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in xcode and setting the build configurations for that scheme.
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for more information, skip to the launching your app flavors
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section at the end of this document.
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<topic_end>
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<topic_start>
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plugin configurations
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if your app uses a flutter plugin, you need to update
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ios/Podfile (if developing for iOS) and macos/Podfile (if developing for macOS).
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<topic_end>
|
<topic_start>
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using flavors in android
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setting up flavors in android can be done in your project’s
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build.gradle file.
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inside your flutter project,
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navigate to android/app/build.gradle.
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create a flavorDimension to group your added product flavors.
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gradle doesn’t combine product flavors that share the same dimension.
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add a productFlavors object with the desired flavors along
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with values for dimension, resValue,
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and applicationId or applicationIdSuffix.
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<topic_end>
|
<topic_start>
|
setting up launch configurations
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next, add a launch.json file; this allows you to run the command
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flutter run --flavor [environment name].
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in VSCode, set up the launch configurations as follows:
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you can now run the terminal command
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flutter run --flavor free or you can set up a run
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configuration in your IDE.
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<topic_end>
|
<topic_start>
|
launching your app flavors
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for examples of build flavors for iOS, macOS, and android,
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check out the integration test samples in the flutter repo.
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<topic_end>
|
<topic_start>
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retrieving your app’s flavor at runtime
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from your dart code, you can use the appFlavor API to determine what
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flavor your app was built with.
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<topic_end>
|
<topic_start>
|
conditionally bundling assets based on flavor
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if you aren’t familiar with how to add assets to your app, see
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adding assets and images.
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if you have assets that are only used in a specific flavor in your app, you can
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configure them to only be bundled into your app when building for that flavor.
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this prevents your app bundle size from being bloated by unused assets.
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here is an example:
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in this example, files within the assets/common/ directory will always be bundled
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when app is built during flutter run or flutter build. files within the
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assets/free/ directory are bundled only when the --flavor option is set
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to free. similarly, files within the assets/premium directory are
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bundled only if --flavor is set to premium.
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<topic_end>
|
<topic_start>
|
more information
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for more information on creating and using flavors, check out
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the following resources:
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<topic_end>
|
<topic_start>
|
packages
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for packages that support creating flavors, check out the following:
|
<topic_end>
|
<topic_start>
|
build and release an android app
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during a typical development cycle,
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you test an app using flutter run at the command line,
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or by using the run and debug
|
options in your IDE. by default,
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flutter builds a debug version of your app.
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when you’re ready to prepare a release version of your app,
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for example to publish to the google play store,
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this page can help. before publishing,
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you might want to put some finishing touches on your app.
|
this page covers the following topics:
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info note
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throughout this page, [project] refers to
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the directory that your application is in. while following
|
these instructions, substitute [project] with
|
your app’s directory.
|
<topic_end>
|
<topic_start>
|
adding a launcher icon
|
when a new flutter app is created, it has a default launcher icon.
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to customize this icon, you might want to check out the
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flutter_launcher_icons package.
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alternatively, you can do it manually using the following steps:
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review the material design product
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icons guidelines for icon design.
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in the [project]/android/app/src/main/res/ directory,
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place your icon files in folders named using
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configuration qualifiers.
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the default mipmap- folders demonstrate the correct
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naming convention.
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in AndroidManifest.xml, update the
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application tag’s android:icon
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attribute to reference icons from the previous
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step (for example,
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<application android:icon="@mipmap/ic_launcher" ...).
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to verify that the icon has been replaced,
|
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