text
stringlengths 1
372
|
|---|
if you use xcode to debug most of your code, start with this section.
|
<topic_end>
|
<topic_start>
|
start the xcode debugger
|
open ios/Runner.xcworkspace from your flutter app directory.
|
select the correct device using the scheme menu in the toolbar.
|
if you have no preference, choose iPhone pro 14.
|
run this runner as a normal app in xcode.
|
when the run completes, the debug area at the bottom of xcode displays
|
a message with the dart VM service URI. it resembles the following response:
|
copy the dart VM service URI.
|
<topic_end>
|
<topic_start>
|
attach to the dart VM in VS code
|
to open the command palette, go to
|
view >
|
command palette…
|
you can also press cmd + shift + p.
|
type debug.
|
click the debug: attach to flutter on device command.
|
in the paste an VM service URI box, paste the URI you copied
|
from xcode and press enter.
|
you can also create a .vscode/launch.json file in your flutter module project.
|
this enables you to attach using the run > start debugging command or f5:
|
<topic_end>
|
<topic_start>
|
IntelliJ / android studio
|
select the device on which the flutter module runs so flutter attach filters for the right start signals.
|
<topic_end>
|
<topic_start>
|
wireless debugging
|
you can debug your app wirelessly on an iOS or android device
|
using flutter attach.
|
<topic_end>
|
<topic_start>
|
iOS
|
on iOS, you must follow the steps below:
|
ensure that your device is wirelessly connected to xcode
|
as described in the iOS setup guide.
|
open xcode > product > scheme > edit scheme
|
select the arguments tab
|
add either --vm-service-host=0.0.0.0 for IPv4,
|
or --vm-service-host=::0 for IPv6 as a launch argument
|
you can determine if you’re on an IPv6 network by opening your mac’s
|
settings > Wi-Fi > details (of the network you’re connected to) > TCP/IP
|
and check to see if there is an IPv6 address section.
|
<topic_end>
|
<topic_start>
|
android
|
ensure that your device is wirelessly connected to android studio
|
as described in the android setup guide.
|
<topic_end>
|
<topic_start>
|
multiple flutter screens or views
|
<topic_end>
|
<topic_start>
|
scenarios
|
if you’re integrating flutter into an existing app,
|
or gradually migrating an existing app to use flutter,
|
you might find yourself wanting to add multiple
|
flutter instances to the same project.
|
in particular, this can be useful in the
|
following scenarios:
|
the advantage of using multiple flutter instances is that each
|
instance is independent and maintains its own internal navigation
|
stack, UI, and application states. this simplifies the overall application code’s
|
responsibility for state keeping and improves modularity. more details on the
|
scenarios motivating the usage of multiple flutters can be found at
|
flutter.dev/go/multiple-flutters.
|
flutter is optimized for this scenario, with a low incremental
|
memory cost (~180kb) for adding additional flutter instances. this fixed cost
|
reduction allows the multiple flutter instance pattern to be used more liberally
|
in your add-to-app integration.
|
<topic_end>
|
<topic_start>
|
components
|
the primary API for adding multiple flutter instances on both android and iOS
|
is based on a new FlutterEngineGroup class (android API, iOS API)
|
to construct FlutterEngines, rather than the FlutterEngine
|
constructors used previously.
|
whereas the FlutterEngine API was direct and easier to consume, the
|
FlutterEngine spawned from the same FlutterEngineGroup have the performance
|
advantage of sharing many of the common, reusable resources such as the GPU
|
context, font metrics, and isolate group snapshot, leading to a faster initial
|
rendering latency and lower memory footprint.
|
FlutterEngines spawned from FlutterEngineGroup can be used to
|
connect to UI classes like FlutterActivity or FlutterViewController
|
in the same way as normally constructed cached FlutterEngines.
|
the first FlutterEngine spawned from the FlutterEngineGroup doesn’t need
|
to continue surviving in order for subsequent FlutterEngines to share
|
resources as long as there’s at least 1 living FlutterEngine at all
|
times.
|
creating the very first FlutterEngine from a FlutterEngineGroup has
|
the same performance characteristics as constructing a
|
FlutterEngine using the constructors did previously.
|
when all FlutterEngines from a FlutterEngineGroup are destroyed, the next
|
FlutterEngine created has the same performance characteristics as the very
|
first engine.
|
the FlutterEngineGroup itself doesn’t need to live beyond all of the spawned
|
engines. destroying the FlutterEngineGroup doesn’t affect existing spawned
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.