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Select the device on which the Flutter module runs so flutter attach filters for the right start signals.<topic_end>
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<topic_start>
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Wireless debugging
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You can debug your app wirelessly on an iOS or Android device
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using flutter attach.<topic_end>
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<topic_start>iOS
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On iOS, you must follow the steps below:Ensure that your device is wirelessly connected to Xcode
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as described in the iOS setup guide.Open Xcode > Product > Scheme > Edit SchemeSelect the Arguments tabAdd either --vm-service-host=0.0.0.0 for IPv4,
|
or --vm-service-host=::0 for IPv6 as a launch argumentYou can determine if you’re on an IPv6 network by opening your Mac’s
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Settings > Wi-Fi > Details (of the network you’re connected to) > TCP/IP
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and check to see if there is an IPv6 address section.<topic_end>
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<topic_start>Android
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Ensure that your device is wirelessly connected to Android Studio
|
as described in the Android setup guide.
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<topic_end>
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<topic_start>Multiple Flutter screens or views
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<topic_end>
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<topic_start>
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Scenarios
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If you’re integrating Flutter into an existing app,
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or gradually migrating an existing app to use Flutter,
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you might find yourself wanting to add multiple
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Flutter instances to the same project.
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In particular, this can be useful in the
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following scenarios:The advantage of using multiple Flutter instances is that each
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instance is independent and maintains its own internal navigation
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stack, UI, and application states. This simplifies the overall application code’s
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responsibility for state keeping and improves modularity. More details on the
|
scenarios motivating the usage of multiple Flutters can be found at
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flutter.dev/go/multiple-flutters.Flutter is optimized for this scenario, with a low incremental
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memory cost (~180kB) for adding additional Flutter instances. This fixed cost
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reduction allows the multiple Flutter instance pattern to be used more liberally
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in your add-to-app integration.<topic_end>
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<topic_start>
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Components
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The primary API for adding multiple Flutter instances on both Android and iOS
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is based on a new FlutterEngineGroup class (Android API, iOS API)
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to construct FlutterEngines, rather than the FlutterEngine
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constructors used previously.Whereas the FlutterEngine API was direct and easier to consume, the
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FlutterEngine spawned from the same FlutterEngineGroup have the performance
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advantage of sharing many of the common, reusable resources such as the GPU
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context, font metrics, and isolate group snapshot, leading to a faster initial
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rendering latency and lower memory footprint.FlutterEngines spawned from FlutterEngineGroup can be used to
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connect to UI classes like FlutterActivity or FlutterViewController
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in the same way as normally constructed cached FlutterEngines.The first FlutterEngine spawned from the FlutterEngineGroup doesn’t need
|
to continue surviving in order for subsequent FlutterEngines to share
|
resources as long as there’s at least 1 living FlutterEngine at all
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times.Creating the very first FlutterEngine from a FlutterEngineGroup has
|
the same performance characteristics as constructing a
|
FlutterEngine using the constructors did previously.When all FlutterEngines from a FlutterEngineGroup are destroyed, the next
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FlutterEngine created has the same performance characteristics as the very
|
first engine.The FlutterEngineGroup itself doesn’t need to live beyond all of the spawned
|
engines. Destroying the FlutterEngineGroup doesn’t affect existing spawned
|
FlutterEngines but does remove the ability to spawn additional
|
FlutterEngines that share resources with existing spawned engines.<topic_end>
|
<topic_start>
|
Communication
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Communication between Flutter instances is handled using platform channels
|
(or Pigeon) through the host platform. To see our roadmap on communication,
|
or other planned work on enhancing multiple Flutter instances, check out
|
Issue 72009.<topic_end>
|
<topic_start>
|
Samples
|
You can find a sample demonstrating how to use FlutterEngineGroup
|
on both Android and iOS on GitHub.
|
<topic_end>
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<topic_start>Load sequence, performance, and memory
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This page describes the breakdown of the steps involved
|
to show a Flutter UI. Knowing this, you can make better,
|
more informed decisions about when to pre-warm the Flutter engine,
|
which operations are possible at which stage,
|
and the latency and memory costs of those operations.<topic_end>
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<topic_start>
|
Loading Flutter
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Android and iOS apps (the two supported platforms for
|
integrating into existing apps), full Flutter apps,
|
and add-to-app patterns have a similar sequence of
|
conceptual loading steps when displaying the Flutter UI.<topic_end>
|
<topic_start>
|
Finding the Flutter resources
|
Flutter’s engine runtime and your application’s compiled
|
Dart code are both bundled as shared libraries on Android
|
and iOS. The first step of loading Flutter is to find those
|
resources in your .apk/.ipa/.app (along with other Flutter
|
assets such as images, fonts, and JIT code, if applicable).This happens when you construct a FlutterEngine for the
|
first time on both Android
|
and iOS APIs.<topic_end>
|
<topic_start>
|
Loading the Flutter library
|
After it’s found, the engine’s shared libraries are memory loaded
|
once per process.On Android, this also happens when the
|
FlutterEngine is constructed because the
|
JNI connectors need to reference the Flutter C++ library.
|
On iOS, this happens when the
|
FlutterEngine is first run,
|
such as by running runWithEntrypoint:.<topic_end>
|
<topic_start>
|
Starting the Dart VM
|
The Dart runtime is responsible for managing Dart memory and
|
concurrency for your Dart code. In JIT mode,
|
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