Can I combine two android studio project into a single project - flutter

I am new to programing.
I am currently working on a project A, the project requires some function from project B. project A used flutter as a main display, Whereas project B is completely coded in Kotlin. My initial plan was to used Method Channel to set up a channel from flutter to Kotlin, and copy the codes from project B to project A. However, project B code is too "entangled" and very hard to separate the function I needed. is there a simpler way to combine the 2 project as one? if so, could you explain the process in detail or share the resource
Another this is, If I manage to combine the 2 projects, how would I used the function and valuable in project B (how to declare it in project A)
p.s. project B is a demo project I downloaded from github ( a video calling app )
I tried searching on the internet, but not much came of it. However, there is a similar question posted on this website, but but a bit different from my problem and the answer is a bit confusing for someone who just started app development 2 weeks ago

You must write FLutter codes for a Flutter project. You must use native codes to be able to use the device's functionalities. If you want to transfer screenshots etc. it won't work. You should write the screenshots from scratch with flutter..

Related

Deploying .lib file in the Salesforce org

I am using this code: https://github.com/pradeepramakrishna/Lightning-Experience/tree/master/aura-components to compile on my org.
I have got one components as eventLib.lib and interactive.js in eventLib folder. I have put this folder in c:MyDevOrg\force-app\main\default\aura folder in the local machine and tried to deploy in the org using VSCode but it didn't work.
I tried creating folder in the Files tab and added the interactive.js in the folder but that is also not seeming to work with the Aura components.
How can I deploy this lib into the org as it is being used in some Aura components.
We don't know what you're trying to achieve. You asked a very technical question to which the answer is "you're probably doing it wrong". Instead try to write what business functionality you are trying to achieve and you might get better answers.
You shouldn't have to import ui:eventLib. It's supposed to be part of core Salesforce's Aura components framework. But.
You've referenced a repo that wasn't updated in a while, no promises this still compiles / is best way to do X.
This repo seems to rely on open source Aura framework which is well... dead in the water.
You might be able to reuse something from this repo in your app using SF's built-in tags - but whole ui: library has been deprecated. Announced in Winter'20 = almost 2 years ago, finally dead in May 2021.
I don't think eventLib was ever exposed, might be something needed just in open source version which complicates the matter more. The answer would be to not work with the really "decompiled" tags but with their higher abstracted versions like ui:inputDate.
So, back to my question. What exactly are you trying to achieve.
You want to build something on pure SF platform (use pure Aura/LWC).
Want to have an app written in Angular, React etc, pure JS, connecting to SF data via API? (build it, upload as static resourcethen import using lightning:container)
want to prettify an existing Java/PHP/.NET app, make it look more Lightning-ish and embed it as iframe? (look into https://www.lightningdesignsystem.com/ and connected apps + "canvas")
want to expose piece of SF as reusable element that can be embedded in another website but could even be an Outlook plugin? (search for "lightning out")
want to look at modern equivalent of that old open source Aura repo and decide what to do next? Check https://lwc.dev/ out.

Remove Web Part from Existing Flutter Project

How can I remove the web component part of a Flutter project? I have a project that when it was created was automatically created with web support. Now I am 100% certain the app won't be used for web and I just want to remove support for it. Is there a command in the terminal to help me do that?
I tried checking through the other questions but the others were asking how to disable web support altogether. I just want to remove web support on one project.
In order to fix this, I followed this link. The reason why I can't recreate the project easily is that the project has grown so much that it would be a big hassle to move it into another project. This happened after we updated all of our libraries to their latest versions respectively.
FirestoreWeb caused our project to stop compiling but since we aren't using Flutter web and we don't plan to use it for this project, it wouldn't make sense for us to implement it.
This answer was posted as an edit to the question Remove Web Part from Existing Flutter Project by the OP kobowo under CC BY-SA 4.0.

How to organize dart files inside packages in flutter

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.

Making an app engine to use for similar app, but with different clients

Our team has made a big app. This app has been a success with previous client.
Now other clients will be using this app, but with added requirements and/or different needs.
I would like to focus on making the current app into a generic Engine so that we can maintain this engine up-to-date across those different client-apps.
How should I:
Tackle this?
Bearing in mind that some viewControllers will need to reflect for new client
Changing all the graphics across the app
Any hint of how I can achieve? Been googling since long, could not arrive at a decent solution.
I already did something similar in the past, here is how we did:
part 1A: create a template project using demo assets (images has to have a default names ex:background_home.png).
part 1B: make sure that "special texts" are loaded from a plist (example:[HOME_TITLE:"your title"]) in this way you will be able to load customizable texts from a plist in the app bundle programmatically.
part 2: ask your designer to make a special design for the client respecting the name used by the developers in the code (ex:part 1A => background_home.png) or ask your designer to generate more or less 20 themes.
part 3: make a MACOS app or a script which will copy the original project and replace demo assets and plist by the correct one in the original project. You want the script to generate an xcode project as you will need to double check with your developer team that the project is properly setted-up, build and deployment is much easier when you have an xcode project. In other words, the script just take the folder of the original project your team made and replace some file inside. So you won't struggle with xcode project architecture, you just replace defaults assets. Also remember that storyboard files or pbxproj are xml so you can parse and edit them, but you might have some headache doing this, that's why I recommand you to just modify the assets in the project folder.
Then you can compile that project, configure it with the provisioning you want and deploy it to your clients. Thats what we did when we needed and it worked like a charm. Basically we made a MACOS app that the sale's force could use directly with the client. They just had to send to the developer team the generated xcode project in a zip and we were in charge of the compilation and deployment. We "developed" more than 600 products using that trick.
PROBLEMS:
- The code was fully visible in the xcode project and anybody could read and/or steal it.
- The projects were very similar to each others as they came from the same source code, only the texts and assets were differents.
WORKAROUND-SOLUTIONS:
- You can imagine implementing crypto when saving the archive of a project, in this way only authorized personal can unzip the archive containing the source code.
- You can create multiple projects and do the same process with different types of project. In this way you can change the type of a generated project according to client wishes ...
Hope this help!

Best practices for MacOS/iPhone library cross compiling

I've build a static library working nice in a Cocoa Touch environment. Now I'd like to compile it also for Cocoa.. Can I have a single XCode project with different sdk targets? Is there some resource out there able to give hints about best the practices in this (and other) sense?
This last two months I have been working on exactly this task ( cross compiling static library for iPhone/Android/Mac OS/Linux/Windows...
It is certainly possible, a nice way, is adding an external xcode project as a target to your first xcode project. So you create a new "Active Configuration" for Mac OS X, iPhone and other platforms that you want to support.
Here, you can find a good tutorial about how to use a secondary Xcode project as a target of your main project to build a static library. It's a cool way because if you debug for example you still have all the symbols of the library, etc.
It can be done but it requires some manual tweaking of the build.
Start with the Xcode Build System Guide.
As an informal way of accomplishing this, you can create two separate projects and add references for exact same set of library source files to each project. Set one project to compile for Cocoa-Touch and the other for Cocoa. If both projects reference the same files, changes made in one project will be automatically reflected in the other. (If you have both projects open, Xcode will complain that the file has been changed by another app but otherwise it won't notice.)
I have a utility class that I continually dump new methods in. I add it to every project and just park methods as I need it. The new methods show up in old projects because the source files are shared across all the projects.