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c59ce75ad41c-2 | Geolocation
Determine a user's location for enhanced app functionality.
Immutable data
Handle immutable data structures.
Structured local storage
Maintain and preserve data.
Web sockets
Handle client and server connections. | https://docs.flutter.dev/development/packages-and-plugins/happy-paths/index.html |
b0b4e36649ae-0 | Happy paths recommendations
Packages & plugins
Happy paths project
Happy paths recommendations
Ads
Background processing
Geolocation
Immutable data
Structured local storage
Web sockets
Ads
Are you looking to monetize your mobile app?
You can do that by adding in-app ads using the
google_mobile_ads package. You’ll need to register a free
account with AdMob and you can then leverage
one or more AdMob features, including the following:
Several ad formats: Banner, full-screen, native, and rewarded.
Control over when ads display. For example,
in between levels of a game, after completing a task,
or before starting a new game
Monetization reports to help you make decisions about your app.
Useful links | https://docs.flutter.dev/development/packages-and-plugins/happy-paths/recommended/index.html |
b0b4e36649ae-1 | Useful links
Get started with the AdMob guide
Create an AdMob account tutorial
google_mobile_ads package on pub.dev
Background processing
The background processing path shows you how to
run a Dart function in the background on mobile devices.
With background processing,
you can perform tasks like making an HTTP request,
running an expensive calculation,
or displaying a notification in another isolate
(similar to a lightweight thread).
There are a of couple ways to incorporate background processing
into your mobile app. One way is through a Dart isolate.
With a Dart isolate, you can create a separate thread to
run tasks concurrently in the background.
Another way to incorporate background processing is through the
WorkManager plugin.
With this plugin, you can enable persistent headless execution of Dart code.
Your tasks remain scheduled through app restarts and system reboots. | https://docs.flutter.dev/development/packages-and-plugins/happy-paths/recommended/index.html |
b0b4e36649ae-2 | Is there a difference between a package and a plugin?
Yes, there is! Both are packages,
but a plugin is a type of package that contains
platform-specific code (such as Kotlin, Java, Swift, Objective C)
that communicates with the underlying platform.
For more information, see Using packages.
Some features of WorkManager include:
Persistent work handling
Flexible scheduling
Ability to apply constraints on jobs like checking for a network connection,
only running when the device is charging, or only running when a device is
idle (Android only)
Useful links
Android setup
iOS setup
Dart concurrency
Geolocation | https://docs.flutter.dev/development/packages-and-plugins/happy-paths/recommended/index.html |
b0b4e36649ae-3 | iOS setup
Dart concurrency
Geolocation
Geolocation, the ability to determine where in
the world a user is located, is critical functionality
for many applications; for example, shopping apps need
to calculate shipping, fitness apps need to track
distance traveled, and so on.
The plugins in Flutter’s ecosystem offer a number
of features to help build these experiences.
A plugin that provides this functionality is the
geolocator plugin, rated as a Flutter favorite.
With this plugin, you can check and request permission,
fetch a one-time location, and even provide a stream
of constantly updated values as a user moves about.
Features include:
Ability to get a device’s current location
Receive location updates
Ability to determine whether a devices’s
location services are enabled
Useful links | https://docs.flutter.dev/development/packages-and-plugins/happy-paths/recommended/index.html |
b0b4e36649ae-4 | Useful links
How to get a user’s location with the
geolocator plugin tutorial
geolocator plugin
Immutable data
For an easy way to represent immutable application data,
check out two plugins that provide ways to handle and manipulate
immutable data: freezed and json_serializable,
both rated as Flutter favorites.
These plugins can be used independently,
but are also great when used together.
The freezed package handles in-memory objects
and json_serializable maps those immutable
objects to and from the JSON format.
Useful links
Freezed
freezed package video
freezed package
json_serializable
Serializing JSON using json_serializable
json_serializable example on GitHub
json_serializable package
Structured local storage | https://docs.flutter.dev/development/packages-and-plugins/happy-paths/recommended/index.html |
b0b4e36649ae-5 | Structured local storage
Structured local storage increases app performance and
improves the user experience by selectively saving expensive
or slow data on a user’s device.
This path suggests two plugins for local persistence:
drift and hive.
Which plugin you choose depends on your needs.
Drift, rated a Flutter favorite,
offers a fully-typed object relational mapping (ORM)
around SQLite, with support on all Flutter platforms.
Developers who require a fully relational database on
their users’ device will benefit most from this package.
Hive offers a fully-typed object document mapping (ODM)
around a custom storage solution, with support on all
Flutter platforms. Developers who do not require a fully
relational database, especially if they use document-based
storage on their server (like Cloud Firestore)
will benefit most from this package.
Useful links | https://docs.flutter.dev/development/packages-and-plugins/happy-paths/recommended/index.html |
b0b4e36649ae-6 | Useful links
Drift:
The boring flutter development show using Drift video
Fluent sqlite database video that references Drift’s
previous name, Moor
drift package
Hive:
Hive NoSQL Database IN 16 Minutes video
hive package
Web sockets
Web sockets enable communication between Flutter clients and servers.
This path suggests two packages to use when installing
and using web sockets.
Use the web_socket_channel package for client-side
web socket connections,
and the web_socket_connections package
for server-side Dart web sockets.
Useful links
web_socket_channel:
Work with WebSockets cookbook recipe
web_socket_channel package
shelf_web_socket
shelf_web_socket example
shelf_web_socket package | https://docs.flutter.dev/development/packages-and-plugins/happy-paths/recommended/index.html |
bf90ee36c503-0 | Packages & plugins
Packages & plugins
Topics:
Background processes
Developing packages & plugins
Flutter Favorites program
Happy paths project
Happy paths recommendations
Plugins in Flutter tests
Using packages
Package site | https://docs.flutter.dev/development/packages-and-plugins/index.html |
e8880d00d32d-0 | Plugins in Flutter tests
Packages & plugins
Plugin tests
Wrap the plugin
Mock the plugin’s public API
Mock the plugin’s platform interface
Mock the platform channel
Note:
To learn how to avoid crashes from a plugin when
testing your Flutter app, read on.
To learn how to test your plugin code, check out
Testing plugins.
Almost all Flutter plugins have two parts:
Dart code, which provides the API your code calls.
Code written in a platform-specific (or “host”) language,
such as Kotlin or Swift, which implements those APIs.
In fact, the native (or host) language code distinguishes
a plugin package from a standard package. | https://docs.flutter.dev/development/packages-and-plugins/plugins-in-tests/index.html |
e8880d00d32d-1 | Building and registering the host portion of a plugin
is part of the Flutter application build process,
so plugins only work when your code is running
in your application, such as with flutter run
or when running integration tests.
When running Dart unit tests or
widget tests, the host code isn’t available.
If the code you are testing calls any plugins,
this often results in errors like the following:
MissingPluginException(No implementation found for method someMethodName on channel some_channel_name)
Note:
Plugin implementations that only use Dart
will work in unit tests. This is an implementation
detail of the plugin, however,
so tests shouldn’t rely on it.
When unit testing code that uses plugins,
there are several options to avoid this exception.
The following solutions are listed in order of preference.
Wrap the plugin
In most cases, the best approach is to wrap plugin
calls in your own API,
and provide a way of mocking your own API in tests. | https://docs.flutter.dev/development/packages-and-plugins/plugins-in-tests/index.html |
e8880d00d32d-2 | This has several advantages:
If the plugin API changes,
you won’t need to update your tests.
You are only testing your own code,
so your tests can’t fail due to behavior of
a plugin you’re using.
You can use the same approach regardless of
how the plugin is implemented,
or even for non-plugin package dependencies.
Mock the plugin’s public API
If the plugin’s API is already based on class instances,
you can mock it directly, with the following caveats:
This won’t work if the plugin uses
non-class functions or static methods.
