How To Create A Library In Dev C++
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- Package introduction
- Developing Dart packages
- Developing plugin packages
- Step 2: Implement the package
- Adding documentation
- Handling package interdependencies
If you write plugins for Flutter, you should know that the plugin API was upgraded to 2.0 in Flutter 1.12 to support federated plugins and to make it easier to test your plugin. In Flutter 1.10, Flutter’s pubspec format was updated to allow you to specify which platforms a plugin supports, such as web and macos.
Eventually, the old style of plugin will be deprecated and, in the short term, you will see a warning when the framework detects that you are using an old-style plugin. For information on how to upgrade your plugin, see Supporting the new Android plugins APIs.
Package introduction
Packages enable the creation of modular code that can beshared easily. A minimal package consists of the following:
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pubspec.yaml
- A metadata file that declares the package name,version, author, and so on.
lib
- The
lib
directory contains the public code inthe package, minimally a single<package-name>.dart
file.
Note: For a list of dos and don’ts when writing an effective plugin, see the Medium article by Mehmet Fidanboylu, Writing a good plugin.
Package types
Packages can contain more than one kind of content:
- Dart packages
- General packages written in Dart,for example the
path
package.Some of these might contain Flutter specificfunctionality and thus have a dependency on theFlutter framework, restricting their use to Flutter only,for example thefluro
package. - Plugin packages
- A specialized Dart package that contains an API written inDart code combined with one or more platform-specificimplementations.Plugin packages can be written for Android(using Kotlin or Java), iOS (using Swift or Objective-C),web (using Dart), macos (using Dart), or any combinationthereof.A concrete example is the
url_launcher
plugin package.To see how to use theurl_launcher
package, and how itwas extended to implement support for web,see the Medium article by Harry Terkelsen,How to Write a Flutter Web Plugin, Part 1.
Developing Dart packages
The following instructions explain how to write a Flutterpackage.
Step 1: Create the package
To create a Flutter package, use the --template=package
flagwith flutter create
:
This creates a package project in the hello
folder with the following content:
- LICENSE
- A (mostly) empty license text file.
- test/hello_test.dart
- The unit tests for the package.
- hello.iml
- A configuration file used by the IntelliJ IDEs.
- .gitignore
- A hidden file that tells Git which files orfolders to ignore in a project.
- .metadata
- A hidden file used by IDEs to track the propertiesof the Flutter project.
- pubspec.yaml
- A yaml file containing metadata that specifiesthe package’s dependencies. Used by the pub tool.
- README.md
- A starter markdown file that briefly describesthe package’s purpose.
- lib/hello.dart
- A starter app containing Dart code for the package.
- .idea/modules.xml, .idea/modules.xml, .idea/workspace.xml
- A hidden folder containing configuration filesfor the IntelliJ IDEs.
- CHANGELOG.md
- A (mostly) empty markdown file for trackingversion changes to the package.
Step 2: Implement the package
For pure Dart packages, simply add the functionalityinside the main lib/<package name>.dart
file,or in several files in the lib
directory.
To test the package, add unit testsin a test
directory.
For additional details on how to organize thepackage contents,see the Dart library package documentation.
Developing plugin packages
If you want to develop a package that calls intoplatform-specific APIs, you need to develop a plugin package.A plugin package is a specialized version of aDart package that, in addition to the content described above,also contains platform-specific implementations written forAndroid (Kotlin or Java code), iOS (Swift or Objective-C),web (Dart), macos (Dart), or any subset thereof.The API is connected to the platform-specificimplementation(s) using [platform channels][].
Federated plugins
Federated plugins were introduced in Flutter 1.12as a way of splitting support for different platformsinto separate packages. So, a federated plugin can useone package for iOS, another for Android,another for web, and yet another for your car(as an example of an IoT device).Among other benefits, this approach allows adomain expert to extend an existing plugin to work forthe platform they know best.
A federated plugin requires the following packages:
- app-facing package
- The package that plugin users depend on to use the plugin.This package specifies the API used by the Flutter app.
- platform package(s)
- One or more packages that contain the platform-specificimplementation code. The app-facing package calls intothese packages—they aren’t included into an app,unless they contain platform-specific functionalityaccessible to the end user.
- platform interface package
- The package that glues the app-facing packingto the platform package(s). This package declares aninterface that any platform package must implement tosupport the app-facing package. Having a single packagethat defines this interface ensures that all platformpackages implement the same functionality in a uniform way.
For more information on federated plugins,why they are useful, and how they are implemented,see the Medium article by Harry Terkelsen,How To Write a Flutter Web Plugin, Part 2.
Specifying a plugin’s supported platforms
In Flutter 1.12 and later, plugins can specifythe platforms they support by adding keys to theplatforms
map in the pubspec.yaml
file.For example, the following pubspec file shows theflutter:
map for the hello
plugin, which supportsonly iOS and Android:
When adding plugin implementations for more platforms,the platforms
map should be updated accordingly. For example, here’s the map in the pubspec filefor the hello
plugin, when updated to add supportfor macOS and web:
Step 1: Create the package
To create a plugin package, use the --template=plugin
flag with flutter create
.
Use the --org
option to specify your organization,using reverse domain name notation. This value is usedin various package and bundle identifiers in thegenerated plugin code.
This creates a plugin project in the hello
folderwith the following specialized content:
lib/hello.dart
- The Dart API for the plugin.
android/src/main/java/com/example/hello/HelloPlugin.kt
- The Android platform-specific implementation of the plugin APIin Kotlin.
ios/Classes/HelloPlugin.m
- The iOS-platform specific implementation of the plugin APIin Objective-C.
example/
- A Flutter app that depends on the plugin,and illustrates how to use it.
