I'm a somewhat grizzled IT veteran (COBOL, Fortran etc ca1975) diving into Flutter via Kodeco's Flutter Apprentice (→Ch 5). But I'm puzzled as well as grizzled. Does Flutter development not need visual tools for the code? I can't find anything to show what UML calls dependency relationships, e.g. ClassTwo is dependent on ClassOne because it accesses a property or method of ClassOne. Is this not important (e.g. for code maintenance ...)? Any comments?
dcdg / plantUML produces nice but limited class diagrams. dartdoc produces very nice text documentation. Flutter Explorer shows widgets but not other classes.
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It's probably not a programming question and a bit too generic but I can't find any resource about the differences of writing plugin for flutter using Kotlin vs Java. From my research, almost every plugin in pub.dev that I found is written in Java. I don't say Java is bad but I personally prefer Kotlin over Java because of the syntax.
I'm planning to build native code to interact with native libs both on iOS and Android for my project since I couldn't find any plugin that satisfy the project requirements. I'd like to share it on pubdev when it's done (hopefully) so I have to think twice before writing it.
The question is, if I do so (developing Kotlin-based plugin), will it make any difference? Like maybe requires the user to add some extra configuration to their project? Or maybe any Flutter project that uses Java can't use my package? and.. will it do the same for iOS (using Swift over Objective-C)? The docs is telling us that we can switch both in between, but doesn't tell any side effects about it.
No there is nothing to worry about. Flutter apps are now by default created with Kotlin/Swift and not with Java/ObjC. Of course if someone has an ultra old Flutter configuration, then he might have some problems but I wouldn't concern myself with it.
All the native plugin code is converted to a Gradle dependency or Pod(spec) dependency. The app developer doesn't have to care about it and that is a good thing.
The title already says it and we do have a working example. However, the library we have built does have it's own customTheme and uses styles to such an extent that we cannot just copy them to the projects importing the library.
Right now we do get the following error on multiple developer machines:
It looks like there are several instances of #material-ui/styles initialized in this application.
This may cause theme propagation issues, broken class names, specificity issues, and makes your application bigger without a good reason.
See https://material-ui.com/r/styles-instance-warning for more info.
Is there a best practice for creating Material-UI components in a library which can then be reimported into other projects with its styles and everything of course then inheriting colours etc. from the project the library is imported to.
I'm new at programming using flutter and I'd like to develop a small project containing a few screens: Login, Home, Settings, User, PurchaseHistory, etc.
I need to organize the code inside packages so that it can readable easily.
If I develop an Android App, I'd create some packages: model, activity, fragment, util, etc. If I create a LoginActivty, I'd put it inside activity package. If I create a User model, I'd put it inside model package. And so on.
So If I develop a flutter project, where am I supposed to put all of the files I create so far?
For now I've created only model package.
First of all, in Flutter we don't deal with activities or fragments directly, that is a naming convention from Android itself.
There are many options to architect your app and organize your folders. I wouldn't say that there is a holy grail solution. So you have to try some of them and see the best fit for you.
At the end of this article, I show an option to a folder structure when working with flavors, like this:
But there are plenty of others, so I recommend you to see how some of the GitHub projects are organized, a good way to start is having a look at the projects from this repository. Especially the 'Open Source Apps' section.
I'm currently working on a project that follows an approach like you described.
I don't know if it's the better structure, but it works really nice for me.
\lib
\-model
\-api
\-bloc
\-widgets (commom components)
\-exceptions
\-config (config classes/files like routes, theme, specific settings for each environment - dev, production, test)
\-views
\-login
\-home
\-user_profile
\-...
\-main.dart
----- EDITED -----
After work for almost a year with Flutter, I've tested some different structures, and there's one in particular that's really nice and provides an amazing organization...
Take a look at slidy, the following image represents the kind of organization it provides. More details in the package description.
I have written a package for Xamarin Forms Portable + Android + iOS. MOST of the code is in the portable class. One renderer (for an "HtmlLabel") requires platform specific code in Android and iOS. The package requires a somewhat long list of Nugets as dependencies. Some of these Nugets require minimal platform specific code to, for example, initialize.
I have been searching everywhere for a straightforward tutorial on how to turn my code into a Nuget. I'd like to be able to do this for my own projects as well as to share it with the universe.
Resources:
This, this, this, this, this.
The James Montemagno stuff is nice, but isn't exactly what I need because it seems to skip steps.
Any help?
Hi I am interested in understanding how eclipse autocomplete works. I want to understand how eclipse distinguishes between local and global variables in a piece of Java code. I would also like to understand how eclipse stores method signatures for an infinite number of classes and how it associates a method to a given class. And is it possible for one person to develop an autocomplete feature for a language like JavaScript.
There is already an AutoComplete feature for Javascript. You just need to let Eclipse install the appropriate extensions.
Eclipse maintains a model of your program, including the project and all the dependencies. It's big, but it's not infinite. When you hit the dot, it figures out based on the variable type what the target type can be, and then displays the relevant methods based on its internal model.
This is easy for Java because you can usually know the static type. Much harder in other languages.
The Eclipse plug-in developer's guide discusses how different things, including the internal model and auto completion works. There are extension points to implement yiur own.