitBaseUrl The base URL from where canvaskit.wasm is downloaded. String canvasKitForceCpuOnly When true, forces CPU-only rendering in CanvasKit (the engine won’t use WebGL). bool canvasKitMaximumSurfaces The maximum number of overlay surfaces that the CanvasKit renderer can use. double debugShowSemanticNodes If true, Flutter visibly renders the semantics tree onscreen (for debugging). bool renderer
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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bool renderer Specifies the web renderer for the current Flutter application, either "canvaskit" or "html". String Note: Some of the parameters described above might have been overridden in previous releases by using properties in the window object. That approach is still supported, but displays a deprecation notice in the JS console, as of Flutter 3.7.0. Skipping this step Instead of calling initializeEngine() on the engine initializer (and then runApp() on the application runner), you can call autoStart() to initialize the engine with its default configuration, and then start the app immediately after the initialization is complete: _flutter loader loadEntrypoint ({ serviceWorker serviceWorkerVersion serviceWorkerVersion }, onEntrypointLoaded async
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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}, onEntrypointLoaded async function engineInitializer await engineInitializer autoStart (); }); Example: Display a progress indicator To give the user of your application feedback during the initialization process, use the hooks provided for each stage to update the DOM: <html> <head> <!-- ... --> <script src= "flutter.js" defer ></script> </head> <body> <div id= "loading" ></div> <script> window addEventListener load
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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window addEventListener load function ev var loading document querySelector #loading ); loading textContent Loading entrypoint... _flutter loader loadEntrypoint ({ serviceWorker serviceWorkerVersion serviceWorkerVersion }, onEntrypointLoaded async function engineInitializer loading textContent Initializing engine... let appRunner await engineInitializer initializeEngine (); loading textContent
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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(); loading textContent Running app... await appRunner runApp (); }); }); </script> </body> </html> For a more practical example using CSS animations, see the initialization code for the Flutter Gallery. Upgrading an older project If your project was created in Flutter 2.10 or earlier, you can create a new index.html file with the latest initialization template by running flutter create as follows. First, remove the files from your /web directory. Then, from your project directory, run the following:
https://docs.flutter.dev/development/platform-integration/web/initialization/index.html
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Web renderers Platform integration Web Web renderers Command line options Runtime configuration Choosing which option to use Examples When running and building apps for the web, you can choose between two different renderers. This page describes both renderers and how to choose the best one for your needs. The two renderers are: Uses a combination of HTML elements, CSS, Canvas elements, and SVG elements. This renderer has a smaller download size. This renderer is fully consistent with Flutter mobile and desktop, has faster performance with higher widget density, but adds about 2MB in download size. Command line options The --web-renderer command line option takes one of three values, auto, html, or canvaskit.
https://docs.flutter.dev/development/platform-integration/web/renderers/index.html
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auto (default) - automatically chooses which renderer to use. This option chooses the HTML renderer when the app is running in a mobile browser, and CanvasKit renderer when the app is running in a desktop browser. html - always use the HTML renderer canvaskit - always use the CanvasKit renderer This flag can be used with the run or build subcommands. For example: This flag is ignored when a non-browser (mobile or desktop) device target is selected. Runtime configuration To override the web renderer at runtime: Build the app with the auto option. Prepare a configuration object with the renderer property set to "canvaskit" or "html". Pass that object to the engineInitializer.initializeEngine(configuration); method on your Flutter Web app initialization. let useHtml // ... _flutter
https://docs.flutter.dev/development/platform-integration/web/renderers/index.html
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useHtml // ... _flutter loader loadEntrypoint ({ onEntrypointLoaded async function engineInitializer // Run-time engine configuration let config renderer useHtml html canvaskit let appRunner await engineInitializer initializeEngine config ); await appRunner runApp (); }); The web renderer can’t be changed after the Flutter engine startup process begins in main.dart.js. Customizing web app initialization. Choosing which option to use
https://docs.flutter.dev/development/platform-integration/web/renderers/index.html
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Customizing web app initialization. Choosing which option to use Choose the auto option (default) if you are optimizing for download size on mobile browsers and optimizing for performance on desktop browsers. Choose the html option if you are optimizing download size over performance on both desktop and mobile browsers. Choose the canvaskit option if you are prioritizing performance and pixel-perfect consistency on both desktop and mobile browsers. Examples Run in Chrome using the default renderer option (auto): Build your app in release mode, using the default (auto) option: Build your app in release mode, using just the CanvasKit renderer: Run your app in profile mode using the HTML renderer:
https://docs.flutter.dev/development/platform-integration/web/renderers/index.html
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Support for WebAssembly (Wasm) Platform integration Web Wasm WebAssembly support for Dart and Flutter is under active development, and is currently considered experimental. We hope to have the feature ready to try out later in 2023. The Flutter and Dart teams are excited to add WebAssembly as a compilation target when building applications for the web. Compiling Dart to this new target requires WebAssembly Garbage Collection (WasmGC), an upcoming addition to the WebAssembly standard. The Chrome team is actively working on WasmGC. You can see the status of the Garbage Collection proposal—and all other Wasm proposals—on the WebAssembly roadmap. In the mean time, check out Flutter’s existing support for the web. We are optimistic that existing Flutter web applications will have to do little or no work to support WebAssembly once work is complete.