By default, the plugin project uses Swift for iOS code andKotlin for Android code. If you prefer Objective-C or Java,you can specify the iOS language using -i
and theAndroid language using -a
. For example:
Step 2: Implement the package
As a plugin package contains code for several platformswritten in several programming languages,some specific steps are needed to ensure a smooth experience.
Step 2a: Define the package API (.dart)
The API of the plugin package is defined in Dart code.Open the main hello/
folder in your favorite Flutter editor.Locate the file lib/hello.dart
.
Step 2b: Add Android platform code (.kt/.java)
We recommend you edit the Android code using Android Studio.
Before editing the Android platform code in Android Studio,first make sure that the code has been built at least once(in other words, run the example app from your IDE/editor,or in a terminal execute cd hello/example; flutter build apk
).
Then use the following steps:
- Launch Android Studio.
- Select Import project in theWelcome to Android Studio dialog,or select File > New > Import Project… from the menu,and select the
hello/example/android/build.gradle
file. - In the Gradle Sync dialog, select OK.
- In the Android Gradle Plugin Update dialog,select Don’t remind me again for this project.
The Android platform code of your plugin is located inhello/java/com.example.hello/HelloPlugin
.
You can run the example app from Android Studio bypressing the run (▶) button.
Step 2c: Add iOS platform code (.swift/.h+.m)
We recommend you edit the iOS code using Xcode.
C++ Make A Library
Before editing the iOS platform code in Xcode,first make sure that the code has been built at least once(in other words, run the example app from your IDE/editor,or in a terminal executecd hello/example; flutter build ios --no-codesign
).
Then use the following steps:
- Launch Xcode.
- Select File > Open, and select the
hello/example/ios/Runner.xcworkspace
file.
The iOS platform code for your plugin is located inPods/Development Pods/hello/././example/ios/.symlinks/plugins/hello/ios/Classes
in the Project Navigator.
You can run the example app by pressing the run (▶) button.
Step 2d: Connect the API and the platform code
Finally, you need to connect the API written in Dart code withthe platform-specific implementations.This is done using a platform channel,or through the interfaces defined in a platforminterface package.
Testing your plugin
As of Flutter 1.12, it is now easier to write code totest your plugin. For more information, seeTesting your plugin, a section inSupporting the new Android plugins APIs.
Adding documentation
How To Create A Library In Dev C Free
It is recommended practice to add the following documentationto all packages:
- A
README.md
file that introduces the package - A
CHANGELOG.md
file that documents changes in each version - A
LICENSE
file containing the terms under which the packageis licensed - API documentation for all public APIs (see below for details)
API documentation
When you publish a package,API documentation is automatically generated andpublished to pub.dev/documentation.For example, see the docs for device_info
.
If you wish to generate API documentation locally onyour development machine, use the following commands:
Change directory to the location of your package:
Tell the documentation tool where the Flutter SDK is located (change the following commands to reflect where you placed it):
Run the
dartdoc
tool (included as part of the Flutter SDK), as follows:
For tips on how to write API documentation, seeEffective Dart Documentation.
Adding licenses to the LICENSE file
Individual licenses inside each LICENSE file shouldbe separated by 80 hyphens on their own on a line.
If a LICENSE file contains more than one component license,then each component license must start with the names of thepackages to which the component license applies,with each package name on its own line, and thelist of package names separated from the actuallicense text by a blank line.(The packages need not match the names of the pub package.For example, a package might itself contain code frommultiple third-party sources, and might need to includea license for each one.)
The following example shows a well-organized license file:
Here is another example of a well-organized license file:
Here is an example of a poorly-organized license file:
Another example of a poorly-organized license file:
Publishing your package
Tip: Have you noticed that some of the packages and plugins on pub.dev are designated as Flutter Favorites? These are the packages published by verified developers and are identified as the packages and plugins you should first consider using when writing your app. To learn more, see the Flutter Favorites program.
Once you have implemented a package, you can publish it onpub.dev, so that other developers can easily use it.
Prior to publishing, make sure to review the pubspec.yaml
,README.md
, and CHANGELOG.md
files to make sure theircontent is complete and correct. Also, to improve thequality and usability of your package (and to make itmore likely to achieve the status of a Flutter Favorite),consider including the following items:
- Diverse code usage examples
- Screenshots, animated gifs, or videos
- A link to the corresponding code repository
Next, run the publish command in dry-run
modeto see if everything passes analysis:
The next step is publishing to pub.dev,but be sure that you are ready becausepublishing is forever:
For more details on publishing, see thepublishing docs on dart.dev.
Handling package interdependencies
If you are developing a package hello
that depends onthe Dart API exposed by another package, you need to addthat package to the dependencies
section of yourpubspec.yaml
file. The code below makes the Dart APIof the url_launcher
plugin available to hello
:
You can now import 'package:url_launcher/url_launcher.dart'
and launch(someUrl)
in the Dart code of hello
.
This is no different from how you include packages inFlutter apps or any other Dart project.
But if hello
happens to be a plugin packagewhose platform-specific code needs accessto the platform-specific APIs exposed by url_launcher
,you also need to add suitable dependency declarationsto your platform-specific build files, as shown below.
Android
The following example sets a dependency forurl_launcher
in hello/android/build.gradle
:
You can now import io.flutter.plugins.urllauncher.UrlLauncherPlugin
and access the UrlLauncherPlugin
class in the source code at hello/android/src
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iOS
The following example sets a dependency forurl_launcher
in hello/ios/hello.podspec
:
You can now #import 'UrlLauncherPlugin.h'
andaccess the UrlLauncherPlugin
class in the source codeat hello/ios/Classes
.
Web
All web dependencies are handled by the pubspec.yaml
file like any other Dart package.