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To achieve this, we are going to be using the scratch docker image. This is going to reduce the size of the final image by over 95%.
Why? By reducing the size of our final docker image, we are reducing the attack surface area. This means that attackers have less libraries, tools to exploit in our docker image. For this to be possible, we will need to statically compile our go application, so that it doesn’t need any external libraries.
To achieve this, we are going to use two stages to build our final docker image. In the first stage, we are going to use the official image for Golang, to statically compile our go application. Then, in the second stage, we will copy our statically compiled binaries from the first stage. To get started, we are going to create a Dockerfile at the root of our project. We are going to name it scratch.dockerfile – feel free to change the filename, if you wish to.
NB: If you are new to docker and containers in general, I suggest you start by reading the following post here for the basics. You can also learn how to get started with docker here.
In order to make a meaningful demo, I needed a barebone Golang application. Therefore, I used the basic example from Gin Web Framework which can be found here. I didn’t make any modification to the above code. I am confident enough you can replace it with your own custom code, without any modifications.
In this stage, we are going to compile our go application statically. But first things first, inside our dockerfile, we will start by setting the base image for docker. We will be using the latest available image for Golang; hence no tag. We will also name our stage as builder, this makes it easier to refer to it in the next stage.
FROM golang as builder
Next, we are going to change our working directory, to the directory in which we will build our application. I recommend using the same structure as your dev environment, from the GOPATH. For the Golang images, the GOPATH is /go. This will ensure that our go application behaves the same as it does in our dev environment.
WORKDIR /go/src/github.com/coding-latte/golang-docker-multistage-build-demo
Next, let’s copy our projects files, and install our projects dependencies and build our go application.
...
COPY . .
RUN go get .
RUN CGO_ENABLED=0 GOOS=linux go build -a -installsuffix cgo -o app .
...
TIP: If you are using go modules, I recommend copying the project code in a directory outside the GOPATH (
/go/src). This is because, once you put it inside theGOPATH, go modules will be disabled. This may cause your application to break.
...
WORKDIR /app/project-name
COPY . .
...

In this stage, we are going to build the image which we will be deploying. So, let’s set our base image as scratch – FROM scratch. Naming the stage is not necessary since it’s the last stage in our multi-stage build.
...
FROM scratch
...
Next, we are going to copy ca-certificates and compiled Golang static binaries from stage one – builder. First, let’s copy the ca-certificates, this is important if you will be using SSL/TLS to access your application. Otherwise you can skip this one if your app is not using SSL/TLS.
...
COPY --from=builder /etc/ssl/certs/ca-certificates.crt /etc/ssl/certs/ca-certificates.crt
...
Then, change the working directory to bin (or any other name of your choice), and copy the compiled binaries to that directory:
...
WORKDIR /bin
COPY --from=builder /go/github.com/coding-latte/golang-docker-multistage-build-demo/app .
...
And finally, set our go app to be executed when the container starts and expose port 8080.
...
CMD ["./app"]
EXPOSE 8080
...
If your app is using another port, replace port 8080 with that port. And if it’s using multiple ports, separate them with a single whitespace.
NB: You can find the complete dockerfile here. And if you would rather use alpine linux docker image instead of scratch, you can find the corresponding dockerfile here.
We can now go ahead and build our docker image:
docker build --rm -f "**scratch.dockerfile**" -t demo:latest .
NB: If you are not using scratch.dockerfile as the name of your dockerfile, replace that with correct name and path in the above command. You can learn more about building docker images here.
So, our final docker image size when using scratch docker image is 15.5MB, as compared to 844MB when using official Golang docker image. If you used alpine image instead of scratch, you can add just an extra 5MB on top of the scratch final size, where you will get about 20MB. This is still a huge size reduction from the official docker image for golang.
You can find the source code for this post here.
Originally published by Maina Wycliffe at codinglatte.com

#docker #go
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When your app is opened, there is a brief time while the native app loads Flutter. By default, during this time, the native app displays a white splash screen. This package automatically generates iOS, Android, and Web-native code for customizing this native splash screen background color and splash image. Supports dark mode, full screen, and platform-specific options.

What's New
Support for GIF images in web.
You can now keep the splash screen up while your app initializes! No need for a secondary splash screen anymore. Just use the preserve and remove methods together to remove the splash screen after your initialization is complete. See details below.