https://docs.flutter.dev/development/platform-integration/web/wasm/index.html
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You might also be interested in this talk by folks on our team: Flutter, Dart, and WasmGC: A new model for web applications. For the latest updates on this effort, check out flutter.dev/wasm.
https://docs.flutter.dev/development/platform-integration/web/wasm/index.html
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Displaying images on the web Platform integration Web Web images Images in Flutter Images on the web Cross-Origin Resource Sharing (CORS) Flutter renderers on the web In-memory, asset, and same-origin network images Cross-origin images Host your images in a CORS-enabled CDN. Lack control over the image server? Use a CORS proxy. Use <img> in a platform view. The web supports the standard Image widget to display images. However, because web browsers are built to run untrusted code safely, there are certain limitations in what you can do with images compared to mobile and desktop platforms. This page explains these limitations and offers ways to work around them. Background This section summarizes the technologies available across Flutter and the web, on which the solutions below are based on.
https://docs.flutter.dev/development/platform-integration/web/web-images/index.html
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Images in Flutter Flutter offers the Image widget as well as the low-level dart:ui/Image class for rendering images. The Image widget has enough functionality for most use-cases. The dart:ui/Image class can be used in advanced situations where fine-grained control of the image is needed. Images on the web The web offers several methods for displaying images. Below are some of the common ones: The built-in <img> and <picture> HTML elements. The drawImage method on the <canvas> element. Custom image codec that renders to a WebGL canvas.
https://docs.flutter.dev/development/platform-integration/web/web-images/index.html
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Custom image codec that renders to a WebGL canvas. Each option has its own benefits and drawbacks. For example, the built-in elements fit nicely among other HTML elements, and they automatically take advantage of browser caching, and built-in image optimization and memory management. They allow you to safely display images from arbitrary sources (more on than in the CORS section below). drawImage is great when the image must fit within other content rendered using the <canvas> element. You also gain control over image sizing and, when the CORS policy allows it, read the pixels of the image back for further processing. Finally, WebGL gives you the highest degree of control over the image. Not only can you read the pixels and apply custom image algorithms, but you can also use GLSL for hardware-acceleration. Cross-Origin Resource Sharing (CORS)
https://docs.flutter.dev/development/platform-integration/web/web-images/index.html
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Cross-Origin Resource Sharing (CORS) CORS is a mechanism that browsers use to control how one site accesses the resources of another site. It is designed such that, by default, one web-site is not allowed to make HTTP requests to another site using XHR or fetch. This prevents scripts on another site from acting on behalf of the user and from gaining access to another site’s resources without permission. When using <img>, <picture>, or <canvas>, the browser automatically blocks access to pixels when it knows that an image is coming from another site and the CORS policy disallows access to data. WebGL requires access to the image data in order to be able to render the image. Therefore, images to be rendered using WebGL must only come from servers that have a CORS policy configured to work with the domain that serves your application. Flutter renderers on the web Flutter offers a choice of two renderers on the web:
https://docs.flutter.dev/development/platform-integration/web/web-images/index.html
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Flutter offers a choice of two renderers on the web: HTML: this renderer uses a combination of HTML, CSS, Canvas 2D, and SVG to render UI. It uses the <img> element to render images. CanvasKit: this renderer uses WebGL to render UI, and therefore requires access to the pixels of the image. Because the HTML renderer uses the <img> element it can display images from arbitrary sources. However, this places the following limitations on what you can do with them: Limited support for Image.toByteData. No support for OffsetLayer.toImage and Scene.toImage. No access to frame data in animated images (Codec.getNextFrame, frameCount is always 1, repetitionCount is always 0). No support for ImageShader. Limited support for shader effects that can be applied to images.
