text stringlengths 1 372 |
|---|
setState(() { |
data = jsonDecode(response.body); |
}); |
} |
widget getBody() { |
if (showloadingdialog) { |
return getProgressDialog(); |
} |
return getListView(); |
} |
widget getProgressDialog() { |
return const center(child: CircularProgressIndicator()); |
} |
ListView getListView() { |
return ListView.builder( |
itemCount: data.length, |
itemBuilder: (context, index) { |
return getRow(index); |
}, |
); |
} |
widget getRow(int index) { |
return padding( |
padding: const EdgeInsets.all(10), |
child: Text('Row ${data[index]['title']}'), |
); |
} |
@override |
widget build(BuildContext context) { |
return scaffold( |
appBar: AppBar(title: const Text('Sample app')), |
body: getBody(), |
); |
} |
} |
<code_end> |
<topic_end> |
<topic_start> |
project structure & resources |
<topic_end> |
<topic_start> |
where do i store my image files? |
Xamarin.Forms has no platform independent way of storing images, |
you had to place images in the iOS xcasset folder, |
or on android in the various drawable folders. |
while android and iOS treat resources and assets as distinct items, |
flutter apps have only assets. |
all resources that would live in the |
resources/drawable-* folders on android, |
are placed in an assets’ folder for flutter. |
flutter follows a simple density-based format like iOS. |
assets might be 1.0x, 2.0x, 3.0x, or any other multiplier. |
flutter doesn’t have dps but there are logical pixels, |
which are basically the same as device-independent pixels. |
flutter’s devicePixelRatio expresses the ratio |
of physical pixels in a single logical pixel. |
the equivalent to android’s density buckets are: |
assets are located in any arbitrary folder— |
flutter has no predefined folder structure. |
you declare the assets (with location) |
in the pubspec.yaml file, and flutter picks them up. |
to add a new image asset called my_icon.png to our flutter project, |
for example, and deciding that it should live in a folder we |
arbitrarily called images, you would put the base image (1.0x) |
in the images folder, and all the other variants in sub-folders |
called with the appropriate ratio multiplier: |
next, you’ll need to declare these images in your pubspec.yaml file: |
you can directly access your images in an image.asset widget: |
<code_start> |
@override |
widget build(BuildContext context) { |
return image.asset('images/my_icon.png'); |
} |
<code_end> |
or using AssetImage: |
<code_start> |
@override |
widget build(BuildContext context) { |
return const image( |
image: AssetImage('images/my_image.png'), |
); |
} |
<code_end> |
more detailed information can be found in adding assets and images. |
<topic_end> |
<topic_start> |
where do i store strings? how do i handle localization? |
unlike .net which has resx files, |
flutter doesn’t currently have a dedicated system for handling strings. |
at the moment, the best practice is to declare your copy text |
in a class as static fields and access them from there. for example: |
<code_start> |
class strings { |
static const string welcomeMessage = 'welcome to flutter'; |
} |
<code_end> |
you can access your strings as such: |
<code_start> |
Text(Strings.welcomeMessage); |
<code_end> |
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