Usage
Would you prefer a video tutorial instead? Check out Johannes Milke's tutorial.
First, add flutter_native_splash as a dependency in your pubspec.yaml file.
dependencies:
flutter_native_splash: ^2.3.1
Don't forget to flutter pub get.
Customize the following settings and add to your project's pubspec.yaml file or place in a new file in your root project folder named flutter_native_splash.yaml.
flutter_native_splash:
# This package generates native code to customize Flutter's default white native splash screen
# with background color and splash image.
# Customize the parameters below, and run the following command in the terminal:
# dart run flutter_native_splash:create
# To restore Flutter's default white splash screen, run the following command in the terminal:
# dart run flutter_native_splash:remove
# color or background_image is the only required parameter. Use color to set the background
# of your splash screen to a solid color. Use background_image to set the background of your
# splash screen to a png image. This is useful for gradients. The image will be stretch to the
# size of the app. Only one parameter can be used, color and background_image cannot both be set.
color: "#42a5f5"
#background_image: "assets/background.png"
# Optional parameters are listed below. To enable a parameter, uncomment the line by removing
# the leading # character.
# The image parameter allows you to specify an image used in the splash screen. It must be a
# png file and should be sized for 4x pixel density.
#image: assets/splash.png
# The branding property allows you to specify an image used as branding in the splash screen.
# It must be a png file. It is supported for Android, iOS and the Web. For Android 12,
# see the Android 12 section below.
#branding: assets/dart.png
# To position the branding image at the bottom of the screen you can use bottom, bottomRight,
# and bottomLeft. The default values is bottom if not specified or specified something else.
#branding_mode: bottom
# The color_dark, background_image_dark, image_dark, branding_dark are parameters that set the background
# and image when the device is in dark mode. If they are not specified, the app will use the
# parameters from above. If the image_dark parameter is specified, color_dark or
# background_image_dark must be specified. color_dark and background_image_dark cannot both be
# set.
#color_dark: "#042a49"
#background_image_dark: "assets/dark-background.png"
#image_dark: assets/splash-invert.png
#branding_dark: assets/dart_dark.png
# Android 12 handles the splash screen differently than previous versions. Please visit
# https://developer.android.com/guide/topics/ui/splash-screen
# Following are Android 12 specific parameter.
android_12:
# The image parameter sets the splash screen icon image. If this parameter is not specified,
# the app's launcher icon will be used instead.
# Please note that the splash screen will be clipped to a circle on the center of the screen.
# App icon with an icon background: This should be 960×960 pixels, and fit within a circle
# 640 pixels in diameter.
# App icon without an icon background: This should be 1152×1152 pixels, and fit within a circle
# 768 pixels in diameter.
#image: assets/android12splash.png
# Splash screen background color.
#color: "#42a5f5"
# App icon background color.
#icon_background_color: "#111111"
# The branding property allows you to specify an image used as branding in the splash screen.
#branding: assets/dart.png
# The image_dark, color_dark, icon_background_color_dark, and branding_dark set values that
# apply when the device is in dark mode. If they are not specified, the app will use the
# parameters from above.
#image_dark: assets/android12splash-invert.png
#color_dark: "#042a49"
#icon_background_color_dark: "#eeeeee"
# The android, ios and web parameters can be used to disable generating a splash screen on a given
# platform.
#android: false
#ios: false
#web: false
# Platform specific images can be specified with the following parameters, which will override
# the respective parameter. You may specify all, selected, or none of these parameters:
#color_android: "#42a5f5"
#color_dark_android: "#042a49"
#color_ios: "#42a5f5"
#color_dark_ios: "#042a49"
#color_web: "#42a5f5"
#color_dark_web: "#042a49"
#image_android: assets/splash-android.png
#image_dark_android: assets/splash-invert-android.png
#image_ios: assets/splash-ios.png
#image_dark_ios: assets/splash-invert-ios.png
#image_web: assets/splash-web.gif
#image_dark_web: assets/splash-invert-web.gif
#background_image_android: "assets/background-android.png"
#background_image_dark_android: "assets/dark-background-android.png"
#background_image_ios: "assets/background-ios.png"
#background_image_dark_ios: "assets/dark-background-ios.png"
#background_image_web: "assets/background-web.png"
#background_image_dark_web: "assets/dark-background-web.png"
