A Flutter Plugin for Music Sequencing

flutter_sequencer

This Flutter plugin lets you set up sampler instruments and create multi-track sequences of notes that play on those instruments. You can specify a loop range for a sequence and schedule volume automations.

It uses the sfizz SFZ player on both Android and iOS. The SFZ format can be used to create high-quality sample-based instruments and do subtractive synthesis. These instruments can have modulation parameters that can be controlled by your Flutter UI. The plugin also supports playing SF2 (SoundFont) files on both platforms, and on iOS, you can load any AudioUnit instrument.

The example app is a drum machine, but there are many things you could build. The plugin is not limited to "step" based sequencing. You could make a whole sample-based DAW. You could use it to make a cross-platform app to host your SFZ instrument. You could also use it for game sound effects, or even to generate a dynamic game soundtrack.

Drum machine example on Android

How to use

Create the sequence

final sequence = Sequence(tempo: 120.0, endBeat: 8.0);

You need to set the tempo and the end beat when you create the sequence.

Create instruments

final instruments = [
  Sf2Instrument(path: "assets/sf2/TR-808.sf2", isAsset: true),
  SfzInstrument(
    path: "assets/sfz/GMPiano.sfz",
    isAsset: true,
    tuningPath: "assets/sfz/meanquar.scl",
  ),
  RuntimeSfzInstrument(
    id: "Sampled Synth",
    sampleRoot: "assets/wav",
    isAsset: true,
    sfz: Sfz(
      groups: [
        SfzGroup(
          regions: [
            SfzRegion(sample: "D3.wav", noteNumber: 62),
            SfzRegion(sample: "F3.wav", noteNumber: 65),
            SfzRegion(sample: "Gsharp3.wav", noteNumber: 68),
          ],
        ),
      ],
    ),
  ),
  RuntimeSfzInstrument(
    id: "Generated Synth",
    // This SFZ doesn't use any sample files, so just put "/" as a placeholder.
    sampleRoot: "/",
    isAsset: false,
    // Based on the Unison Oscillator example here:
    // https://sfz.tools/sfizz/quick_reference#unison-oscillator
    sfz: Sfz(
      groups: [
        SfzGroup(
          regions: [
            SfzRegion(
              sample: "*saw",
              otherOpcodes: {
                "oscillator_multi": "5",
                "oscillator_detune": "50",
              }
            )
          ]
        )
      ]
    )
  ),
];

An instrument can be used to create one or more tracks. There are four instruments:

  1. SfzInstrument, to load a .sfz file and the samples it refers to.
    • On iOS and Android, it will be played by sfizz
    • As far as I know, sfizz is the most complete and most frequently updated SFZ player library with a license that permits commercial use.
    • Sfizz supports .wav and .flac sample files, among others. I recommend using .flac when possible, since it supports lossless compression. It's easy to convert audio files to FLAC format with ffmpeg.
    • You can also create an SFZ that doesn't use any sample files by setting sample to a predefined waveform, such as *sine, *saw, *square, *triangle, or *noise.
    • Check which SFZ opcodes are supported by sfizz here: https://sfz.tools/sfizz/development/status/opcodes/
    • Learn more about the SFZ format here: https://sfzformat.com
  2. RuntimeSfzInstrument, to build an SFZ at runtime.
    • This will also be played by sfizz.
    • Instead of a file, you pass an Sfz object to the constructor. See the example.
    • You might use this so that your app can build a synth using selected oscillators, or a sampler using user-provided samples.
  3. Sf2Instrument, to load a .sf2 SoundFont file.
    • On iOS, it will be played by the built-in Apple MIDI synth AudioUnit
    • On Android, it will be played by tinysoundfont
    • I recommend using SFZ format, since sfizz can stream samples from disk. This way you can load bigger sound fonts without running out of RAM.
    • You can easily convert SF2 to SFZ with Polyphone. Just open the SF2, click the menu icon at the top right, and click "Export Soundfonts." Change the format to SFZ. The other options shouldn't matter.
  4. AudioUnitInstrument, to load an AudioUnit
    • This will only work on iOS
    • You might use this if you are making a DAW type of app.

For an SF2 or SFZ instrument, pass isAsset: true to load a path in the Flutter assets directory. You should use assets for "factory preset" sounds. To load user-provided or downloaded sounds from the filesystem, pass isAsset: false.

