Unable top load asset from Flutter plugin - flutter

I am developing a flutter plugin, and when using the plugin I get Unable to load asset error. Do I have to do something special when using a plugin?
I have no problem loading images in the main application.
From pubspec.yaml:
flutter:
# To add assets to your plugin package, add an assets section, like this:
assets:
- icons/
- icons/myimage.png # << Just to show, that this also is not not working
uses-material-design: true
plugin:
...
Also tried:
- moving back and forth with TABs etc.
- renamed the folder to assets
Using the image folder asset:
Image.asset('icons/myimage.png', height: 12.0),
I get this error:
flutter: ══╡ EXCEPTION CAUGHT BY IMAGE RESOURCE SERVICE ╞════════════════════════════════════════════════════
flutter: The following assertion was thrown resolving an image codec:
flutter: Unable to load asset: icons/myimage.png

To load assets from a non-application package, you need to pass the package parameter to methods that load the asset like
Image.asset('icons/myimage.png', package: 'my_package', height: 12.0),
See also docs.flutter.io/flutter/widgets/Image/Image.asset.html
To be able to use assets from a dependency (plugin or plain Dart package) follow https://flutter.dev/docs/development/ui/assets-and-images#bundling-of-package-assets
In a dependency all files need to be inside lib/ because only these files are available for package users.
The asset path in pubspec.yaml needs to start with packages/package_name/some_folder_inside_lib
flutter
assets:
- packages/my_package/some_folder_inside_lib/my_image.png
Currently there is another limitation, that all asset files need to be listed individually in pubspec.yaml in contrary to assets from the application project where listing the folder is enough.
Upvote and subscribe to https://github.com/flutter/flutter/issues/22944 to get notified about updates.

Related

flutter unable to load image assets

this how I called image in my app
Image.asset('assets/user.jpg')
this is my pubspec.yaml
assets:
-assets/user.jpg
and I get this error
Exception has occurred. FlutterError (Unable to load asset: assets/user.jpg)
You must consider indentation for assets in pubspec.yaml
assets:
- assets/user.jpg
Your indentation is not correct. It should be like this:
assets:
- assets/user.jpg
Make sure user.jpg is placed in assets folder in your project's
main directory (not inside lib folder)
After doing this, make sure you rebuild your app to see these changes.

Flutter pubspec.yaml error: No file or variants found for asset

my problem is that I am getting an error message saying:
Error detected in pubspec.yaml: No file or variants found for asset: svg/DriverLogoPlain.svg.
My pubspec.yaml:
flutter:
uses-material-design: true
assets:
- svg/DriverLogoPlain.svg
My path to the svg image:
PathImage
Anybody has some to this problem solution please?
Your path in the code is incorrect. You're using assets/svg/DriverLogoOptimized.svg as the path in your Dart code, when it should be svg/DriverLogoOptimized.svg.
This may just be a copy-paste issue, but YAML is also whitespace sensitive, so you can't have flutter: indented so much.
Flutter also doesn't natively support SVGs so beware.
With more info from OP their folder was at the incorrect level. Your assets folder is one level too low. Move it to the same level as android. Not as a subdirectory.

What is packages in Flutter assets inside pubspec.yaml file?

I'm using flutter gallery sample code, and found following in pubspec.yaml file.
flutter:
assets:
- packages/shrine_images/0-0.jpg
I tried to find out packages and 0-0.jpg file in the project but couldn't find. Can anyone tell me what this package is all about and from where I am seeing images when running the app?
Actually they have added a package
flutter_gallery_assets: 0.1.9+2
Check it in pubspec.yaml dependencies, its a package so that you can use images from this package. So the pictures are from that package and they are just mentioning the image path from that package. Here is the package link they are using click here