Tests will need to be updated when
the plugin API changes.
Mock the plugin’s platform interface
If the plugin is a federated plugin,
it will include a platform interface that allows
registering implementations of its internal logic.
You can register a mock of that platform interface
implementation instead of the public API with the
following caveats: | https://docs.flutter.dev/development/packages-and-plugins/plugins-in-tests/index.html |
e8880d00d32d-3 | This won’t work if the plugin isn’t federated.
Your tests will include part of the plugin’s code,
so plugin behavior could cause problems for your tests.
For instance, if a plugin writes files as part of an
internal cache, your test behavior might change
based on whether you had run the test previously.
Tests might need to be updated when the platform interface changes.
An example of when this might be necessary is
mocking the implementation of a plugin used by
a package that you rely on,
rather than your own code,
so you can’t change how it’s called.
However, if possible,
you should mock the dependency that uses the plugin instead.
Mock the platform channel
If the plugin uses platform channels,
you can mock the platform channels using
TestDefaultBinaryMessenger.
This should only be used if, for some reason,
none of the methods above are available,
as it has several drawbacks: | https://docs.flutter.dev/development/packages-and-plugins/plugins-in-tests/index.html |
e8880d00d32d-4 | Only implementations that use platform channels
can be mocked. This means that if some implementations
don’t use platform channels,
your tests will unexpectedly use
real implementations when run on some platforms.
Platform channels are usually internal implementation
details of plugins.
They might change substantially even
in a bugfix update to a plugin,
breaking your tests unexpectedly.
Platform channels might differ in each implementation
of a federated plugin. For instance,
you might set up mock platform channels to
make tests pass on a Windows machine,
then find that they fail if run on macOS or Linux.
Platform channels aren’t strongly typed.
For example, method channels often use dictionaries
and you have to read the plugin’s implementation
to know what the key strings and value types are.
Because of these limitations, TestDefaultBinaryMessenger
is mainly useful in the internal tests
of plugin implementations,
rather than tests of code using plugins.
You might also want to check out
Testing plugins. | https://docs.flutter.dev/development/packages-and-plugins/plugins-in-tests/index.html |
8860b73b8ec4-0 | Using packages
Packages & plugins
Using packages
Using packages
Searching for packages
Adding a package dependency to an app
Adding a package dependency to an app using flutter pub add
Removing a package dependency to an app using flutter pub remove
Conflict resolution
Developing new packages
Managing package dependencies and versions
Package versions
Updating package dependencies
Dependencies on unpublished packages
Examples
Example: Using the css_colors package
Example: Using the url_launcher package to launch the browser
Flutter supports using shared packages contributed by other developers
to the Flutter and Dart ecosystems. This allows quickly building
an app without having to develop everything from scratch.
What is the difference between a package
and a plugin? A plugin is a type of
package—the full designation is plugin package,
which is generally shortened to plugin. | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-1 | At a minimum, a Dart package is a directory
containing a pubspec.yaml file. Additionally,
a package can contain dependencies
(listed in the pubspec), Dart libraries, apps,
resources, tests, images, fonts, and examples.
The pub.dev site lists many packages—developed by Google engineers
and generous members of the Flutter and Dart community—
that you can use in your app.
A plugin package is a special kind of package that makes
platform functionality available to the app.
Plugin packages can be written for Android (using Kotlin or Java),
iOS (using Swift or Objective-C), web, macOS, Windows, Linux,
or any combination thereof.
For example, a plugin might provide Flutter apps
with the ability to use a device’s camera. | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-2 | Existing packages enable many use cases—for example,
making network requests (http),
navigation/route handling (go_router),
integration with device APIs
(url_launcher and battery_plus),
and using third-party platform SDKs like Firebase
(FlutterFire).
To write a new package, see developing packages.
To add assets, images, or fonts,
whether stored in files or packages,
see Adding assets and images.
Using packages
The following section describes how to use
existing published packages.
Searching for packages
Packages are published to pub.dev.
The Flutter landing page on pub.dev displays
top packages that are compatible with Flutter
(those that declare dependencies generally compatible with Flutter),
and supports searching among all published packages. | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-3 | The Flutter Favorites page on pub.dev lists
the plugins and packages that have been identified as
packages you should first consider using when writing
your app. For more information on what it means to
be a Flutter Favorite, see the
Flutter Favorites program.
Android,
iOS,
web,
Linux,
Windows,
macOS,
or any combination thereof.
Adding a package dependency to an app
To add the package, css_colors, to an app:
Depend on it
Open the pubspec.yaml file located inside the app folder,
and add css_colors: under dependencies.
Install it
From the terminal: Run flutter pub get.
OR | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-4 | Install it
From the terminal: Run flutter pub get.
OR
From VS Code: Click Get Packages located in right side of the action
ribbon at the top of pubspec.yaml indicated by the Download icon.
From Android Studio/IntelliJ: Click Pub get in the action
ribbon at the top of pubspec.yaml.
Import it
Add a corresponding import statement in the Dart code.
Stop and restart the app, if necessary
If the package brings platform-specific code
(Kotlin/Java for Android, Swift/Objective-C for iOS),
that code must be built into your app.
Hot reload and hot restart only update the Dart code,
so a full restart of the app might be required to avoid
errors like MissingPluginException when using the package.
Adding a package dependency to an app using flutter pub add
To add the package, css_colors, to an app: | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-5 | To add the package, css_colors, to an app:
Issue the command while being inside the project directory
flutter pub add css_colors
Import it
Add a corresponding import statement in the Dart code.
Stop and restart the app, if necessary
If the package brings platform-specific code
(Kotlin/Java for Android, Swift/Objective-C for iOS),
that code must be built into your app.
Hot reload and hot restart only update the Dart code,
so a full restart of the app might be required to avoid
errors like MissingPluginException when using the package.
Removing a package dependency to an app using flutter pub remove
To remove the package, css_colors, to an app:
Issue the command while being inside the project directory
flutter pub remove css_colors
The Installing tab,
available on any package page on pub.dev,
is a handy reference for these steps. | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-6 | For a complete example,
see the css_colors example below.
Conflict resolution
Suppose you want to use some_package and
another_package in an app,
and both of these depend on url_launcher,
but in different versions.
That causes a potential conflict.
The best way to avoid this is for package authors to use
version ranges rather than specific versions when
specifying dependencies.
dependencies
url_launcher
^5.4.0
# Good, any version >= 5.4.0 but < 6.0.0
image_picker
5.4.3'
# Not so good, only version 5.4.3 works.
Gradle modules and/or
CocoaPods
are solved in a similar way. | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-7 | CocoaPods
are solved in a similar way.
Even if some_package and another_package
declare incompatible versions for url_launcher,
they might actually use url_launcher in
compatible ways. In this situation,
the conflict can be resolved by adding
a dependency override declaration to the app’s
pubspec.yaml file, forcing the use of a particular version.
For example, to force the use of url_launcher version 5.4.0,
make the following changes to the app’s pubspec.yaml file:
dependencies
some_package
another_package
dependency_overrides
url_launcher
5.4.0'
If the conflicting dependency is not itself a package,
but an Android-specific library like guava,
the dependency override declaration must be added to
Gradle build logic instead. | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-8 | To force the use of guava version 28.0, make the following
changes to the app’s android/build.gradle file:
configurations
all
resolutionStrategy
force
'com.google.guava:guava:28.0-android'
CocoaPods doesn’t currently offer dependency
override functionality.
Developing new packages
If no package exists for your specific use case,
you can write a custom package.
Managing package dependencies and versions
To minimize the risk of version collisions,
specify a version range in the pubspec.yaml file.