Important notes about isAsset: true

Note that on Android, SFZ files and samples that are loaded with isAsset: true will be extracted from the bundle into the application files directory (context.filesDir), since sfizz cannot read directly from Android assets. This means they will exist in two places on the device - in the APK in compressed (zipped) form and in the files directory in uncompressed form. So I only recommend using isAsset: true if your samples are small. If you want to include high-quality soundfonts in your app, your app should download them at runtime.

Note that on either platform, Flutter asset paths get URL-encoded. For example, if you put a file called "Piano G#5.wav" in your assets folder, it will end up being called "Piano%20G%235.wav" on the device. So if you are bundling an SFZ file as an asset, make sure that you either remove any special characters and spaces from the sample file names, or update the SFZ file to refer to the URL-encoded sample paths. I recommend just getting rid of any spaces and special characters.

Optional: keep engine running

GlobalState().setKeepEngineRunning(true);

This will keep the audio engine running even when all sequences are paused. Set this to true if you need to trigger sounds when the sequence is paused. Don't do it otherwise, since it will increase energy usage.

Create tracks

sequence.createTracks(instruments).then((tracks) {
  setState(() {
    this.tracks = tracks;
    ...
  });
});

createTracks returns Future<List>. You probably want to store the value it completes with in your widget's state.

Schedule events on the tracks

track.addNote(noteNumber: 60, velocity: 0.7, startBeat: 0.0, durationBeats: 2.0);

This will add middle C (MIDI note number 60) to the sequence, starting from beat 0, and stopping after 2 beats.

track.addVolumeChange(volume: 0.75, beat: 2.0);

This will schedule a volume change. It can be used to do volume automation. Note that track volume is on a linear scale, not a logarithmic scale. You may want to use a logarithmic scale and convert to linear.

track.addMidiCC(ccNumber: 127, ccValue: 127, beat: 2.0);

This will schedule a MIDI CC event. These can be used to change parameters in a sound font. For example, in an SFZ, you can use the "cutoff_cc1" and "cutoff" opcodes to define a filter where the cutoff can be changed with MIDI CC events. There are many other parameters that can be controlled by CC as well, such as amp envelope, filter envelope, sample offset, and EQ parameters. For more information, see how to do modulations in SFZ and how to use filter cutoff in SFZ.

track.addMidiPitchBend(value: 1.0, beat: 2.0);

This will schedule a MIDI pitch bend event. The value can be from -1.0 to 1.0. Note that the value is NOT the number of semitones. The sound font defines how many semitones the bend range is. For example, in an SFZ, you can use the "bend_down" and "bend_up" opcodes to define how many cents the pitch will be changed when the bend value is set to -1.0 and 1.0, respectively.

Control playback

sequence.play();
sequence.pause();
sequence.stop();

Start, pause, or stop the sequence.

sequence.setBeat(double beat);

Set the playback position in the sequence, in beats.

sequence.setEndBeat(double beat);

Set the length of the sequence in beats.

sequence.setTempo(120.0);

Set the tempo in beats per minute.

sequence.setLoop(double loopStartBeat, double loopEndBeat);

Enable looping.

sequence.unsetLoop();

Disable looping.

Get real-time information about the sequence

You can use SingleTickerProviderStateMixin to make these calls on every frame.

sequence.getPosition(); // double

Gets the playback position of the sequence, in beats.

sequence.getIsPlaying(); // bool

Gets whether or not the sequence is playing. It may have stopped if it reached the end.

track.getVolume();

Gets the volume of a track. A VolumeEvent may have changed it during playback.

Real-time playback

track.startNoteNow(noteNumber: 60, velocity: 0.75);

Send a MIDI Note On message to the track immediately.

track.stopNoteNow(noteNumber: 60);

Send a MIDI Note Off message to the track immediately.

track.changeVolumeNow(volume: 0.5);

Change the track's volume immediately. Note that this is linear gain, not logarithmic.

How it works

The Android and iOS backends start their respective audio engines. The iOS one adds an AudioUnit for each track to an AVAudioEngine and connects it to a Mixer AudioUnit. The Android one has to do all of the rendering manually. Both of them share a "BaseScheduler", which can be found under the ios directory.

The backend has no concept of the sequence, the position in a sequence, the loop state, or even time as measured in seconds or beats. It just maintains a map of tracks, and it triggers events on those tracks when the appropriate number of frames have been rendered by the audio engine. The BaseScheduler has a Buffer for each track that holds its scheduled events. The Buffer is supposed to be thread-safe for one reader and one writer and real-time safe (i.e. it will not allocate memory, so it can be used on the audio render thread.)