#branding_android: assets/brand-android.png
#branding_dark_android: assets/dart_dark-android.png
#branding_ios: assets/brand-ios.gif
#branding_dark_ios: assets/dart_dark-ios.gif
# The position of the splash image can be set with android_gravity, ios_content_mode, and
# web_image_mode parameters. All default to center.
#
# android_gravity can be one of the following Android Gravity (see
# https://developer.android.com/reference/android/view/Gravity): bottom, center,
# center_horizontal, center_vertical, clip_horizontal, clip_vertical, end, fill, fill_horizontal,
# fill_vertical, left, right, start, or top.
#android_gravity: center
#
# ios_content_mode can be one of the following iOS UIView.ContentMode (see
# https://developer.apple.com/documentation/uikit/uiview/contentmode): scaleToFill,
# scaleAspectFit, scaleAspectFill, center, top, bottom, left, right, topLeft, topRight,
# bottomLeft, or bottomRight.
#ios_content_mode: center
#
# web_image_mode can be one of the following modes: center, contain, stretch, and cover.
#web_image_mode: center
# The screen orientation can be set in Android with the android_screen_orientation parameter.
# Valid parameters can be found here:
# https://developer.android.com/guide/topics/manifest/activity-element#screen
#android_screen_orientation: sensorLandscape
# To hide the notification bar, use the fullscreen parameter. Has no effect in web since web
# has no notification bar. Defaults to false.
# NOTE: Unlike Android, iOS will not automatically show the notification bar when the app loads.
# To show the notification bar, add the following code to your Flutter app:
# WidgetsFlutterBinding.ensureInitialized();
# SystemChrome.setEnabledSystemUIMode(SystemUiMode.manual, overlays: [SystemUiOverlay.bottom, SystemUiOverlay.top], );
#fullscreen: true
# If you have changed the name(s) of your info.plist file(s), you can specify the filename(s)
# with the info_plist_files parameter. Remove only the # characters in the three lines below,
# do not remove any spaces:
#info_plist_files:
# - 'ios/Runner/Info-Debug.plist'
# - 'ios/Runner/Info-Release.plist'
After adding your settings, run the following command in the terminal:
dart run flutter_native_splash:create
When the package finishes running, your splash screen is ready.
To specify the YAML file location just add --path with the command in the terminal:
dart run flutter_native_splash:create --path=path/to/my/file.yaml
By default, the splash screen will be removed when Flutter has drawn the first frame. If you would like the splash screen to remain while your app initializes, you can use the preserve() and remove() methods together. Pass the preserve() method the value returned from WidgetsFlutterBinding.ensureInitialized() to keep the splash on screen. Later, when your app has initialized, make a call to remove() to remove the splash screen.
import 'package:flutter_native_splash/flutter_native_splash.dart';
void main() {
WidgetsBinding widgetsBinding = WidgetsFlutterBinding.ensureInitialized();
FlutterNativeSplash.preserve(widgetsBinding: widgetsBinding);
runApp(const MyApp());
}
// whenever your initialization is completed, remove the splash screen:
FlutterNativeSplash.remove();
NOTE: If you do not need to use the preserve() and remove() methods, you can place the flutter_native_splash dependency in the dev_dependencies section of pubspec.yaml.
If you find this package useful, you can support it for free by giving it a thumbs up at the top of this page. Here's another option to support the package:
Android 12+ Support
Android 12 has a new method of adding splash screens, which consists of a window background, icon, and the icon background. Note that a background image is not supported.

Be aware of the following considerations regarding these elements:
image parameter. By default, the launcher icon is used:
icon_background_color is optional, and is useful if you need more contrast between the icon and the window background.
One-third of the foreground is masked.
color the window background consists of a single opaque color.
PLEASE NOTE: The splash screen may not appear when you launch the app from Android Studio on API 31. However, it should appear when you launch by clicking on the launch icon in Android. This seems to be resolved in API 32+.
PLEASE NOTE: There are a number of reports that non-Google launchers do not display the launch image correctly. If the launch image does not display correctly, please try the Google launcher to confirm that this package is working.
PLEASE NOTE: The splash screen does not appear when you launch the app from a notification. Apparently this is the intended behavior on Android 12: core-splashscreen Icon not shown when cold launched from notification.