https://docs.flutter.dev/development/platform-integration/web/web-images/index.html
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Limited support for shader effects that can be applied to images. No control over image memory (Image.dispose has no effect). The memory is managed by the browser behind-the-scenes. The CanvasKit renderer implements Flutter’s image API fully. However, it requires access to image pixels to do so, and is therefore subject to the CORS policy. Solutions In-memory, asset, and same-origin network images If the app has the bytes of the encoded image in memory, provided as an asset, or stored on the same server that serves the application (also known as same-origin), no extra effort is necessary. The image can be displayed using Image.memory, Image.asset, and Image.network in both HTML and CanvasKit modes. Cross-origin images The HTML renderer can load cross-origin images without extra configuration.
https://docs.flutter.dev/development/platform-integration/web/web-images/index.html
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The HTML renderer can load cross-origin images without extra configuration. CanvasKit requires that the app gets the bytes of the encoded image. There are several ways to do this, discussed below. Host your images in a CORS-enabled CDN. Typically, content delivery networks (CDN) can be configured to customize what domains are allowed to access your content. For example, Firebase site hosting allows specifying a custom Access-Control-Allow-Origin header in the firebase.json file. Lack control over the image server? Use a CORS proxy. If the image server cannot be configured to allow CORS requests from your application, you may still be able to load images by proxying the requests through another server. This requires that the intermediate server has sufficient access to load the images. This method can be used in situations when the original image server serves images publicly, but is not configured with the correct CORS headers. Examples:
https://docs.flutter.dev/development/platform-integration/web/web-images/index.html
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Examples: Using CloudFlare Workers. Using Firebase Functions. Use <img> in a platform view. Flutter supports embedding HTML inside the app using HtmlElementView. Use it to create an <img> element to render the image from another domain. However, do keep in mind that this comes with the limitations explained in the section “Flutter renderers on the web” above. As of today, using too many HTML elements with the CanvasKit renderer may hurt performance. If images interleave non-image content Flutter needs to create extra WebGL contexts between the <img> elements. If your application needs to display a lot of images on the same screen all at once, consider using the HTML renderer instead of CanvasKit.
https://docs.flutter.dev/development/platform-integration/web/web-images/index.html
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Building Windows apps with Flutter Platform integration Windows Windows development Integrating with Windows Supporting Windows UI guidelines Customizing the Windows host application Compiling with Visual Studio Distributing Windows apps MSIX packaging Create a self-signed .pfx certificate for local testing Building your own zip file for Windows This page discusses considerations unique to building Windows apps with Flutter, including shell integration and distribution of Windows apps through the Microsoft Store on Windows. Integrating with Windows
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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Integrating with Windows The Windows programming interface combines traditional Win32 APIs, COM interfaces and more modern Windows Runtime libraries. As all these provide a C-based ABI, you can call into the services provided by the operating system using Dart’s Foreign Function Interface library (dart:ffi). FFI is designed to enable Dart programs to efficiently call into C libraries. It provides Flutter apps with the ability to allocate native memory with malloc or calloc, support for pointers, structs and callbacks, and ABI types like long and size_t. For more information about calling C libraries from Flutter, see C interop using dart:ffi.
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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In practice, while it is relatively straightforward to call basic Win32 APIs from Dart in this way, it is easier to use a wrapper library that abstracts the intricacies of the COM programming model. The win32 package provides a library for accessing thousands of common Windows APIs, using metadata provided by Microsoft for consistency and correctness. The package also includes examples of a variety of common use cases, such as WMI, disk management, shell integration, and system dialogs. A number of other packages build on this foundation, providing idiomatic Dart access for the Windows registry, gamepad support, biometric storage, taskbar integration, and serial port access, to name a few. More generally, many other packages support Windows, including common packages such as url_launcher, shared_preferences, file_selector, and path_provider. Supporting Windows UI guidelines
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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Supporting Windows UI guidelines While you can use any visual style or theme you choose, including Material, some app authors might wish to build an app that matches the conventions of Microsoft’s Fluent design system. The fluent_ui package, a Flutter Favorite, provides support for visuals and common controls that are commonly found in modern Windows apps, including navigation views, content dialogs, flyouts, date pickers, and tree view widgets. In addition, Microsoft offers fluentui_system_icons, a package that provides easy access to thousands of Fluent icons for use in your Flutter app. Lastly, the bitsdojo_window package provides support for “owner draw” title bars, allowing you to replace the standard Windows title bar with a custom one that matches the rest of your app. Customizing the Windows host application
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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Customizing the Windows host application When you create a Windows app, Flutter generates a small C++ application that hosts Flutter. This “runner app” is responsible for creating and sizing a traditional Win32 window, initializing the Flutter engine and any native plugins, and running the Windows message loop (passing relevant messages on to Flutter for further processing). You can, of course, make changes to this code to suit your needs, including modifying the app name and icon, and setting the window’s initial size and location. The relevant code is in main.cpp, where you will find code similar to the following: Win32Window :: Point origin 10 10 ); Win32Window :: Size size 1280 720
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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1280 720 ); if window CreateAndShow L"myapp" origin size )) return EXIT_FAILURE Replace myapp with the title you would like displayed in the Windows caption bar, as well as optionally adjusting the dimensions for size and the window coordinates. To change the Windows application icon, replace the app_icon.ico file in the windows\runner\resources directory with an icon of your preference. The generated Windows executable filename can be changed by editing the BINARY_NAME variable in windows/CMakeLists.txt: cmake_minimum_required (VERSION 3.14 project (windows_desktop_app LANGUAGES CXX
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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project (windows_desktop_app LANGUAGES CXX # The name of the executable created for the application. # Change this to change the on-disk name of your application. set (BINARY_NAME "YourNewApp" cmake_policy (SET CMP0063 NEW When you run flutter build windows, the executable file generated in the build\windows\runner\Release directory will match the newly given name. Finally, further properties for the app executable itself can be found in the Runner.rc file in the windows\runner directory. Here you can change the copyright information and application version that is embedded in the Windows app, which is displayed in the Windows Explorer properties dialog box. To change the version number, edit the VERSION_AS_NUMBER and VERSION_AS_STRING properties; other information can be edited in the StringFileInfo block.
