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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