Flavor Support
If you have a project setup that contains multiple flavors or environments, and you created more than one flavor this would be a feature for you.
Instead of maintaining multiple files and copy/pasting images, you can now, using this tool, create different splash screens for different environments.
In order to use the new feature, and generate the desired splash images for you app, a couple of changes are required.
If you want to generate just one flavor and one file you would use either options as described in Step 1. But in order to setup the flavors, you will then be required to move all your setup values to the flutter_native_splash.yaml file, but with a prefix.
Let's assume for the rest of the setup that you have 3 different flavors, Production, Acceptance, Development.
First this you will need to do is to create a different setup file for all 3 flavors with a suffix like so:
flutter_native_splash-production.yaml
flutter_native_splash-acceptance.yaml
flutter_native_splash-development.yaml
You would setup those 3 files the same way as you would the one, but with different assets depending on which environment you would be generating. For example (Note: these are just examples, you can use whatever setup you need for your project that is already supported by the package):
# flutter_native_splash-development.yaml
flutter_native_splash:
color: "#ffffff"
image: assets/logo-development.png
branding: assets/branding-development.png
color_dark: "#121212"
image_dark: assets/logo-development.png
branding_dark: assets/branding-development.png
android_12:
image: assets/logo-development.png
icon_background_color: "#ffffff"
image_dark: assets/logo-development.png
icon_background_color_dark: "#121212"
web: false
# flutter_native_splash-acceptance.yaml
flutter_native_splash:
color: "#ffffff"
image: assets/logo-acceptance.png
branding: assets/branding-acceptance.png
color_dark: "#121212"
image_dark: assets/logo-acceptance.png
branding_dark: assets/branding-acceptance.png
android_12:
image: assets/logo-acceptance.png
icon_background_color: "#ffffff"
image_dark: assets/logo-acceptance.png
icon_background_color_dark: "#121212"
web: false
# flutter_native_splash-production.yaml
flutter_native_splash:
color: "#ffffff"
image: assets/logo-production.png
branding: assets/branding-production.png
color_dark: "#121212"
image_dark: assets/logo-production.png
branding_dark: assets/branding-production.png
android_12:
image: assets/logo-production.png
icon_background_color: "#ffffff"
image_dark: assets/logo-production.png
icon_background_color_dark: "#121212"
web: false
If you'd like to generate only a single flavor (maybe you are testing something out), you can use only the single command like this:
# If you have a flavor called production you would do this:
dart run flutter_native_splash:create --flavor production
# For a flavor with a name staging you would provide it's name like so:
dart run flutter_native_splash:create --flavor acceptance
# And if you have a local version for devs you could do that:
dart run flutter_native_splash:create --flavor development
You also have the ability to specify all the flavors in one command as shown bellow:
dart run flutter_native_splash:create --flavors development,staging,production
Note: the available flavors need to be comma separated for this option to work.
You're done! No, really, Android doesn't need any additional setup.
Note: If it didn't work, please make sure that your flavors are named the same as your config files, otherwise the setup will not work.
iOS is a bit tricky, so hang tight, it might look scary but most of the steps are just a single click, explained as much as possible to lower the possibility of mistakes.
When you run the new command, you will need to open xCode and follow the steps bellow:
Assumption
schemes setup; production, acceptance and development.Preparation
{project root}/ios/Runner/Base.lprojxCode
Xcode still doesn't know how to use them, so we need to specify for all the current flavors (schemes) which file to use and to use that value inside the Info.plist file.
LAUNCH_SCREEN_STORYBOARD$(LAUNCH_SCREEN_STORYBOARD)Congrats you finished your setup for multiple flavors,
FAQs
This message is not related to this package but is related to a change in how Flutter handles splash screens in Flutter 2.5. It is caused by having the following code in your android/app/src/main/AndroidManifest.xml, which was included by default in previous versions of Flutter:
<meta-data
android:name="io.flutter.embedding.android.SplashScreenDrawable"
android:resource="@drawable/launch_background"
/>
The solution is to remove the above code. Note that this will also remove the fade effect between the native splash screen and your app.
Not at this time. PRs are always welcome!
This attribute is only found in Android 12, so if you are getting this error, it means your project is not fully set up for Android 12. Did you update your app's build configuration?