Package versions
All packages have a version number, specified in the
package’s pubspec.yaml file. The current version of a package
is displayed next to its name (for example,
see the url_launcher package), as
well as a list of all prior versions
(see url_launcher versions). | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-9 | To ensure that the app doesn’t break when a
package is updated,
specify a version range using one of the
following formats:
Range constraints: Specify a minimum and maximum version. For example:
dependencies:
url_launcher: '>=5.4.0 <6.0.0'
Range constraints with caret syntax
are similar to regular range constraints:
dependencies:
collection: '^5.4.0'
For additional details,
see the package versioning guide.
Updating package dependencies
When running flutter pub get
for the first time after adding a package,
Flutter saves the concrete package version found in the pubspec.lock
lockfile. This ensures that you get the same version again
if you, or another developer on your team, run flutter pub get. | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-10 | To upgrade to a new version of the package,
for example to use new features in that package,
run flutter pub upgrade
to retrieve the highest available version of the package
that is allowed by the version constraint specified in
pubspec.yaml.
Note that this is a different command from
flutter upgrade or flutter update-packages,
which both update Flutter itself.
Dependencies on unpublished packages
Packages can be used even when not published on pub.dev.
For private packages, or for packages not ready for publishing,
additional dependency options are available:
A Flutter app can depend on a package using a file system
path: dependency. The path can be either relative or absolute.
Relative paths are evaluated relative to the directory
containing pubspec.yaml. For example, to depend on a
package, packageA, located in a directory next to the app,
use the following syntax:
dependencies:
packageA:
path: ../packageA/ | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-11 | dependencies:
packageA:
path: ../packageA/
You can also depend on a package stored in a Git repository.
If the package is located at the root of the repo,
use the following syntax:
dependencies:
packageA:
git:
url: https://github.com/flutter/packageA.git
If the repository is private and you can connect to it using SSH,
depend on the package by using the repo’s SSH url:
dependencies:
packageA:
git:
url: [email protected]:flutter/packageA.git
Pub assumes the package is located in
the root of the Git repository. If that isn’t
the case, specify the location with the path argument.
For example:
dependencies:
packageA:
git:
url: https://github.com/flutter/packages.git
path: packages/packageA | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-12 | Finally, use the ref argument to pin the dependency to a
specific git commit, branch, or tag. For more details, see
Package dependencies.
Examples
The following examples walk through the necessary steps for
using packages.
Example: Using the css_colors package
The css_colors package
defines color constants for CSS colors, so use the constants
wherever the Flutter framework expects the Color type.
To use this package:
Create a new project called cssdemo.
Open pubspec.yaml, and add the css-colors dependency:
dependencies:
flutter:
sdk: flutter
css_colors: ^1.0.0
Run flutter pub get in the terminal,
or click Get Packages in VS Code.
Open lib/main.dart and replace its full contents with: | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-13 | Open lib/main.dart and replace its full contents with:
import 'package:css_colors/css_colors.dart';
import 'package:flutter/material.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
home: DemoPage(),
);
}
}
class DemoPage extends StatelessWidget {
const DemoPage({super.key});
@override
Widget build(BuildContext context) {
return Scaffold(body: Container(color: CSSColors.orange));
}
}
Run the app. The app’s background should now be orange.
Example: Using the url_launcher package to launch the browser | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-14 | Example: Using the url_launcher package to launch the browser
The url_launcher plugin package enables opening
the default browser on the mobile platform to display
a given URL, and is supported on Android, iOS, web,
Windows, Linux, and macos.
This package is a special Dart package called a
plugin package (or plugin),
which includes platform-specific code.
To use this plugin:
Create a new project called launchdemo.
Open pubspec.yaml, and add the url_launcher dependency:
dependencies:
flutter:
sdk: flutter
url_launcher: ^5.4.0
Run flutter pub get in the terminal,
or click Get Packages get in VS Code.
Open lib/main.dart and replace its full contents with the
following: | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-15 | Open lib/main.dart and replace its full contents with the
following:
import 'package:flutter/material.dart';
import 'package:path/path.dart' as p;
import 'package:url_launcher/url_launcher.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(
home: DemoPage(),
);
}
}
class DemoPage extends StatelessWidget {
const DemoPage({super.key});
launchURL() {
launchUrl(p.toUri('https://flutter.dev'));
} | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
8860b73b8ec4-16 | @override
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: ElevatedButton(
onPressed: launchURL,
child: const Text('Show Flutter homepage'),
),
),
);
}
}
Run the app (or stop and restart it, if it was already running
before adding the plugin). Click Show Flutter homepage.
You should see the default browser open on the device,
displaying the homepage for flutter.dev. | https://docs.flutter.dev/development/packages-and-plugins/using-packages/index.html |
f102d2552c53-0 | AndroidX migration
Platform integration
Android
AndroidX migration
Common Questions
How do I migrate my existing app, plugin or host-editable module project to AndroidX?
What if I can’t use Android Studio?
Add to app
How do I know if my project is using AndroidX?
What if I don’t migrate my app or module to AndroidX?
What if my app is migrated to AndroidX, but not all of the plugins I use?
I’m having issues migrating to AndroidX
Note:
You might be directed to this page if Flutter detects
that your project doesn’t use AndroidX.
AndroidX is a major improvement
to the original Android Support Library.
It provides the androidx.* package libraries,
unbundled from the platform API. This means that it
offers backward compatibility and is updated
more frequently than the Android platform.
Common Questions | https://docs.flutter.dev/development/platform-integration/android/androidx-migration/index.html |
f102d2552c53-1 | Common Questions
How do I migrate my existing app, plugin or host-editable module project to AndroidX?
You will need Android Studio 3.2 or higher.
If you don’t have it installed,
you can download the latest version from the
Android Studio site.
Open Android Studio.
Select Open an existing Android Studio Project.
Open the android directory within your app.
Wait until the project has been synced successfully.
(This happens automatically once you open the project,
but if it doesn’t, select Sync Project with Gradle Files
from the File menu).
Select Migrate to AndroidX from the Refactor menu.
If you are asked to backup the project before proceeding,
check Backup project as Zip file, then click Migrate.
Lastly, save the zip file in your location of preference.
The refactoring preview shows the list of changes.
Finally, click Do Refactor: | https://docs.flutter.dev/development/platform-integration/android/androidx-migration/index.html |
f102d2552c53-2 | The refactoring preview shows the list of changes.
Finally, click Do Refactor:
That is it! You successfully migrated your project to AndroidX.
Finally, if you migrated a plugin,
publish the new AndroidX version to pub and update
your CHANGELOG.md to indicate that this new version
is compatible with AndroidX.
What if I can’t use Android Studio?
You can create a new project using the Flutter tool
and then move the Dart code and
assets to the new project.
To create a new project run:
t <project-type> <new-project-path>
Add to app
If your Flutter project is a module type for adding
to an existing Android app, and contains a
.android directory, add the following line to pubspec.yaml:
module
...
androidX
true
# Add this line. | https://docs.flutter.dev/development/platform-integration/android/androidx-migration/index.html |
f102d2552c53-3 | androidX
true
# Add this line.
Finally, run flutter clean.
If your module contains an android directory instead,
then follow the steps in previous section.
How do I know if my project is using AndroidX?
Starting from Flutter v1.12.13, new projects created with
flutter create -t <project-type>
use AndroidX by default.
Projects created prior to this Flutter version
mustn’t depend on any old build artifact or
old Support Library class.
In an app or module project,
the file android/gradle.properties
or .android/gradle.properties
must contain:
What if I don’t migrate my app or module to AndroidX? | https://docs.flutter.dev/development/platform-integration/android/androidx-migration/index.html |
f102d2552c53-4 | What if I don’t migrate my app or module to AndroidX?
Your app might continue to work. However,
combining AndroidX and Support artifacts
is generally not recommended because it can
result in dependency conflicts or
other kind of Gradle failures.