The Sequence lives on the Dart front end. A Sequence has Tracks. Each Track is backed by a Buffer on the backend. When you add a note or a volume change to the track, it schedules an event on the Buffer at the appropriate frame, based on the tempo and sample rate.

The buffer might not be big enough to hold all the events. Also, when looping is enabled, events will occur indefinitely, so the buffer will never be big enough. To deal with this, the frontend will periodically "top off" each track's buffer.

Development instructions

Note that the Android build uses several third party libraries, including sfizz. The Gradle build will download them from GitHub into the android/third_party directory.

The iOS also uses the sfizz library. It will be downloaded by the prepare.sh script which CocoaPods will run.

To build the C++ tests on Mac OS, go into the cpp_test directory, and run

cmake .
make

Then, to run the tests,

./build/sequencer_test

I haven't tried it on Windows or Linux, but it should work without too many changes.

To Do

PRs are welcome! If you use this plugin in your project, please consider contributing by fixing a bug or by tackling one of these to-do items.

Difficulty: Easy

  • Change position_frame_t to 64-bit integer to avoid overflow errors
  • Make constants configurable (TOP_OFF_PERIOD_MS and LEAD_FRAMES)
  • Support federated plugins

Difficulty: Medium

  • Start using Dart null safety
  • Support tempo automation
  • MIDI Out instrument
    • Create an instrument that doesn't make any sounds on its own and just sends MIDI events to a designated MIDI output port.
  • Refactoring
    • GlobalState, Sequence, and Track should have a clear separation of responsibilities
    • Engine, Sequencer, Mixer, Scheduler do too
    • "Track index" and "Track ID" are used interchangeably, "Track ID" should be used everywhere
    • Make the names and organization of the different files (Plugin/Engine/Scheduler) consistent
  • Support MacOS
    • Most of the iOS code should be able to be reused
  • Add more C++ tests
    • For BaseScheduler, specifically.
  • Add Dart tests
    • Test loop edge cases
  • Ensure there are no memory leaks or concurrency issues

Difficulty: Hard

  • Support Windows
  • Record audio output
  • Support React Native?
    • Could use dart2js

Difficulty: Very Hard

  • (important) Audio graph
    • Create a graph of tracks and effects where any output can be connected to any input.
    • At that point, the most of the audio engine can be cross-platform. On iOS, it could be wrapped in one AudioUnit, and external AudioUnit instruments and effects could be connected to it via input and output buses.
    • LabSound seems like the library to use
      • It's based on WebAudio, so there could also be a web backend
    • Can be used to add some key effects like reverb, delay, and compression
    • Supports audio input, writing output to file, and other DAW stuff
  • Support Web

Use this package as a library

Depend on it

Run this command:

With Flutter:

 $ flutter pub add flutter_sequencer

This will add a line like this to your package's pubspec.yaml (and run an implicit flutter pub get):

dependencies:
  flutter_sequencer: ^0.4.3

Alternatively, your editor might support flutter pub get. Check the docs for your editor to learn more.

Import it

Now in your Dart code, you can use:

import 'package:flutter_sequencer/constants.dart';
import 'package:flutter_sequencer/global_state.dart';
import 'package:flutter_sequencer/models/events.dart';
import 'package:flutter_sequencer/models/instrument.dart';
import 'package:flutter_sequencer/models/sfz.dart';
import 'package:flutter_sequencer/native_bridge.dart';
import 'package:flutter_sequencer/sequence.dart';
import 'package:flutter_sequencer/track.dart';
import 'package:flutter_sequencer/utils/isolate.dart'; 

example/lib/main.dart

import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter_sequencer/global_state.dart';
import 'package:flutter_sequencer/models/sfz.dart';
import 'package:flutter_sequencer/models/instrument.dart';
import 'package:flutter_sequencer/sequence.dart';
import 'package:flutter_sequencer/track.dart';

import 'components/drum_machine/drum_machine.dart';
import 'components/position_view.dart';
import 'components/step_count_selector.dart';
import 'components/tempo_selector.dart';
import 'components/track_selector.dart';
import 'components/transport.dart';
import 'models/project_state.dart';
import 'models/step_sequencer_state.dart';
import 'constants.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatefulWidget {
  @override
  _MyAppState createState() => _MyAppState();
}