FlutterError: Unable to load asset

This is the folder structure of my app
.idea
.vscode
android
build
fonts
Oxygen-Bold.tff
Oxygen-Light.tff
Oxygen-Regular.tff
images
pizza0.png
pizza1.png
ios
lib
ui
home.dart
main.dart
test
.gitignore
.metadata
.packages
app_widgets.iml
pubspec.lock
pubspec.yaml
README.md
In my pubspec.yaml file, I load the fonts and assets like this
flutter:
uses-material-design: true
assets:
- images/pizza0.png
- images/pizza1.png
fonts:
- family: Oxygen
fonts:
- asset: fonts/Oxygen-Regular.ttf
- asset: fonts/Oxygen-Bold.ttf
weight: 700
- asset: fonts/Oxygen-Light.ttf
weight: 300
I'm not getting any errors for this pubspec.yaml, and running flutter packages get gives an exit code of 0.
In my home.dart I have the following class:
class PizzaImageWidget extends StatelessWidget {
#override
Widget build(BuildContext context) {
AssetImage pizzaAsset = AssetImage('images/pizza0.png');
Image image = Image(image: pizzaAsset, width: 400, height: 400);
return Container(
child: image,
);
}
}
Which I use elsewhere, in order to show the image (code omitted):
),
PizzaImageWidget(),
],
The building gives no errors. Flutter Doctor -v doesn't give any errors, neither does Flutter Analyze -v. The .apk seems to build just fine but when the app opens up on my phone I get the following error in asset_bundle.dart:
Exception has occurred. FlutterError (Unable to load asset:
images/pizza0.png)
The error is thrown by this class in the asset_bundle.dart file:
/// An [AssetBundle] that loads resources using platform messages.
class PlatformAssetBundle extends CachingAssetBundle {
#override
Future<ByteData> load(String key) async {
final Uint8List encoded = utf8.encoder.convert(Uri(path: Uri.encodeFull(key)).path);
final ByteData asset =
await BinaryMessages.send('flutter/assets', encoded.buffer.asByteData());
if (asset == null)
throw FlutterError('Unable to load asset: $key');
return asset;
}
}
This happens both for the pizza0.png file as well as the pizza1.png file. The files are visible in the tree structure, both in Windows Explorer as in VS Code. The font assets load without issue.
This is the output I am getting when running Flutter Run -v:
[+1068 ms] I/flutter ( 6489): ══╡ EXCEPTION CAUGHT BY IMAGE RESOURCE
SERVICE ╞════════════════════════════════════════════════════ [ +9
ms] I/flutter ( 6489): The following assertion was thrown resolving an
image codec: [ +2 ms] I/flutter ( 6489): Unable to load asset:
images/pizza0.png [ +2 ms] I/flutter ( 6489): [ +1 ms] I/flutter (
6489): When the exception was thrown, this was the stack: [ +2 ms]
I/flutter ( 6489): #0 PlatformAssetBundle.load
(package:flutter/src/services/asset_bundle.dart:221:7) [ +1 ms]
I/flutter ( 6489): [ +1 ms] I/flutter (
6489): #1 AssetBundleImageProvider._loadAsync
(package:flutter/src/painting/image_provider.dart:429:44) [ +1 ms]
I/flutter ( 6489): [ +1 ms] I/flutter (
6489): #2 AssetBundleImageProvider.load
(package:flutter/src/painting/image_provider.dart:414:14) [ +1 ms]
I/flutter ( 6489): #3 ImageProvider.resolve..
(package:flutter/src/painting/image_provider.dart:267:86) [ +4 ms]
I/flutter ( 6489): #4 ImageCache.putIfAbsent
(package:flutter/src/painting/image_cache.dart:143:20) [ +3 ms]
I/flutter ( 6489): #5 ImageProvider.resolve.
(package:flutter/src/painting/image_provider.dart:267:63) [ +3 ms]
I/flutter ( 6489): (elided 8 frames from package dart:async) [ +1
ms] I/flutter ( 6489): [ +1 ms] I/flutter ( 6489): Image provider:
AssetImage(bundle: null, name: "images/pizza0.png") [ +3 ms]
I/flutter ( 6489): Image key: AssetBundleImageKey(bundle:
PlatformAssetBundle#20fc8(), name: "images/pizza0.png", [ +1 ms]
I/flutter ( 6489): scale: 1.0) [ +2 ms] I/flutter ( 6489):
════════════════════════════════════════════════════════════════════════════════════════════════════
You should consider the indentation for assets
flutter:
assets:
- images/pizza1.png
- images/pizza0.png
More details:
flutter:
[2 whitespaces or 1 tab]assets:
[4 whitespaces or 2 tabs]- images/pizza1.png
[4 whitespaces or 2 tabs]- images/pizza0.png
After all this, you can make a hot-restart.
Running flutter clean solved my issue.
More about this error
The simplest way is to reference your assets folder instead of the asset itself, just make sure you use proper indentations as the pubspec.yaml is indent sensitive.
flutter:
uses-material-design: true
assets:
- images/
and you can simply access each image as
Image.asset('images/pizza1.png', width:300, height:100)
For me,
flutter clean,
Restart the android studio and emulator,
giving full patth in my image
image: AssetImage(
'./lib/graphics/logo2.png'
),
width: 200,
height: 200,
);
these three steps did the trick.
Encountered the same issue with a slightly different code. In my case, I was using a "assets" folder subdivided into sub-folders for assets (sprites, audio, UI).
My code was simply at first in pubspec.yaml- alternative would be to detail every single file.
flutter:
assets:
- assets
Indentation and flutter clean was not enough to fix it. The files in the sub-folders were not loading by flutter. It seems like flutter needs to be "taken by the hand" and not looking at sub-folders without explicitly asking it to look at them. This worked for me:
flutter:
assets:
- assets/sprites/
- assets/audio/