As a result, as more plugins migrate to AndroidX,
plugins depending on Android core libraries are likely
to cause build failures.
What if my app is migrated to AndroidX, but not all of the plugins I use?
The Flutter tool uses Jetifier to automatically
migrate Flutter plugins using the Support Library
to AndroidX, so you can use the same plugins even
if they haven’t been migrated to AndroidX yet.
I’m having issues migrating to AndroidX
Open an issue on GitHub and add [androidx-migration]
to the title of the issue. | https://docs.flutter.dev/development/platform-integration/android/androidx-migration/index.html |
36b1c9570a0a-0 | Binding to native Android code using dart:ffi
Platform integration
Android
Binding to native Android code using dart:ffi
Dynamic vs static linking
Step 1: Create a plugin
Step 2: Add C/C++ sources
Step 3: Load the code using the FFI library
Other use cases
Platform library
First-party library
Open-source third-party
Closed-source third-party library
Android APK size (shared object compression)
Flutter mobile and desktop apps can use the
dart:ffi library to call native C APIs.
FFI stands for foreign function interface.
Other terms for similar functionality include
native interface and language bindings. | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-1 | Note:
This page describes using the dart:ffi library
in Android apps. For information on iOS, see
Binding to native iOS code using dart:ffi.
For information in macOS, see
Binding to native macOS code using dart:ffi.
This feature is not yet supported for web plugins.
Before your library or program can use the FFI library
to bind to native code, you must ensure that the
native code is loaded and its symbols are visible to Dart.
This page focuses on compiling, packaging,
and loading Android native code within a Flutter plugin or app.
This tutorial demonstrates how to bundle C/C++
sources in a Flutter plugin and bind to them using
the Dart FFI library on both Android and iOS.
In this walkthrough, you’ll create a C function
that implements 32-bit addition and then
exposes it through a Dart plugin named “native_add”.
Dynamic vs static linking | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-2 | Dynamic vs static linking
A native library can be linked into an app either
dynamically or statically. A statically linked library
is embedded into the app’s executable image,
and is loaded when the app starts.
Symbols from a statically linked library can be
loaded using DynamicLibrary.executable or
DynamicLibrary.process.
A dynamically linked library, by contrast, is distributed
in a separate file or folder within the app,
and loaded on-demand. On Android, a dynamically
linked library is distributed as a set of .so (ELF)
files, one for each architecture.
A dynamically linked library can be loaded into
Dart via DynamicLibrary.open.
API documentation is available from the Dart dev channel:
Dart API reference documentation.
Step 1: Create a plugin
If you already have a plugin, skip this step.
To create a plugin called “native_add”,
do the following:
flutter create | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-3 | flutter create
-platforms
=android,ios
-template
=plugin native_add
cd native_add
Note:
You can exclude platforms from –platforms that you don’t want
to build to. However, you need to include the platform of
the device you are testing on.
Step 2: Add C/C++ sources
You need to inform the Android build system about
the native code so the code can be compiled
and linked appropriately into the final application.
You can add Android-specific sources
to the android folder and modify CMakeLists.txt
appropriately.
Also, Gradle allows you to point to the ios folder,
if that helps, but it’s not required to use the same
sources for both iOS and Android; | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-4 | The FFI library can only bind against C symbols,
so in C++ these symbols must be marked extern C.
You should also add attributes to indicate that the
symbols are referenced from Dart,
to prevent the linker from discarding the symbols
during link-time optimization.
On Android, you need to create a CMakeLists.txt file
to define how the sources should be compiled and point
Gradle to it. From the root of your project directory,
use the following instructions
cat
> android/CMakeLists.txt
<<
EOF
cmake_minimum_required(VERSION 3.4.1) # for example
add_library( native_add
# Sets the library as a shared library.
SHARED
# Provides a relative path to your source file(s).
../ios/Classes/native_add.cpp )
EOF | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-5 | EOF
Finally, add an externalNativeBuild section to
android/build.gradle. For example:
Step 3: Load the code using the FFI library
In this example, you can add the following code to
lib/native_add.dart. However the location of the
Dart binding code is not important.
First, you must create a DynamicLibrary handle to
the native code. The following example shows
how to create a handle for an iOS app OR an Android app:
Note that on Android the native library is named
in CMakeLists.txt (see above),
but on iOS it takes the plugin’s name.
With a handle to the enclosing library,
you can resolve the native_add symbol:
Finally, you can call it. To demonstrate this within
the auto-generated “example” app (example/lib/main.dart):
Other use cases
Platform library | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-6 | Other use cases
Platform library
To link against a platform library,
use the following instructions:
Find the desired library in the Android NDK Native APIs
list in the Android docs. This lists stable native APIs.
Load the library using DynamicLibrary.open.
For example, to load OpenGL ES (v3):
DynamicLibrary.open('libGLES_v3.so');
You might need to update the Android manifest
file of the app or plugin if indicated by
the documentation.
First-party library
The process for including native code in source
code or binary form is the same for an app or
plugin.
Open-source third-party
Follow the Add C and C++ code to your project
instructions in the Android docs to
add native code and support for the native
code toolchain (either CMake or ndk-build).
Closed-source third-party library | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-7 | Closed-source third-party library
To create a Flutter plugin that includes Dart
source code, but distribute the C/C++ library
in binary form, use the following instructions:
Open the android/build.gradle file for your
project.
Add the AAR artifact as a dependency.
Don’t include the artifact in your
Flutter package. Instead, it should be
downloaded from a repository, such as
JCenter.
Android APK size (shared object compression)
Android guidelines in general recommend
distributing native shared objects uncompressed
because that actually saves on device space.
Shared objects can be directly loaded from the APK
instead of unpacking them on device into a
temporary location and then loading.
APKs are additionally packed in transit—that’s
why you should be looking at download size. | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-8 | Flutter APKs by default don’t follow these guidelines
and compress libflutter.so and libapp.so—this
leads to smaller APK size but larger on device size.
Shared objects from third parties can change this default
setting with android:extractNativeLibs="true" in their
AndroidManifest.xml and stop the compression of libflutter.so,
libapp.so, and any user-added shared objects.
To re-enable compression, override the setting in
your_app_name/android/app/src/main/AndroidManifest.xml
in the following way.
@@ -1,5 +1,6 @@
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.your_app_name"> | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
36b1c9570a0a-9 | package="com.example.your_app_name">
+ xmlns:tools="http://schemas.android.com/tools"
+ package="com.example.your_app_name" >
<!-- io.flutter.app.FlutterApplication is an android.app.Application that
calls FlutterMain.startInitialization(this); in its onCreate method.
In most cases you can leave this as-is, but you if you want to provide
additional functionality it is fine to subclass or reimplement
FlutterApplication and put your custom class here. -->
@@ -8,7 +9,9 @@
<application
android:name="io.flutter.app.FlutterApplication"
android:label="your_app_name"
android:icon="@mipmap/ic_launcher">
+ android:icon="@mipmap/ic_launcher"
+ android:extractNativeLibs="true"
+ tools:replace="android:extractNativeLibs"> | https://docs.flutter.dev/development/platform-integration/android/c-interop/index.html |
4137afd23f58-0 | Targeting ChromeOS with Android
Platform integration
Android
Targeting ChromeOS with Android
Flutter & ChromeOS tips & tricks
Flutter ChromeOS lint analysis
This page discusses considerations unique to building
Android apps that support ChromeOS with Flutter.
Flutter & ChromeOS tips & tricks
For the current versions of ChromeOS, only certain ports from
Linux are exposed to the rest of the environment.