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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Compiling with Visual Studio For most apps, it’s sufficient to allow Flutter to handle the compilation process using the flutter run and flutter build commands. If you are making significant changes to the runner app or integrating Flutter into an existing app, you might want to load or compile the Flutter app in Visual Studio itself. Follow these steps: Run flutter build windows to create the build\ directory. Open the Visual Studio solution file for the Windows runner, which can now be found in the build\windows directory, named according to the parent Flutter app. In Solution Explorer, you will see a number of projects. Right-click the one that has the same name as the Flutter app, and choose Set as Startup Project. Run Build / Build Solution (or press Ctrl+Shift+B) to generate the necessary dependencies. You should now be able to run Debug / Start Debugging (or press F5) to run the Windows app from Visual Studio.
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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Use the toolbar to switch between Debug and Release configurations as appropriate. Distributing Windows apps There are various approaches you can use for distributing your Windows application. Here are some options: Use tooling to construct an MSIX installer (described in the next section) for your application and distribute it through the Microsoft Windows App Store. You don’t need to manually create a signing certificate for this option as it is handled for you. Construct an MSIX installer and distribute it through your own website. For this option, you need to to give your application a digital signature in the form of a .pfx certificate. Collect all of the necessary pieces and build your own zip file. MSIX packaging
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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MSIX packaging MSIX, the new Windows application package format, provides a modern packaging format and installer. This format can either be used to ship applications to the Microsoft Store on Windows, or you can distribute app installers directly. The easiest way to create an MSIX distribution for a Flutter project is to use the msix pub package. For an example of using the msix package from a Flutter desktop app, see the Desktop Photo Search sample. Create a self-signed .pfx certificate for local testing For private deployment and testing with the help of the MSIX installer, you need to give your application a digital signature in the form of a .pfx certificate. For deployment through the Windows Store, generating a .pfx certificate is not required. The Windows Store handles creation and management of certificates for applications distributed through its store.
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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Distributing your application by self hosting it on a website requires a certificate signed by a Certificate Authority known to Windows. Use the following instructions to generate a self-signed .pfx certificate. If you haven’t already, download the OpenSSL toolkit to generate your certificates. Go to where you installed OpenSSL, for example, C:\Program Files\OpenSSL-Win64\bin. Set an environment variable so that you can access OpenSSL from anywhere: "C:\Program Files\OpenSSL-Win64\bin" Generate a private key as follows: openssl genrsa -out mykeyname.key 2048 Generate a certificate signing request (CSR) file using the private key: openssl req -new -key mykeyname.key -out mycsrname.csr
https://docs.flutter.dev/development/platform-integration/windows/building/index.html
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Generate the signed certificate (CRT) file using the private key and CSR file: openssl x509 -in mycsrname.csr -out mycrtname.crt -req -signkey mykeyname.key -days 10000 Generate the .pfx file using the private key and CRT file: openssl pkcs12 -export -out CERTIFICATE.pfx -inkey mykeyname.key -in mycrtname.crt Install the .pfx certificate first on the local machine in Certificate store as Trusted Root Certification Authorities before installing the app. Building your own zip file for Windows The Flutter executable, .exe, can be found in your project under build\windows\runner\<build mode>\. In addition to that executable, you need the following: From the same directory: all the .dll files the data directory
https://docs.flutter.dev/development/platform-integration/windows/building/index.html