- assets/UI/
So I had to detail each folder and each sub-folder that contains assets (mp3, jpg, etc). Doing so made the app work and saved me tons of time as the only solution detailed above would require me to manually list 30+ assets while the code here is just a few lines and easier to maintain.
I also had this problem. I think there is a bug in the way Flutter caches images. My guess is that when you first attempted to load pizza0.png, it wasn't available, and Flutter has cached this failed result. Then, even after adding the correct image, Flutter still assumes it isn't available.
This is all guess-work, based on the fact that I had the same problem, and calling this once on app start fixed the problem for me:
imageCache.clear();
This clears the image cache, meaning that Flutter will then attempt to load the images fresh rather than search the cache.
PS I've also found that you need to call this whenever you change any existing images, for the same reason - Flutter will load the old cached version. The alternative is to rename the image.
inside pubspec.yaml, DON'T USE TAB!
flutter:
<space><space>assets:
<space><space><space><space>assets/
example:
flutter:
assets:
assets/
Some times cache will create a problem so first run
flutter clean
after this run
flutter pub get
Actually the problem is in pubspec.yaml,
I put all images to assets/images/ and
This wrong way
flutter:
uses-material-design: true
assets:
- images/
Correct
flutter:
uses-material-design: true
assets:
- assets/images/
i just Re-run My app instead of just hot Reload.
if you're developing flutter packages, please add package param after image path like this:
AssetImage('images/heart.png', package: 'my_icons') // my_icons is your plugin name, in flutter plugin is also a package.
Here is the link from flutter docs
https://flutter.dev/assets-and-images/#from-packages
I haved a similar problem, I fixed here:
uses-material-design: true
assets:
- assets/images/
After, do:
Flutter Clean
In my case a restart didn't help.
I had to uninstall the app and then run everything again.
It did worked!
After you did all things and still not working, try:
flutter clean
flutter pub get
sometimes after updating pubspec.yaml file, it can not run pub get although it shows it is running.
try commands above
you should start image path with assets word:
image: AssetImage('assets/images/pizza0.png')
you must add each sub folder in a new line in pubspec.yaml
The only thing that worked for me to mention THE WHOLE PATH in the CODE. That is you must mention the image path from the root directory on the code page, in YAML it works with the top-level directory.
You probably can't get away only with the main directory path in code, I have tried a lot and that's the only thing that works.
hope it solved the issue and saved your time.
The 1st image is of code and the second is of the yaml.
There is clearly some sort of flutter bug. This is my directory structure:
<project>/assets/images/myimage.png
This is what I have in pubspec.yaml:
flutter:
uses-material-design: true
assets:
- assets/images/
And this is how it used to work and still works when I compile for web:
const DecorationImage(image: AssetImage("images/myimage.png")
But it will only work when I compile for ios like this:
const DecorationImage(image: AssetImage("assets/images/myimage.png")
Luckily adding "assets/" as a prefix works now in all cases.
While I was loading a new image in my asset folder, I just encountered the problem every time.
I run flutter clean & then restarted the Android Studio. Seems like flutter packages caches the asset folder and there is no mechanism to update the cache when a developer adds a new image in the project (Personal thoughts).
Make a habit to check pubspec.yaml when you are struggling to load an image in a Flutter project. Most of the time, the problem is with it.
The correct way is mentioned below. Do not use the Tab key to keep the spaces. Instead, use the Space bar.
flutter:
uses-material-design: tru
assets:
- images/image1.jpg
And make sure you include the same correct path in your dart file.
One trick I always use is renaming the image with a very short name to avoid typo errors.
Hope this would be helpful to anyone who faces these kinds of problems.
If everything is ok, correct path, correct pubspec spaces, etc, the last thing that could cause this is cache. You can close the simulator and start your application again, it helps for my case.
This is issue has almost driven me nut in the past. To buttress what others have said, after making sure that all the indentations on the yaml file has been corrected and the problem persist, run a 'flutter clean' command at the terminal in Android studio. As at flutter 1.9, this should fix the issue.
Another cause of similar problem:
On Windows you should not use \ sign as directory separator. So
instead of
AssetImage('images\heart.png')
use
AssetImage('images/heart.png')
It can be a bug of Windows version of Flutter. It solved my problem.
One more answer in the mix:
My pubspec.yaml looked like this:
flutter:
assets:
- assets/us_defs/
- assets/eu_defs/
- assets/images/
and in the invoking code:
Center(
child: Image(
image: AssetImage('assets/images/<name.png>')
)
)