Here’s an example of how to launch
Flutter DevTools for an Android app with ports
that will work:
flutter pub global run devtools
-port 8000
cd path/to/your/app
flutter run
-observatory-port
=8080 | https://docs.flutter.dev/development/platform-integration/android/chromeos/index.html |
4137afd23f58-1 | -observatory-port
=8080
Then, navigate to http://127.0.0.1:8000/#
in your Chrome browser and enter the URL to your
application. The last flutter run command you
just ran should output a URL similar to the format
of http://127.0.0.1:8080/auth_code=/. Use this URL
and select “Connect” to start the Flutter DevTools
for your Android app.
Flutter ChromeOS lint analysis
Flutter has ChromeOS-specific lint analysis checks
to make sure that the app that you’re building
works well on ChromeOS. It looks for things
like required hardware in your Android Manifest
that aren’t available on ChromeOS devices,
permissions that imply requests for unsupported
hardware, as well as other properties or code
that would bring a lesser experience on these devices. | https://docs.flutter.dev/development/platform-integration/android/chromeos/index.html |
4137afd23f58-2 | To activate these,
you need to create a new analysis_options.yaml
file in your project folder to include these options.
(If you have an existing analysis_options.yaml file,
you can update it)
include
package:flutter/analysis_options_user.yaml
analyzer
optional-checks
chrome-os-manifest-checks
To run these from the command line, use the following command:
flutter analyze
Sample output for this command might look like:
Analyzing ...
warning • This hardware feature is not supported on ChromeOS •
android/app/src/main/AndroidManifest.xml:4:33 • unsupported_chrome_os_hardware | https://docs.flutter.dev/development/platform-integration/android/chromeos/index.html |
0a101eac3478-0 | Android
Platform integration
Android
Topics:
Adding a splash screen
C interop
Hosting native Android views
AndroidX migration
Deprecated Splash Screen API Migration
Targeting ChromeOS with Android | https://docs.flutter.dev/development/platform-integration/android/index.html |
004291a85f1d-0 | Hosting native Android views in your Flutter app with Platform Views
Platform integration
Android
Android platform-views
On the Dart side
Hybrid composition
Virtual display
On the platform side
Performance
Platform views allow you to embed native views in a Flutter app,
so you can apply transforms, clips, and opacity to the native view
from Dart.
This allows you, for example, to use the native
Google Maps from the Android SDK
directly inside your Flutter app.
Note:
This page discusses how to host your own native views
within a Flutter app.
If you’d like to embed native iOS views in your Flutter app,
see Hosting native iOS views.
Flutter supports two modes:
Hybrid composition and virtual displays.
Which one to use depends on the use case.
Let’s take a look: | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-1 | Which one to use depends on the use case.
Let’s take a look:
Hybrid composition
appends the native android.view.View to the view hierarchy.
Therefore, keyboard handling, and accessibility work out of the box.
Prior to Android 10, this mode might significantly
reduce the frame throughput (FPS) of the Flutter UI.
For more context, see Performance.
Virtual displays
render the android.view.View instance to a texture,
so it’s not embedded within the Android Activity’s view hierarchy.
Certain platform interactions such as keyboard handling
and accessibility features might not work.
To create a platform view on Android,
use the following steps:
On the Dart side
On the Dart side, create a Widget
and add one of the following build implementations.
Hybrid composition
In your Dart file,
for example native_view_example.dart,
use the following instructions:
Add the following imports: | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-2 | Add the following imports:
import 'package:flutter/foundation.dart';
import 'package:flutter/gestures.dart';
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/services.dart';
Implement a build() method:
Widget build(BuildContext context) {
// This is used in the platform side to register the view.
const String viewType = '<platform-view-type>';
// Pass parameters to the platform side.
const Map<String, dynamic> creationParams = <String, dynamic>{}; | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-3 | return PlatformViewLink(
viewType: viewType,
surfaceFactory:
(context, controller) {
return AndroidViewSurface(
controller: controller as AndroidViewController,
gestureRecognizers: const <Factory<OneSequenceGestureRecognizer>>{},
hitTestBehavior: PlatformViewHitTestBehavior.opaque,
);
},
onCreatePlatformView: (params) {
return PlatformViewsService.initSurfaceAndroidView(
id: params.id,
viewType: viewType,
layoutDirection: TextDirection.ltr,
creationParams: creationParams,
creationParamsCodec: const StandardMessageCodec(),
onFocus: () {
params.onFocusChanged(true);
},
)
..addOnPlatformViewCreatedListener(params.onPlatformViewCreated)
..create();
},
);
}
For more information, see the API docs for:
PlatformViewLink
AndroidViewSurface
PlatformViewsService | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-4 | AndroidViewSurface
PlatformViewsService
Virtual display
In your Dart file,
for example native_view_example.dart,
use the following instructions:
Add the following imports:
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
Implement a build() method:
Widget build(BuildContext context) {
// This is used in the platform side to register the view.
const String viewType = '<platform-view-type>';
// Pass parameters to the platform side.
final Map<String, dynamic> creationParams = <String, dynamic>{};
return AndroidView(
viewType: viewType,
layoutDirection: TextDirection.ltr,
creationParams: creationParams,
creationParamsCodec: const StandardMessageCodec(),
);
}
For more information, see the API docs for:
AndroidView | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-5 | For more information, see the API docs for:
AndroidView
On the platform side
On the platform side, use the standard
io.flutter.plugin.platform package
in either Java or Kotlin:
Kotlin
Java
In your native code, implement the following:
Extend io.flutter.plugin.platform.PlatformView
to provide a reference to the android.view.View
(for example, NativeView.kt):
package
dev.flutter.example
import
android.content.Context
import
android.graphics.Color
import
android.widget.TextView
import
io.flutter.plugin.platform.PlatformView
internal
class
NativeView
context
Context
id | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-6 | context
Context
id
Int
creationParams
Map
String
?,
Any
?>?)
PlatformView
private
val
textView
TextView
override
fun
getView
():
View
return
textView
override
fun
dispose
()
{}
init
textView
TextView
context
textView
textSize
72f
textView
setBackgroundColor
Color
rgb | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-7 | setBackgroundColor
Color
rgb
255
255
255
))
textView
text
"Rendered on a native Android view (id: $id)"
Create a factory class that creates an instance of the
NativeView created earlier
(for example, NativeViewFactory.kt):
package
dev.flutter.example
import
android.content.Context
import
android.view.View
import
io.flutter.plugin.common.StandardMessageCodec
import
io.flutter.plugin.platform.PlatformView
import
io.flutter.plugin.platform.PlatformViewFactory
class
NativeViewFactory
PlatformViewFactory | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-8 | class
NativeViewFactory
PlatformViewFactory
StandardMessageCodec
INSTANCE
override
fun
create
context
Context
viewId
Int
args
Any
?):
PlatformView
val
creationParams
args
as
Map
String
?,
Any
?>?
return
NativeView
context
viewId
creationParams
Finally, register the platform view.
You can do this in an app or a plugin.
