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advantage of browser caching, and built-in image |
optimization and memory management. |
they allow you to safely display images from arbitrary sources |
(more on than in the CORS section below). |
drawImage is great when the image must fit within |
other content rendered using the <canvas> element. |
you also gain control over image sizing and, |
when the CORS policy allows it, read the pixels |
of the image back for further processing. |
finally, WebGL gives you the highest degree of |
control over the image. not only can you read the pixels and |
apply custom image algorithms, but you can also use GLSL for |
hardware-acceleration. |
<topic_end> |
<topic_start> |
Cross-Origin resource sharing (cors) |
CORS is a mechanism that browsers use to control |
how one site accesses the resources of another site. |
it is designed such that, by default, one web-site |
is not allowed to make HTTP requests to another site |
using XHR or fetch. |
this prevents scripts on another site from acting on behalf |
of the user and from gaining access to another |
site’s resources without permission. |
when using <img>, <picture>, or <canvas>, |
the browser automatically blocks access to pixels |
when it knows that an image is coming from another site |
and the CORS policy disallows access to data. |
WebGL requires access to the image data in order |
to be able to render the image. therefore, |
images to be rendered using WebGL must only come from servers |
that have a CORS policy configured to work with |
the domain that serves your application. |
<topic_end> |
<topic_start> |
flutter renderers on the web |
flutter offers a choice of two renderers on the web: |
because the HTML renderer uses the <img> |
element it can display images from |
arbitrary sources. however, |
this places the following limitations on what you |
can do with them: |
the CanvasKit renderer implements flutter’s image API fully. |
however, it requires access to image pixels to do so, |
and is therefore subject to the CORS policy. |
<topic_end> |
<topic_start> |
solutions |
<topic_end> |
<topic_start> |
in-memory, asset, and same-origin network images |
if the app has the bytes of the encoded image in memory, |
provided as an asset, or stored on the |
same server that serves the application |
(also known as same-origin), no extra effort is necessary. |
the image can be displayed using |
image.memory, image.asset, and image.network |
in both HTML and CanvasKit modes. |
<topic_end> |
<topic_start> |
cross-origin images |
the HTML renderer can load cross-origin images |
without extra configuration. |
CanvasKit requires that the app gets the bytes of the encoded image. |
there are several ways to do this, discussed below. |
<topic_end> |
<topic_start> |
host your images in a CORS-enabled CDN. |
typically, content delivery networks (cdn) |
can be configured to customize what domains |
are allowed to access your content. |
for example, firebase site hosting allows |
specifying a custom Access-Control-Allow-Origin |
header in the firebase.json file. |
<topic_end> |
<topic_start> |
lack control over the image server? use a CORS proxy. |
if the image server cannot be configured to allow CORS |
requests from your application, |
you might still be able to load images by proxying |
the requests through another server. this requires that the |
intermediate server has sufficient access to load the images. |
this method can be used in situations when the original |
image server serves images publicly, |
but is not configured with the correct CORS headers. |
examples: |
<topic_end> |
<topic_start> |
use <img> in a platform view. |
flutter supports embedding HTML inside the app using |
HtmlElementView. use it to create an <img> |
element to render the image from another domain. |
however, do keep in mind that this comes with the |
limitations explained in the section |
“flutter renderers on the web” above. |
as of today, using too many HTML elements |
with the CanvasKit renderer might hurt performance. |
if images interleave non-image content flutter needs to |
create extra WebGL contexts between the <img> elements. |
if your application needs to display a lot of images |
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