class _MyAppState extends State<MyApp> with SingleTickerProviderStateMixin {
  final sequence =
      Sequence(tempo: INITIAL_TEMPO, endBeat: INITIAL_STEP_COUNT.toDouble());
  Map<int, StepSequencerState?> trackStepSequencerStates = {};
  List<Track> tracks = [];
  Map<int, double> trackVolumes = {};
  Track? selectedTrack;
  late Ticker ticker;
  double tempo = INITIAL_TEMPO;
  int stepCount = INITIAL_STEP_COUNT;
  double position = 0.0;
  bool isPlaying = false;
  bool isLooping = INITIAL_IS_LOOPING;

  @override
  void initState() {
    super.initState();

    GlobalState().setKeepEngineRunning(true);

    final instruments = [
      Sf2Instrument(path: "assets/sf2/TR-808.sf2", isAsset: true),
      SfzInstrument(
        path: "assets/sfz/GMPiano.sfz",
        isAsset: true,
        tuningPath: "assets/sfz/meanquar.scl",
      ),
      RuntimeSfzInstrument(
          id: "Sampled Synth",
          sampleRoot: "assets/wav",
          isAsset: true,
          sfz: Sfz(groups: [
            SfzGroup(regions: [
              SfzRegion(sample: "D3.wav", key: 62),
              SfzRegion(sample: "F3.wav", key: 65),
              SfzRegion(sample: "Gsharp3.wav", key: 68),
            ])
          ])),
      RuntimeSfzInstrument(
          id: "Generated Synth",
          // This SFZ doesn't use any sample files, so just put "/" as a placeholder.
          sampleRoot: "/",
          isAsset: false,
          // Based on the Unison Oscillator example here:
          // https://sfz.tools/sfizz/quick_reference#unison-oscillator
          sfz: Sfz(groups: [
            SfzGroup(regions: [
              SfzRegion(sample: "*saw", otherOpcodes: {
                "oscillator_multi": "5",
                "oscillator_detune": "50",
              })
            ])
          ])),
    ];

    sequence.createTracks(instruments).then((tracks) {
      this.tracks = tracks;
      tracks.forEach((track) {
        trackVolumes[track.id] = 0.0;
        trackStepSequencerStates[track.id] = StepSequencerState();
      });

      setState(() {
        this.selectedTrack = tracks[0];
      });
    });

    ticker = this.createTicker((Duration elapsed) {
      setState(() {
        tempo = sequence.getTempo();
        position = sequence.getBeat();
        isPlaying = sequence.getIsPlaying();

        tracks.forEach((track) {
          trackVolumes[track.id] = track.getVolume();
        });
      });
    });
    ticker.start();
  }

  handleTogglePlayPause() {
    if (isPlaying) {
      sequence.pause();
    } else {
      sequence.play();
    }
  }

  handleStop() {
    sequence.stop();
  }

  handleSetLoop(bool nextIsLooping) {
    if (nextIsLooping) {
      sequence.setLoop(0, stepCount.toDouble());
    } else {
      sequence.unsetLoop();
    }

    setState(() {
      isLooping = nextIsLooping;
    });
  }

  handleToggleLoop() {
    final nextIsLooping = !isLooping;

    handleSetLoop(nextIsLooping);
  }

  handleStepCountChange(int nextStepCount) {
    if (nextStepCount < 1) return;

    sequence.setEndBeat(nextStepCount.toDouble());

    if (isLooping) {
      final nextLoopEndBeat = nextStepCount.toDouble();

      sequence.setLoop(0, nextLoopEndBeat);
    }

    setState(() {
      stepCount = nextStepCount;
      tracks.forEach((track) => syncTrack(track));
    });
  }

  handleTempoChange(double nextTempo) {
    if (nextTempo <= 0) return;
    sequence.setTempo(nextTempo);
  }

  handleTrackChange(Track? nextTrack) {
    setState(() {
      selectedTrack = nextTrack;
    });
  }

  handleVolumeChange(double nextVolume) {
    if (selectedTrack != null) {
      selectedTrack!.changeVolumeNow(volume: nextVolume);
    }
  }

  handleVelocitiesChange(
      int trackId, int step, int noteNumber, double velocity) {
    final track = tracks.firstWhere((track) => track.id == trackId);