For app registration,
modify the app’s main activity
(for example, MainActivity.kt): | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-9 | package
dev.flutter.example
import
io.flutter.embedding.android.FlutterActivity
import
io.flutter.embedding.engine.FlutterEngine
class
MainActivity
FlutterActivity
()
override
fun
configureFlutterEngine
flutterEngine
FlutterEngine
flutterEngine
platformViewsController
registry
registerViewFactory
"<platform-view-type>"
NativeViewFactory
())
For plugin registration,
modify the plugin’s main class
(for example, PlatformViewPlugin.kt):
package
dev.flutter.plugin.example
import
io.flutter.embedding.engine.plugins.FlutterPlugin | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-10 | io.flutter.embedding.engine.plugins.FlutterPlugin
import
io.flutter.embedding.engine.plugins.FlutterPlugin.FlutterPluginBinding
class
PlatformViewPlugin
FlutterPlugin
override
fun
onAttachedToEngine
binding
FlutterPluginBinding
binding
platformViewRegistry
registerViewFactory
"<platform-view-type>"
NativeViewFactory
())
override
fun
onDetachedFromEngine
binding
FlutterPluginBinding
{}
In your native code, implement the following:
Extend io.flutter.plugin.platform.PlatformView
to provide a reference to the android.view.View
(for example, NativeView.java): | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-11 | package
dev.flutter.example
import
android.content.Context
import
android.graphics.Color
import
android.view.View
import
android.widget.TextView
import
androidx.annotation.NonNull
import
androidx.annotation.Nullable
import
io.flutter.plugin.platform.PlatformView
import
java.util.Map
class
NativeView
implements
PlatformView
@NonNull
private
final
TextView
textView
NativeView
@NonNull
Context
context
int
id | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-12 | Context
context
int
id
@Nullable
Map
String
Object
creationParams
textView
new
TextView
context
);
textView
setTextSize
72
);
textView
setBackgroundColor
Color
rgb
255
255
255
));
textView
setText
"Rendered on a native Android view (id: "
id
")"
);
@NonNull
@Override
public | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-13 | @NonNull
@Override
public
View
getView
()
return
textView
@Override
public
void
dispose
()
{}
Create a factory class that creates an
instance of the NativeView created earlier
(for example, NativeViewFactory.java):
package
dev.flutter.example
import
android.content.Context
import
androidx.annotation.Nullable
import
androidx.annotation.NonNull
import
io.flutter.plugin.common.StandardMessageCodec
import
io.flutter.plugin.platform.PlatformView
import | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-14 | io.flutter.plugin.platform.PlatformView
import
io.flutter.plugin.platform.PlatformViewFactory
import
java.util.Map
class
NativeViewFactory
extends
PlatformViewFactory
NativeViewFactory
()
super
StandardMessageCodec
INSTANCE
);
@NonNull
@Override
public
PlatformView
create
@NonNull
Context
context
int
id
@Nullable
Object
args
final
Map
String
Object
creationParams
Map
String | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-15 | creationParams
Map
String
Object
>)
args
return
new
NativeView
context
id
creationParams
);
Finally, register the platform view.
You can do this in an app or a plugin.
For app registration,
modify the app’s main activity
(for example, MainActivity.java):
package
dev.flutter.example
import
androidx.annotation.NonNull
import
io.flutter.embedding.android.FlutterActivity
import
io.flutter.embedding.engine.FlutterEngine
public
class
MainActivity
extends
FlutterActivity
@Override | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-16 | extends
FlutterActivity
@Override
public
void
configureFlutterEngine
@NonNull
FlutterEngine
flutterEngine
flutterEngine
getPlatformViewsController
()
getRegistry
()
registerViewFactory
"<platform-view-type>"
new
NativeViewFactory
());
For plugin registration,
modify the plugin’s main file
(for example, PlatformViewPlugin.java):
package
dev.flutter.plugin.example
import
androidx.annotation.NonNull
import
io.flutter.embedding.engine.plugins.FlutterPlugin
public
class
PlatformViewPlugin | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-17 | public
class
PlatformViewPlugin
implements
FlutterPlugin
@Override
public
void
onAttachedToEngine
@NonNull
FlutterPluginBinding
binding
binding
getPlatformViewRegistry
()
registerViewFactory
"<platform-view-type>"
new
NativeViewFactory
());
@Override
public
void
onDetachedFromEngine
@NonNull
FlutterPluginBinding
binding
{}
For more information, see the API docs for:
FlutterPlugin
PlatformViewRegistry
PlatformViewFactory
PlatformView | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-18 | PlatformViewRegistry
PlatformViewFactory
PlatformView
Finally, modify your build.gradle file
to require one of the minimal Android SDK versions:
android
defaultConfig
minSdkVersion
19
// if using hybrid composition
minSdkVersion
20
// if using virtual display.
Performance
Platform views in Flutter come with performance trade-offs.
For example, in a typical Flutter app, the Flutter UI is composed
on a dedicated raster thread. This allows Flutter apps to be fast,
as the main platform thread is rarely blocked.
While a platform view is rendered with hybrid composition,
the Flutter UI is composed from the platform thread,
which competes with other tasks like handling OS or plugin messages. | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
004291a85f1d-19 | Prior to Android 10, hybrid composition copied each Flutter frame
out of the graphic memory into main memory, and then copied it back
to a GPU texture. As this copy happens per frame, the performance of
the entire Flutter UI might be impacted. In Android 10 or above, the
graphics memory is copied only once.
Virtual display, on the other hand,
makes each pixel of the native view
flow through additional intermediate graphic buffers,
which cost graphic memory and drawing performance.
For complex cases, there are some techniques that
can be used to mitigate these issues.
For example, you could use a placeholder texture
while an animation is happening in Dart.
In other words, if an animation is slow while a
platform view is rendered,
then consider taking a screenshot of the
native view and rendering it as a texture.
For more information, see:
TextureLayer
TextureRegistry
FlutterTextureRegistry
FlutterImageView | https://docs.flutter.dev/development/platform-integration/android/platform-views/index.html |
550898503800-0 | Adding a splash screen to your Android app
Platform integration
Android
Splash screen
Overview
Initializing the app
Set up the FlutterActivity in AndroidManifest.xml
Android 12
Splash screens (also known as launch screens) provide
a simple initial experience while your Android app loads.
They set the stage for your application,
while allowing time for the app engine
to load and your app to initialize.
Overview
Warning:
If you are experiencing a crash from implementing a splash screen, you
might need to migrate your code. See detailed instructions in the
Deprecated Splash Screen API Migration guide.
In Android, there are two separate screens that you can control:
a launch screen shown while your Android app initializes,
and a splash screen that displays while the Flutter experience
initializes. | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-1 | Note:
As of Flutter 2.5, the launch and splash screens have been
consolidated—Flutter now only implements the Android launch screen,
which is displayed until the framework draws the first frame.
This launch screen can act as both an Android launch screen and an
Android splash screen via customization, and thus, is referred to
as both terms. For example of such customization, check out the
Android splash screen sample app.
If, prior to 2.5, you used flutter create to create an app,
and you run the app on 2.5 or later, the app might app crash.
For more info, see the Deprecated Splash Screen API Migration guide.
Note:
For apps that embed one or more Flutter screens within an
existing Android app, consider
pre-warming a FlutterEngine and reusing the
same engine throughout your app to minimize wait
time associated with initialization of the Flutter engine.
Initializing the app | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-2 | Initializing the app
Every Android app requires initialization time while the
operating system sets up the app’s process.
Android provides the concept of a launch screen to
display a Drawable while the app is initializing.
The default Flutter project template includes a definition
of a launch theme and a launch background. You can customize
this by editing styles.xml, where you can define a theme
whose windowBackground is set to the
Drawable that should be displayed as the launch screen.
<style
name=
"LaunchTheme"
parent=
"@android:style/Theme.Black.NoTitleBar"
<item
name=
"android:windowBackground"
>@drawable/launch_background
</item>
</style> | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-3 | </item>
</style>
In addition, styles.xml defines a normal theme
to be applied to FlutterActivity after the launch
screen is gone. The normal theme background only shows
for a very brief moment after the splash screen disappears,
and during orientation change and Activity restoration.
Therefore, it’s recommended that the normal theme use a
solid background color that looks similar to the primary
background color of the Flutter UI.
<style
name=
"NormalTheme"
parent=
"@android:style/Theme.Black.NoTitleBar"
<item
name=
"android:windowBackground"
>@drawable/normal_background
</item>
</style>
Set up the FlutterActivity in AndroidManifest.xml | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-4 | Set up the FlutterActivity in AndroidManifest.xml
In AndroidManifest.xml, set the theme of
FlutterActivity to the launch theme. Then,
add a metadata element to the desired FlutterActivity
to instruct Flutter to switch from the launch theme
to the normal theme at the appropriate time.