This is caused by an iOS splash caching bug, which can be solved by uninstalling your app, powering off your device, power back on, and then try reinstalling.
removeAfter method.No. This package creates a splash screen that is displayed before Flutter is loaded. Because of this, when the splash screen loads, internal app settings are not available to the splash screen. Unfortunately, this means that it is impossible to control light/dark settings of the splash from app settings.
Notes
If the splash screen was not updated correctly on iOS or if you experience a white screen before the splash screen, run flutter clean and recompile your app. If that does not solve the problem, delete your app, power down the device, power up the device, install and launch the app as per this StackOverflow thread.
This package modifies launch_background.xml and styles.xml files on Android, LaunchScreen.storyboard and Info.plist on iOS, and index.html on Web. If you have modified these files manually, this plugin may not work properly. Please open an issue if you find any bugs.
How it works
mdpi, hdpi, xhdpi, xxhdpi and xxxhdpi drawables.<item> tag containing a <bitmap> for your splash image drawable will be added in launch_background.xmlcolors.xml and referenced in launch_background.xml.styles.xml.drawable-night, values-night, etc. resource folders.@3x and @2x images.LaunchScreen.storyboard.Info.plist.web/splash folder will be created for splash screen images and CSS files.1x, 2x, 3x, and 4x sizes and placed in web/splash/img.web/index.html, as well as the HTML for the splash pictures.Acknowledgments
This package was originally created by Henrique Arthur and it is currently maintained by Jon Hanson.
Bugs or Requests
If you encounter any problems feel free to open an issue. If you feel the library is missing a feature, please raise a ticket. Pull request are also welcome.
Run this command:
With Flutter:
$ flutter pub add flutter_native_splashThis will add a line like this to your package's pubspec.yaml (and run an implicit flutter pub get):
dependencies:
flutter_native_splash: ^2.3.1Alternatively, your editor might support flutter pub get. Check the docs for your editor to learn more.
Now in your Dart code, you can use:
import 'package:flutter_native_splash/flutter_native_splash.dart';import 'package:flutter/material.dart';
import 'package:flutter_native_splash/flutter_native_splash.dart';
void main() {
WidgetsBinding widgetsBinding = WidgetsFlutterBinding.ensureInitialized();
FlutterNativeSplash.preserve(widgetsBinding: widgetsBinding);
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
// This is the theme of your application.
//
// Try running your application with "flutter run". You'll see the
// application has a blue toolbar. Then, without quitting the app, try
// changing the primarySwatch below to Colors.green and then invoke
// "hot reload" (press "r" in the console where you ran "flutter run",
// or simply save your changes to "hot reload" in a Flutter IDE).
// Notice that the counter didn't reset back to zero; the application
// is not restarted.
primarySwatch: Colors.blue,
),
home: const MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
const MyHomePage({super.key, required this.title});
// This widget is the home page of your application. It is stateful, meaning
// that it has a State object (defined below) that contains fields that affect
// how it looks.
// This class is the configuration for the state. It holds the values (in this
// case the title) provided by the parent (in this case the App widget) and
// used by the build method of the State. Fields in a Widget subclass are
// always marked "final".
final String title;
@override
State<MyHomePage> createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
void _incrementCounter() {
setState(() {
// This call to setState tells the Flutter framework that something has
// changed in this State, which causes it to rerun the build method below
// so that the display can reflect the updated values. If we changed
// _counter without calling setState(), then the build method would not be
// called again, and so nothing would appear to happen.
_counter++;
});
}
@override
void initState() {
super.initState();
initialization();
}
void initialization() async {
// This is where you can initialize the resources needed by your app while
// the splash screen is displayed. Remove the following example because
// delaying the user experience is a bad design practice!
// ignore_for_file: avoid_print
print('ready in 3...');
await Future.delayed(const Duration(seconds: 1));
print('ready in 2...');
await Future.delayed(const Duration(seconds: 1));
print('ready in 1...');
await Future.delayed(const Duration(seconds: 1));
print('go!');
FlutterNativeSplash.remove();
}
@override
Widget build(BuildContext context) {
// This method is rerun every time setState is called, for instance as done
// by the _incrementCounter method above.
