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dart calls libraries that contain platform-specific code plugins. |
when developing an app with flutter, you use plugins to interact |
with system libraries. |
in your dart code, you use the plugin’s dart API to call the native |
code from the system library being used. this means that you can write |
the code to call the dart API. the API then makes it work for all |
platforms that the plugin supports. |
to learn more about plugins, see using packages. |
though this page links to some popular plugins, |
you can find thousands more, along with examples, |
on pub.dev. the following table does not endorse any particular plugin. |
if you can’t find a package that meets your need, |
you can create your own or use platform channels directly in your project. |
to learn more, see writing platform-specific code. |
<topic_end> |
<topic_start> |
adding a plugin to your project |
to use an apple framework within your native project, |
import it into your swift or Objective-C file. |
to add a flutter plugin, run flutter pub add package_name |
from the root of your project. |
this adds the dependency to your pubspec.yaml file. |
after you add the dependency, add an import statement for the package |
in your dart file. |
you might need to change app settings or initialization logic. |
if that’s needed, the package’s “readme” page on pub.dev |
should provide details. |
<topic_end> |
<topic_start> |
flutter plugins and apple frameworks |
supports both google play store on android and apple app store on iOS. ↩ |
adds google pay payments on android and apple pay payments on iOS. ↩ |
uses firebase cloud messaging and integrates with APNs. ↩ |
includes sensors like accelerometer, gyroscope, etc. ↩ |
uses google’s ML kit and supports various features like text recognition, face detection, image labeling, landmark recognition, and barcode scanning. you can also create a custom model with firebase. to learn more, see use a custom TensorFlow lite model with flutter. ↩ ↩2 |
uses the OpenWeatherMap API. other packages exist that can pull from different weather APIs. ↩ |
<topic_end> |
<topic_start> |
adding a launch screen to your iOS app |
launch screens provide a simple initial experience while your iOS app loads. |
they set the stage for your application, while allowing time for the app engine |
to load and your app to initialize. |
all apps submitted to the apple app store |
must provide a launch screen |
with an xcode storyboard. |
<topic_end> |
<topic_start> |
customize the launch screen |
the default flutter template includes an xcode |
storyboard named LaunchScreen.storyboard |
that can be customized your own assets. |
by default, the storyboard displays a blank image, |
but you can change this. to do so, |
open the flutter app’s xcode project |
by typing open ios/Runner.xcworkspace |
from the root of your app directory. |
then select Runner/Assets.xcassets |
from the project navigator and |
drop in the desired images to the LaunchImage image set. |
apple provides detailed guidance for launch screens as |
part of the human interface guidelines. |
<topic_end> |
<topic_start> |
adding an iOS app clip target |
error important |
targeting iOS 16 increases the uncompressed IPA payload size limit |
to 15mb. depending on the size of your app, you might hit the limit. (#71098). |
this guide describes how to manually add another |
flutter-rendering iOS app clip target to your |
existing flutter project or add-to-app project. |
warning warning |
this is an advanced guide and is best intended |
for audience with a working knowledge of iOS development. |
to see a working sample, see the app clip sample on GitHub. |
<topic_end> |
<topic_start> |
step 1 - open project |
open your iOS xcode project, such as |
ios/Runner.xcworkspace for full-Flutter apps. |
<topic_end> |
<topic_start> |
step 2 - add an app clip target |
2.1 |
click on your project in the project navigator to show |
the project settings. |
press + at the bottom of the target list to add a new target. |
2.2 |
select the app clip type for your new target. |
2.3 |
enter your new target detail in the dialog. |
select storyboard for interface. |
select the same language as your original target for language. |
(in other words, to simplify the setup, |
don’t create a swift app clip target for |
an Objective-C main target, and vice versa.) |
2.4 |
in the following dialog, |
activate the new scheme for the new target. |
2.5 |
back in the project settings, open the build phases tab. |
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