<activity
android:name=
".MyActivity"
android:theme=
"@style/LaunchTheme"
//
...
<meta-data
android:name=
"io.flutter.embedding.android.NormalTheme"
android:resource=
"@style/NormalTheme"
/>
<intent-filter>
<action
android:name=
"android.intent.action.MAIN"
/>
<category | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-5 | />
<category
android:name=
"android.intent.category.LAUNCHER"
/>
</intent-filter>
</activity>
The Android app now displays the desired launch screen
while the app initializes.
Android 12
To configure your launch screen on Android 12,
check out Android Splash Screens.
As of Android 12, you must use the new splash screen
API in your styles.xml file.
Consider creating an alternate resource file for Android 12 and higher.
Also make sure that your background image is in line with
the icon guidelines;
check out Android Splash Screens for more details.
<style
name=
"LaunchTheme"
parent=
"@android:style/Theme.Black.NoTitleBar"
<item | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-6 | <item
name=
"android:windowSplashScreenBackground"
>@color/bgColor
</item>
<item
name=
"android:windowSplashScreenAnimatedIcon"
>@drawable/launch_background
</item>
</style>
Make sure that
io.flutter.embedding.android.SplashScreenDrawable is
not set in your manifest, and that provideSplashScreen
is not implemented, as these APIs are deprecated.
Doing so causes the Android launch screen to fade smoothly
into the Flutter when the
app is launched and the app might crash.
Some apps might want to continue showing the last frame of
the Android launch screen in Flutter. For example,
this preserves the illusion of a single frame
while additional loading continues in Dart.
To achieve this, the following
Android APIs might be helpful:
Java | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-7 | Java
Kotlin
import
android.os.Build
import
android.os.Bundle
import
android.window.SplashScreenView
import
androidx.core.view.WindowCompat
import
io.flutter.embedding.android.FlutterActivity
public
class
MainActivity
extends
FlutterActivity
@Override
protected
void
onCreate
Bundle
savedInstanceState
// Aligns the Flutter view vertically with the window.
WindowCompat
setDecorFitsSystemWindows
getWindow
(),
false
);
if
Build | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-8 | false
);
if
Build
VERSION
SDK_INT
>=
Build
VERSION_CODES
// Disable the Android splash screen fade out animation to avoid
// a flicker before the similar frame is drawn in Flutter.
getSplashScreen
()
setOnExitAnimationListener
SplashScreenView
splashScreenView
>
splashScreenView
remove
();
});
super
onCreate
savedInstanceState
);
import
android.os.Build
import
android.os.Bundle
import | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-9 | import
android.os.Bundle
import
androidx.core.view.WindowCompat
import
io.flutter.embedding.android.FlutterActivity
class
MainActivity
FlutterActivity
()
override
fun
onCreate
savedInstanceState
Bundle
?)
// Aligns the Flutter view vertically with the window.
WindowCompat
setDecorFitsSystemWindows
getWindow
(),
false
if
Build
VERSION
SDK_INT
>=
Build
VERSION_CODES
// Disable the Android splash screen fade out animation to avoid | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
550898503800-10 | // Disable the Android splash screen fade out animation to avoid
// a flicker before the similar frame is drawn in Flutter.
splashScreen
setOnExitAnimationListener
splashScreenView
>
splashScreenView
remove
()
super
onCreate
savedInstanceState
Then, you can reimplement the first frame in Flutter
that shows elements of your Android launch screen in
the same positions on screen.
For an example of this, check out the
Android splash screen sample app. | https://docs.flutter.dev/development/platform-integration/android/splash-screen/index.html |
a967309c09f6-0 | Deprecated Splash Screen API Migration
Platform integration
Android
Deprecated Splash Screen API Migration
Prior to Flutter 2.5, Flutter apps could add a splash
screen by defining it within the metadata of their application manifest file
(AndroidManifest.xml), by implementing provideSplashScreen within
their FlutterActivity, or both. This would display momentarily in between
the time after the Android launch screen is shown and when Flutter has
drawn the first frame. This approach is now deprecated as of Flutter 2.5.
Flutter now automatically keeps the Android launch screen displayed
until it draws the first frame.
To migrate from defining a custom splash screen to just defining a custom
launch screen for your application, follow the steps that correspond
to how your application’s custom splash screen was defined
prior to the 2.5 release.
Custom splash screen defined in FlutterActivity | https://docs.flutter.dev/development/platform-integration/android/splash-screen-migration/index.html |
a967309c09f6-1 | Custom splash screen defined in FlutterActivity
Locate your application’s implementation of provideSplashScreen()
within its FlutterActivity and delete it. This implementation should involve
the construction of your application’s custom splash screen
as a Drawable. For example:
@Override
public SplashScreen provideSplashScreen() {
// ...
return new DrawableSplashScreen(
new SomeDrawable(
ContextCompat.getDrawable(this, R.some_splash_screen)));
}
Use the steps in the section directly following to ensure that your
Drawable splash screen (R.some_splash_screen in the previous example)
is properly configured as your application’s custom launch screen.
Custom splash screen defined in Manifest | https://docs.flutter.dev/development/platform-integration/android/splash-screen-migration/index.html |
a967309c09f6-2 | Custom splash screen defined in Manifest
Locate your application’s AndroidManifest.xml file.
Within this file, find the activity element.
Within this element, identify the android:theme attribute
and the meta-data element that defines
a splash screen as an
io.flutter.embedding.android.SplashScreenDrawable,
and update it. For example:
<activity
// ...
android:theme="@style/SomeTheme">
// ...
<meta-data
android:name="io.flutter.embedding.android.SplashScreenDrawable"
android:resource="@drawable/some_splash_screen"
/>
</activity>
If the android:theme attribute isn’t specified, add the attribute and
define a launch theme for your application’s launch screen.
Delete the meta-data element, as Flutter no longer
uses that, but it can cause a crash. | https://docs.flutter.dev/development/platform-integration/android/splash-screen-migration/index.html |
a967309c09f6-3 | Locate the definition of the theme specified by the android:theme attribute
within your application’s style resources. This theme specifies the
launch theme of your application. Ensure that the style attribute configures the
android:windowBackground attribute with your custom splash screen. For example:
<resources>
<style
name="SomeTheme"
// ...
>
<!-- Show a splash screen on the activity. Automatically removed when
Flutter draws its first frame -->
<item name="android:windowBackground">@drawable/some_splash_screen</item>
</style>
</resources> | https://docs.flutter.dev/development/platform-integration/android/splash-screen-migration/index.html |
5d189424b446-0 | Desktop support for Flutter
Platform integration
Desktop support for Flutter
Requirements
Additional Windows requirements
Additional macOS requirements
Additional Linux requirements
Create a new project
Set up
Create and run
Using an IDE
From the command line
Build a release app
Add desktop support to an existing Flutter app
Plugin support
Writing a plugin
Samples and codelabs
Flutter provides support for compiling
a native Windows, macOS, or Linux desktop app.
Flutter’s desktop support also extends to plugins—you
can install existing plugins that support the Windows,
macOS, or Linux platforms, or you can create your own.
Note:
This page covers developing apps for all desktop
platforms. Once you’ve read this, you can dive into
specific platform information at the following links: | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-1 | Building Windows apps with Flutter
Building macOS apps with Flutter
Building Linux apps with Flutter
Requirements
To compile a desktop application,
you must build it on the targeted
platform: build a Windows application on Windows,
a macOS application on macOS,
and a Linux application on Linux.
To create a Flutter application with desktop support,
you need the following software:
Flutter SDK. See the
Flutter SDK installation instructions.
Optional: An IDE that supports Flutter.