//
// The Flutter framework has been optimized to make rerunning build methods
// fast, so that you can just rebuild anything that needs updating rather
// than having to individually change instances of widgets.
return Scaffold(
appBar: AppBar(
// Here we take the value from the MyHomePage object that was created by
// the App.build method, and use it to set our appbar title.
title: Text(widget.title),
),
body: Center(
// Center is a layout widget. It takes a single child and positions it
// in the middle of the parent.
child: Column(
// Column is also a layout widget. It takes a list of children and
// arranges them vertically. By default, it sizes itself to fit its
// children horizontally, and tries to be as tall as its parent.
//
// Invoke "debug painting" (press "p" in the console, choose the
// "Toggle Debug Paint" action from the Flutter Inspector in Android
// Studio, or the "Toggle Debug Paint" command in Visual Studio Code)
// to see the wireframe for each widget.
//
// Column has various properties to control how it sizes itself and
// how it positions its children. Here we use mainAxisAlignment to
// center the children vertically; the main axis here is the vertical
// axis because Columns are vertical (the cross axis would be
// horizontal).
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
const Text(
'You have pushed the button this many times:',
),
Text(
'$_counter',
style: Theme.of(context).textTheme.headlineMedium,
),
],
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: const Icon(Icons.add),
), // This trailing comma makes auto-formatting nicer for build methods.
);
}
}Download details:
Author: jonhanson.net
Source: https://github.com/jonbhanson/flutter_native_splash
1596691740
The image manifest provides a configuration and a set of layers for a container image.
This is an experimental feature. To enable this feature in the Docker CLI, one can edit the config.json file found in ~/.docker/config.json like :
{
"auths": {
"https://index.docker.io/v1/": {
"auth": "XXXXXXX"
}
},
"HttpHeaders": {
"User-Agent": "Docker-Client/19.03.8 (linux)"
},
"experimental": "enabled",
"debug": true
}
The docker manifest command does not work independently to perform any action. In order to work with the docker manifest or manifest list, we use sub-commands along with it. This manifest sub-command can enable us to interact with the image manifests. Furthermore, it also gives information about the OS and the architecture, that a particular image was built for.
A single manifest comprises of information about an image, it’s size, the layers and digest.
A manifest list is a list of image layers (manifests) that are, created by specifying one or more image names. It can then be used in the same way as an image name in docker pull and docker run commands.
After enabling this feature, one would be able to access the following command :

These commands are easy to use. It basically avoids the need for pulling and running and then testing the images locally, from a docker registry.
Next, to inspect an image manifest, follow this syntax,
docker manifest inspect image-name

.
#devops #docker #devops #docker #docker learning #docker-image
1594651320
Docker create an image from a container | Creating your own image | How to create Docker Image from a Container and Dockerfile.
#docker #image #dockers
1595249460
Following the second video about Docker basics, in this video, I explain Docker architecture and explain the different building blocks of the docker engine; docker client, API, Docker Daemon. I also explain what a docker registry is and I finish the video with a demo explaining and illustrating how to use Docker hub
In this video lesson you will learn:
#docker #docker hub #docker host #docker engine #docker architecture #api
1615158300
In this post, I’m going to address a few often-overlooked concepts that will help with optimizing the Docker image development and build process.
Docker images are used as the primary image in the Docker executor. They are the blueprints for containers, providing the instructions for how a container is spawned. In this post, I’m going to address a few often-overlooked concepts that will help with optimizing the Docker image development and build process.
Let’s start with a brief description of the Docker build process. It is a process triggered by running the docker build command using the Docker CLI tool.
The docker build command builds a Docker image based on the instructions specified in a file known as a Dockerfile. The Dockerfile is a text document that contains all the ordered commands a user would call on the command line to assemble an image.
A Docker image consists of read-only layers. Each layer represents a Dockerfile instruction. The layers are stacked, and each one is a delta of the changes from the previous layer. I think of these layers as a form of cache. Updates are only made to the layers that change versus updating every layer on every change.
The example below depicts the contents of a Dockerfile:
Each instruction in this file represents a separate layer in a Docker image. Below is a brief explanation of each instruction:
FROM creates a layer from the ubuntu:18.04 Docker imageCOPY adds files from your Docker client’s current directoryRUN builds your application with makeCMD specifies what command to run within the containerThese four commands will create layers in Docker images when they are executed during the build process.
If you’re interested in learning more about images and layers, you can read about them here.
#cloud #docker #docker image #image building