Is there any code inspector like sonarqube for flutter.
As I am building a mobile app using flutter, I want my code quality very good. That's why I was searching sonarqube for flutter, but I was not able to find this.
I just released a Flutter / Dart plugin for SonarQube.
It is here : https://github.com/insideapp-oss/sonar-flutter
You can add analysis_options.yaml in the root of your project to enable extra checks and customize static analysis. You can read about it here
hope you are doing good.
While working on Azure CI integration, I come to know that there is no official support for flutter/dart from official 'SONAR QUBE'.
It will be great if flutter/dart community/people/developer cast their votes here:
https://community.sonarsource.com/t/support-for-dart/13555
Related
We are preparing a flutter plug-in for a corporate company. We want users using this plugin not to see the codes. So how do we obfuscation the codes? I know you cannot upload it this way via pub.dev. We can send this plugin to them as an external file.
I don't think it is possible with the current set of tools. I guess the main reason is that plugins are not compiled.
I also think it is this way by design. But you could always post a feature request to the Flutter team.
https://pub.dev/packages/firebase_admob
https://pub.dev/packages/admob_flutter
What are the differences between these 2 packages?
firebase_admob is the official one while admob_flutter will support native ads soon (apparently). I have tried them both and found no issues but I wanted to know which one is better than the other.
The message that they will support native ads was listed since Dec. 10 2018, the first version.
Also even though it is called firebase_admob and it may seem like it is directly constructed for Flutter if you look at the GitHub repo readme, it shows that it is part FlutterFire.
[firebase-admob] tag exists while [admob-flutter] on Stack Overflow which makes it seem like it would be harder to get help when using since both of the packages don't have a proper API doc
It seems like firebase_admob would be better than admob_flutter as it seems to have a bit more features and can be more trusted to be maintained and up to date.
Update Edit: Now google_mobile_ads has been released with native ads for flutter.
for this specific case, I'm trying to use Provider on Flutter Web,
but I'm sure that this will not be the last flutter package
that I will use on flutter web, so I'm trying to understand
how to solve this as a generic situation.
I came across this question :
Using flutter mobile packages in flutter web
and this answer:
you can also use libraries that are referencing Flutter framework that was repackaged for flutter_web. Like provider was forked [link]. You only can't use plugins atm.
For my understanding the suggested procedure is
Fork
Repack
Import
While "Fork" is straight forward, feel the need to ask:
How to Repack a Flutter Plugins to use for Flutter Web?
since this time I got lucky and Kevin already did the repacking
How do I import it? [edit: nevermind... ]
Thank you in advance
got the answer here
just
clone the repository you want to use,
copy the files in your project
fix the errors
then everything should work
I'm using this plugin (https://pub.dartlang.org/packages/flutter_map) because it's from the flutter team, bug how can I use Polyline/Polygons?
thank you
Support for this is work in progress.
The issue to follow is https://github.com/flutter/flutter/issues/17832
There are pull requests with basic support that could be tested already using a Git dependency
https://github.com/flutter/plugins/pull/1049
https://github.com/flutter/plugins/pull/1121
Does anyone have any experience combining React Native and Unity? I'm looking to start a Unity project that's very UI Heavy and I'm thinking about using React Native to take advantage of its UI capabilities on mobile and web.
I'm curious what the workflow for such an approach would be.
Finally after a lot of trials managed to do this. These are the steps.
1) Using this link, export android project for Gradle.
Select Gradle in the Build Settings window and check the Export Project checkbox.
Click Export and select the destination folder.
2) Import the generated folder in Android studio. Select ok whenever prompted. In this process, you will encounter following issues
2a) Gradle Sync Failed due to org.gradle.api.internal.tasks issues. Resolve using this link
3) Create React Native App using this link
4) Start Integrating Android exported folder inside created react native app using this link. Don't upgrade Gradle as Android studio will ask you again and again. You will encounter following issues. Don't go through "Test Integration" until you are finished with #5 here.
4a) While configuring maven, use this url for maven url "$rootDir/../node_modules/react-native/android" .
4b) While configuring maven, if you encounter problem related to javax.inject:javax.inject". Use this link.
4c) You may also encounter this error "Conflict with dependency 'com.google.code.findbugs:jsr305'". You can solve this link.
4d) During Code integration section of this link, focus on the following section: If you are using a starter kit for React Native, replace the "HelloWorld" string with the one in your index.android.js file (it’s the first argument to the AppRegistry.registerComponent() method). Here you have to replace with project name.
5) Before going through "Test your Integration" section, you have to add code to call MyReactActivity from UnityActivity. This link will help.
6) Go through "Test your Integration" section of link provided in #4. You may encounter following problems.
6a) unable to load script from assets index.android.bundle. Use this link.
6b) could not connect to development server on android. Use this link.
Check my article on Medium
I've shown with an example on How to integrate react native with Unity 3D step by step. My aim was to use the react native within the Unity3D like a module which is quite convenient if you're gonna heavily work on Unity 3D. Hope this helps for someone who comes here later.
I'm unsure as how a Unity game is built for iOS, if it uses Cocoa Touch for rendering its core classes.
If it does, and you have access or ability to render a UIViewController then you can render your React Native application. The only thing you would have to facilitate is setting up communication between the two applications.
Here is an example of rendering a native UI Component inside a React Native app that may help. http://moduscreate.com/leverage-existing-ios-views-react-native-app/
I was curious as well, and created an example project of how to do this for Android: https://github.com/marijnz/unity-react.
If this is a viable option, at least depends on:
How long the project will be running, both React and Unity have to be updated and this gets probably tougher over time.
The amount of sdk's/dependencies the project has.
If you want to do iOS as well.
In general, I'd probably avoid going this way.
Even though the example seems pretty simple now, it was a pain to get to that (as Shaunak's answer already hints at ;))