You can install Android Studio, IntelliJ IDEA,
or Visual Studio Code and
install the Flutter and Dart plugins
to enable language support and tools for refactoring,
running, debugging, and reloading your desktop app
within an editor. See setting up an editor
for more details.
Additional Windows requirements
For Windows desktop development,
you need the following in addition to the Flutter SDK: | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-2 | For Windows desktop development,
you need the following in addition to the Flutter SDK:
Visual Studio 2022 or Visual Studio Build Tools 2022
When installing Visual Studio or only the Build Tools,
select the “Desktop development with C++” workload,
including all of its default components,
to install the necessary C++ toolchain and
Windows SDK header files.
Note:
Visual Studio is different than Visual Studio Code.
Additional macOS requirements
For macOS desktop development,
you need the following in addition to the Flutter SDK:
Xcode the full version of Xcode is required, not just the commandline tools
CocoaPods if you use plugins
Additional Linux requirements
For Linux desktop development,
you need the following in addition to the Flutter SDK:
Clang
CMake
GTK development headers
Ninja build
pkg-config | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-3 | Ninja build
pkg-config
liblzma-dev This dependency may be required
One easy way to install the Flutter SDK along with the necessary
dependencies is by using snapd.
For more information, see Installing snapd.
Once you have snapd, you can install Flutter
using the Snap Store, or at the command line:
sudo snap
install flutter
-classic
Alternatively, if you prefer not to use snapd,
you can use the following command:
sudo apt-get
install clang cmake ninja-build pkg-config libgtk-3-dev liblzma-dev
Create a new project
You can use the following steps
to create a new project with desktop support.
Set up | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-4 | Set up
On Windows, desktop support is enabled on
Flutter 2.10 or higher. On macOS and Linux,
desktop support is enabled on Flutter 3 or higher.
You might run flutter doctor to see if
there are any unresolved issues.
You should see a checkmark for each successfully
configured area. It should look something like
the following on Windows,
with an entry for “develop for Windows”:
C:\>
flutter doctor | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-5 | C:\>
flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.0.0, on Microsoft Windows [Version 10.0.19044.1706], locale en-US)
[✓] Chrome - develop for the web
[✓] Visual Studio - develop for Windows (Visual Studio Professional 2022 17.2.0)
[✓] VS Code (version 1.67.2)
[✓] Connected device (3 available)
[✓] HTTP Host Availability
• No issues found!
On macOS, look for a line like this:
[✓] Xcode - develop for iOS and macOS
On Linux, look for a line like this:
[✓] Linux toolchain - develop for Linux desktop | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-6 | [✓] Linux toolchain - develop for Linux desktop
If flutter doctor finds problems or missing components
for a platform that you don’t want to develop for,
you can ignore those warnings. Or you can disable the
platform altogether using the flutter config command,
for example:
flutter config
-no-enable-ios
Other available flags:
--no-enable-windows-desktop
--no-enable-linux-desktop
--no-enable-macos-desktop
--no-enable-web
--no-enable-android
--no-enable-ios
After enabling desktop support,
restart your IDE so that it can detect the new device.
Create and run
Creating a new project with desktop support is no different
than creating a new Flutter project for other platforms. | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-7 | Once you’ve configured your environment for desktop
support, you can create and run a desktop application
either in the IDE or from the command line.
Using an IDE
After you’ve configured your environment to support
desktop, make sure you restart the IDE if it was
already running.
Create a new application in your IDE and it automatically
creates iOS, Android, web, and desktop versions of your app.
From the device pulldown, select windows (desktop),
macOS (desktop), or linux (desktop)
and run your application to see it launch on the desktop.
From the command line
To create a new application that includes desktop support
(in addition to mobile and web support), run the following commands,
substituting my_app with the name of your project:
flutter create my_app
cd my_app
To launch your application from the command line,
enter one of the following commands from the top
of the package:
C:\> | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-8 | C:\>
flutter run
d windows
flutter run
d macos
flutter run
d linux
Note:
If you do not supply the -d flag, flutter run lists
the available targets to choose from.
Build a release app
To generate a release build,
run one of the following commands:
PS C:\>
flutter build windows
flutter build macos
flutter build linux
Add desktop support to an existing Flutter app
To add desktop support to an existing Flutter project,
run the following command in a terminal from the
root project directory:
flutter create
-platforms
=windows,macos,linux | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-9 | -platforms
=windows,macos,linux
This adds the necessary desktop files and directories
to your existing Flutter project.
To add only specific desktop platforms,
change the platforms list to include only
the platform(s) you want to add.
Plugin support
Flutter on the desktop supports using and creating plugins.
To use a plugin that supports desktop,
follow the steps for plugins in using packages.
Flutter automatically adds the necessary native code
to your project, as with any other platform.
Writing a plugin | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-10 | Writing a plugin
When you start building your own plugins,
you’ll want to keep federation in mind.
Federation is the ability to define several
different packages, each targeted at a
different set of platforms, brought together
into a single plugin for ease of use by developers.
For example, the Windows implementation of the
url_launcher is really url_launcher_windows,
but a Flutter developer can simply add the
url_launcher package to their pubspec.yaml
as a dependency and the build process pulls in
the correct implementation based on the target platform.
Federation is handy because different teams with
different expertise can build plugin implementations
for different platforms.
You can add a new platform implementation to any
endorsed federated plugin on pub.dev,
so long as you coordinate this effort with the
original plugin author.
For more information, including information
about endorsed plugins, see the following resources:
Developing packages and plugins, particularly the
Federated plugins section. | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-11 | Developing packages and plugins, particularly the
Federated plugins section.
How to write a Flutter web plugin, part 2,
covers the structure of federated plugins and
contains information applicable to desktop
plugins.
Modern Flutter Plugin Development covers
recent enhancements to Flutter’s plugin support.
Samples and codelabs
Write a Flutter desktop application
A codelab that walks you through building
a desktop application that integrates the GitHub
GraphQL API with your Flutter app.
You can run the following samples as desktop apps,
as well as download and inspect the source code to
learn more about Flutter desktop support.
running web app,
repo | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
5d189424b446-12 | running web app,
repo
A samples project hosted on GitHub to help developers
evaluate and use Flutter. The Gallery consists of a
collection of Material design widgets, behaviors,
and vignettes implemented with Flutter.
You can clone the project and run Gallery as a desktop app
by following the instructions provided in the README.
announcement blogpost,
repo
A Google contacts manager that integrates with GitHub and Twitter.
It syncs with your Google account, imports your contacts,
and allows you to manage them.
Photo Search app
A sample application built as a desktop application that
uses desktop-supported plugins. | https://docs.flutter.dev/development/platform-integration/desktop/index.html |
fa9d8f126d09-0 | Platform integration
Platform integration
Topics:
Supported platforms
Building desktop apps with Flutter
Writing platform-specific code
Android
iOS
Linux
macOS
Web
Windows | https://docs.flutter.dev/development/platform-integration/index.html |
33cc08dd96bb-0 | Adding iOS app extensions
Platform integration
iOS
Adding iOS app extensions
How do you add an app extension to your Flutter app?
How do Flutter apps interact with App Extensions?
Using higher-level APIs
Sharing resources
Background updates
Deep linking
Creating app extension UIs with Flutter
iOS App extensions allow you to expand functionality
outside your app. Your app could appear as a home screen widget,
or you can make portions of your app available within other apps.
To learn more about app extensions, check out
Apple’s documentation.
How do you add an app extension to your Flutter app?
To add an app extension to your Flutter app,
add the extension point target to your Xcode project.
Open the default Xcode workspace in your project by running
open ios/Runner.xcworkspace in a terminal window from your
Flutter project directory. | https://docs.flutter.dev/development/platform-integration/ios/app-extensions/index.html |
Subsets and Splits