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is delegated to the compiled flutter and app code.
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this is similar to the way many game engines work.
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during debug mode, flutter uses a virtual machine (vm)
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to run its code in order to enable stateful hot reload,
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a feature that lets you make changes to your running code
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without recompilation. you’ll see a “debug” banner in
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the top right-hand corner of your app when running in this mode,
|
to remind you that performance is not characteristic of
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the finished release app.
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<topic_end>
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<topic_start>
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how does flutter run my code on iOS?
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the engine’s c and c++ code are compiled with LLVM.
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the dart code (both the SDK’s and yours)
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are ahead-of-time (aot) compiled into a native, ARM library.
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that library is included in a “runner” iOS project,
|
and the whole thing is built into an .ipa.
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when launched, the app loads the flutter library.
|
any rendering, input or event handling, and so on,
|
are delegated to the compiled flutter and app code.
|
this is similar to the way many game engines work.
|
during debug mode, flutter uses a virtual machine (vm)
|
to run its code in order to enable stateful hot reload,
|
a feature that lets you make changes to your
|
running code without recompilation. you’ll see
|
a “debug” banner in the top right-hand corner of
|
your app when running in this mode, to remind you that
|
performance is not characteristic of the finished release app.
|
<topic_end>
|
<topic_start>
|
does flutter use my operating system’s built-in platform widgets?
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no. instead, flutter provides a set of widgets
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(including material design and cupertino (ios-styled) widgets),
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managed and rendered by flutter’s framework and engine.
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you can browse a catalog of flutter’s widgets.
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we believe that the end result is higher quality apps.
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if we reused the built-in platform widgets,
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the quality and performance of flutter apps would be limited
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by the flexibility and quality of those widgets.
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in android, for example, there’s a hard-coded set
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of gestures and fixed rules for disambiguating them.
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in flutter, you can write your own gesture recognizer
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that is a first class participant in the gesture system.
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moreover, two widgets authored by different people can
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coordinate to disambiguate gestures.
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modern app design trends point towards designers and
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users wanting more motion-rich UIs and brand-first designs.
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in order to achieve that level of customized, beautiful design,
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flutter is architectured to drive pixels instead
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of the built-in widgets.
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by using the same renderer, framework, and set of widgets,
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it’s easier to publish for multiple platforms from the same
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codebase, without having to do careful and costly planning
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to align different feature sets and API characteristics.
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by using a single language, a single framework,
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and a single set of libraries for all of your code
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(regardless if your UI is different for each platform or not),
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we also aim to help lower app development and maintenance costs.
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<topic_end>
|
<topic_start>
|
what happens when my mobile OS updates and introduces new widgets?
|
the flutter team watches the adoption and demand for new mobile
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widgets from iOS and android, and aims to work with the community
|
to build support for new widgets. this work might come in the form
|
of lower-level framework features, new composable widgets,
|
or new widget implementations.
|
flutter’s layered architecture is designed to support numerous
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widget libraries, and we encourage and support the community in
|
building and maintaining widget libraries.
|
<topic_end>
|
<topic_start>
|
what happens when my mobile OS updates and introduces new platform capabilities?
|
flutter’s interop and plugin system is designed to allow
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developers to access new mobile OS features and capabilities
|
immediately. developers don’t have to wait for the flutter team
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to expose the new mobile OS capability.
|
<topic_end>
|
<topic_start>
|
what operating systems can i use to build a flutter app?
|
flutter supports development using linux, macOS, ChromeOS,
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and windows.
|
<topic_end>
|
<topic_start>
|
what language is flutter written in?
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dart, a fast-growing modern language optimized
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for client apps. the underlying graphics framework
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and the dart virtual machine are implemented in C/C++.
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<topic_end>
|
<topic_start>
|
why did flutter choose to use dart?
|
during the initial development phase,
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the flutter team looked at a lot of
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languages and runtimes, and ultimately
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adopted dart for the framework and widgets.
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flutter used four primary dimensions for evaluation,
|
and considered the needs of framework authors,
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developers, and end users. we found many languages
|
met some requirements, but dart scored highly on
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all of our evaluation dimensions and met all our
|
requirements and criteria.
|
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