(The *_defs folders contain json files for various other purposes and I can load them just fine.)
But, the image wouldn't load, no matter what I tried. Checked and double checked the indent spacing, spelling, invoked flutter clean and flutter pub get, cold started the app, etc. Tried referencing 'images/<name.png>' vs 'assets/images/<name.png>'.
Nada.
Finally, I lifted the images folder to the top level under the project folder:
flutter:
assets:
- assets/us_defs/
- assets/eu_defs/
- images/ <-- now a top level folder
and in the invoking code:
Center(
child: Image(
image: AssetImage('images/<name.png>');
)
)
... and that worked.
I have no idea why.
Now, I'd rather keep the images folder in assets since it fits my sensibilities, but if this reorg gets me going, I'll live with it.
I had the same issue I corrected it, you just need to put the two(uses-material-design: true and assets) in the same column and click in the upgrade dependencies but before restart android studio.
Make sure the file names do not contain special characters such as ñ for example
Dec 25th, 2019 :
Whoever facing issue regarding Image not showing in Flutter , let me give you simple checkpoints :
Image.asset('assets/images/photo1.png'); -- here make sure dont use / (forward slash ) before assets.
YAML file always be clear dont use space , instead use TAB.
YAML file add entries for assets. as mentioned in above comment.
First point is very important
This issue still existed in my case even after,
flutter clean (deletes build folder) and proper indentations in yaml file
It got fixed by itself, as it could be an issue related to Android Studio.
Fix 1) Restart the emulator in Cold Boot mode, In Android Studio,
after clicking List Virtual Devices button, click Drop down arrow (last icon next to edit icon)
=> Choose Cold Boot Now option. If issue still exist, follow as below
Fix 2) After changing the emulator virtual device as a workaround,
For Example : From Nexus 6 to Pixel emulator
--happy coding!
After declaring correctly in pubspec.yaml, consider giving full path of the image ex.
'assets/images/about_us.png'
instead of just images/..
worked for me after wasting 2 hours on such a trivial error.
I was also facing the same issue . The issue on my side was that the image name was having the space in between its name so I updated the image name with the new name that does not have any space.
Image name creating the error was comboclr emtpy no circle.png
I updated this name to comboclr_emtpy_no_circle.png
I ran into this issue and very nearly gave up on Flutter until I stumbled upon the cause. In my case what I was doing was along the following lines
static Future<String> resourceText(String resName) async
{
try
{
ZLibCodec zlc = new ZLibCodec(gzip:false,raw:true,level:9);
var data= await rootBundle.load('assets/path/to/$resName');
String result = new
String.fromCharCodes(zlc.decode(puzzleData.buffer.asUint8List()));
return puzzle;
} catch(e)
{
debugPrint('Resource Error $resName $e');
return '';
}
}
static Future<String> fallBackText(String textName) async
{
if (testCondtion) return 'Some Required Text';
else return resourceText('default');
}
where Some Required Text was a text string sent back if the testCondition was being met. Failing that I was trying to pick up default text from the app resources and send that back instead. My mistake was in the line return resourceText('default');. After changing it to read return await resourceText('default') things worked just as expected.
This issue arises from the fact that rootBundle.load operates asynchronously. In order to return its results correctly we need to await their availability which I had failed to do. It strikes me as slightly surprising that neither the Flutter VSCode plugin nor the Flutter build process flag up this as an error. While there may well be other reasons why rootBundle.load fails this answer will, hopefully, help others who are running into mysterious asset load failures in Flutter.

How can I make my Flutter app work also as a module app?

I've created a Flutter standalone app and it's all working fine.
But now I want to integrate some of the screens of that Flutter app in an existing Android/iOS app.
Is it possible?
Yes.
I could make it work by adding this at the end of the pubspec.yaml:
module:
androidPackage: com.teste.embeded
iosBundleIdentifier: com.teste.embeded
Add this and then call a packages get. This will create 2 hidden folders in your project structure: .android and .ios.
Becareful with the identation! This settings must be inside the flutter: tag, like this:
flutter:
uses-material-design: true
assets:
- images/a_dot_burr.jpeg
- images/a_dot_ham.jpeg
module:
androidPackage: com.test.embeded
iosBundleIdentifier: com.test.embeded
After doing this, follow the documentation for the Android/iOS sides (skip the module creating parts).
https://github.com/flutter/flutter/wiki/Add-Flutter-to-existing-apps
You can do that in tow ways:
1- Convert your project to Flutter module and then put that along side the native project and call your FlutterActivity from native
2- Convert your project to Flutter module and make an AAR from it ant import in the native project
Read this Flutter documentation:
https://flutter.dev/docs/development/add-to-app/android/project-setup