text
stringlengths 1
474
|
|---|
<topic_end>
|
<topic_start>
|
Where do I store my image files?
|
Xamarin.Forms has no platform independent way of storing images,
|
you had to place images in the iOS xcasset folder,
|
or on Android in the various drawable folders.While Android and iOS treat resources and assets as distinct items,
|
Flutter apps have only assets.
|
All resources that would live in the
|
Resources/drawable-* folders on Android,
|
are placed in an assets’ folder for Flutter.Flutter follows a simple density-based format like iOS.
|
Assets might be 1.0x, 2.0x, 3.0x, or any other multiplier.
|
Flutter doesn’t have dps but there are logical pixels,
|
which are basically the same as device-independent pixels.
|
Flutter’s devicePixelRatio expresses the ratio
|
of physical pixels in a single logical pixel.The equivalent to Android’s density buckets are:Assets are located in any arbitrary folder—
|
Flutter has no predefined folder structure.
|
You declare the assets (with location)
|
in the pubspec.yaml file, and Flutter picks them up.To add a new image asset called my_icon.png to our Flutter project,
|
for example, and deciding that it should live in a folder we
|
arbitrarily called images, you would put the base image (1.0x)
|
in the images folder, and all the other variants in sub-folders
|
called with the appropriate ratio multiplier:Next, you’ll need to declare these images in your pubspec.yaml file:You can directly access your images in an Image.asset widget:
|
<code_start>@override
|
Widget build(BuildContext context) {
|
return Image.asset('images/my_icon.png');
|
}<code_end>
|
or using AssetImage:
|
<code_start>@override
|
Widget build(BuildContext context) {
|
return const Image(
|
image: AssetImage('images/my_image.png'),
|
);
|
}<code_end>
|
More detailed information can be found in Adding assets and images.<topic_end>
|
<topic_start>
|
Where do I store strings? How do I handle localization?
|
Unlike .NET which has resx files,
|
Flutter doesn’t currently have a dedicated system for handling strings.
|
At the moment, the best practice is to declare your copy text
|
in a class as static fields and access them from there. For example:
|
<code_start>class Strings {
|
static const String welcomeMessage = 'Welcome To Flutter';
|
}<code_end>
|
You can access your strings as such:
|
<code_start>Text(Strings.welcomeMessage);<code_end>
|
By default, Flutter only supports US English for its strings.
|
If you need to add support for other languages,
|
include the flutter_localizations package.
|
You might also need to add Dart’s intl
|
package to use i10n machinery, such as date/time formatting.To use the flutter_localizations package,
|
specify the localizationsDelegates and
|
supportedLocales on the app widget:
|
<code_start>import 'package:flutter_localizations/flutter_localizations.dart';
|
class MyWidget extends StatelessWidget {
|
const MyWidget({super.key});
|
@override
|
Widget build(BuildContext context) {
|
return const MaterialApp(
|
localizationsDelegates: <LocalizationsDelegate<dynamic>>[
|
// Add app-specific localization delegate[s] here
|
GlobalMaterialLocalizations.delegate,
|
GlobalWidgetsLocalizations.delegate,
|
],
|
supportedLocales: <Locale>[
|
Locale('en', 'US'), // English
|
Locale('he', 'IL'), // Hebrew
|
// ... other locales the app supports
|
],
|
);
|
}
|
}<code_end>
|
The delegates contain the actual localized values,
|
while the supportedLocales defines which locales the app supports.
|
The above example uses a MaterialApp,
|
so it has both a GlobalWidgetsLocalizations
|
for the base widgets localized values,
|
and a MaterialWidgetsLocalizations for the Material widgets localizations.
|
If you use WidgetsApp for your app, you don’t need the latter.
|
Note that these two delegates contain “default” values,
|
but you’ll need to provide one or more delegates
|
for your own app’s localizable copy,
|
if you want those to be localized too.When initialized, the WidgetsApp (or MaterialApp)
|
creates a Localizations widget for you,
|
with the delegates you specify.
|
The current locale for the device is always accessible
|
from the Localizations widget from the current context
|
(in the form of a Locale object), or using the Window.locale.To access localized resources, use the Localizations.of() method
|
to access a specific localizations class that is provided by a given delegate.
|
Use the intl_translation package to extract translatable copy
|
to arb files for translating, and importing them back into the app
|
for using them with intl.For further details on internationalization and localization in Flutter,
|
see the internationalization guide, which has sample code
|
with and without the intl package.<topic_end>
|
<topic_start>
|
Where is my project file?
|
In Xamarin.Forms you will have a csproj file.
|
The closest equivalent in Flutter is pubspec.yaml,
|
which contains package dependencies and various project details.
|
Similar to .NET Standard,
|
files within the same directory are considered part of the project.<topic_end>
|
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