    trackStepSequencerStates[trackId]!.setVelocity(step, noteNumber, velocity);

    syncTrack(track);
  }

  syncTrack(track) {
    track.clearEvents();
    trackStepSequencerStates[track.id]!
        .iterateEvents((step, noteNumber, velocity) {
      if (step < stepCount) {
        track.addNote(
            noteNumber: noteNumber,
            velocity: velocity,
            startBeat: step.toDouble(),
            durationBeats: 1.0);
      }
    });
    track.syncBuffer();
  }

  loadProjectState(ProjectState projectState) {
    handleStop();

    trackStepSequencerStates[tracks[0].id] = projectState.drumState;
    trackStepSequencerStates[tracks[1].id] = projectState.pianoState;
    trackStepSequencerStates[tracks[2].id] = projectState.bassState;
    trackStepSequencerStates[tracks[3].id] = projectState.synthState;

    handleStepCountChange(projectState.stepCount);
    handleTempoChange(projectState.tempo);
    handleSetLoop(projectState.isLooping);

    tracks.forEach(syncTrack);
  }

  handleReset() {
    loadProjectState(ProjectState.empty());
  }

  handleLoadDemo() {
    loadProjectState(ProjectState.demo());
  }

  Widget _getMainView() {
    if (selectedTrack == null) return Text('Loading...');

    final isDrumTrackSelected = selectedTrack == tracks[0];

    return Center(
      child: Column(children: [
        Row(mainAxisAlignment: MainAxisAlignment.spaceEvenly, children: [
          Transport(
            isPlaying: isPlaying,
            isLooping: isLooping,
            onTogglePlayPause: handleTogglePlayPause,
            onStop: handleStop,
            onToggleLoop: handleToggleLoop,
          ),
          PositionView(position: position),
        ]),
        Row(
          mainAxisAlignment: MainAxisAlignment.spaceEvenly,
          children: [
            StepCountSelector(
                stepCount: stepCount, onChange: handleStepCountChange),
            TempoSelector(
              selectedTempo: tempo,
              handleChange: handleTempoChange,
            ),
          ],
        ),
        TrackSelector(
          tracks: tracks,
          selectedTrack: selectedTrack,
          handleChange: handleTrackChange,
        ),
        Row(mainAxisAlignment: MainAxisAlignment.center, children: [
          MaterialButton(
            child: Text('Reset'),
            onPressed: handleReset,
          ),
          MaterialButton(
            child: Text('Load Demo'),
            onPressed: handleLoadDemo,
          ),
        ]),
        DrumMachineWidget(
          track: selectedTrack!,
          stepCount: stepCount,
          currentStep: position.floor(),
          rowLabels: isDrumTrackSelected ? ROW_LABELS_DRUMS : ROW_LABELS_PIANO,
          columnPitches:
              isDrumTrackSelected ? ROW_PITCHES_DRUMS : ROW_PITCHES_PIANO,
          volume: trackVolumes[selectedTrack!.id] ?? 0.0,
          stepSequencerState: trackStepSequencerStates[selectedTrack!.id],
          handleVolumeChange: handleVolumeChange,
          handleVelocitiesChange: handleVelocitiesChange,
        ),
      ]),
    );
  }

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      theme: ThemeData(
          colorScheme: ColorScheme.dark(),
          textTheme:
              Theme.of(context).textTheme.apply(bodyColor: Colors.white)),
      home: Scaffold(
        appBar: AppBar(title: const Text('Drum machine example')),
        body: _getMainView(),
      ),
    );
  }
} 

Download Details:

Author: mikeperri

Source Code: https://github.com/mikeperri/flutter_sequencer

#flutter #android 

What is GEEK

Buddha Community

A Flutter Plugin for Music Sequencing

Google's Flutter 1.20 stable announced with new features - Navoki

Flutter Google cross-platform UI framework has released a new version 1.20 stable.

Flutter is Google’s UI framework to make apps for Android, iOS, Web, Windows, Mac, Linux, and Fuchsia OS. Since the last 2 years, the flutter Framework has already achieved popularity among mobile developers to develop Android and iOS apps. In the last few releases, Flutter also added the support of making web applications and desktop applications.

Last month they introduced the support of the Linux desktop app that can be distributed through Canonical Snap Store(Snapcraft), this enables the developers to publish there Linux desktop app for their users and publish on Snap Store.  If you want to learn how to Publish Flutter Desktop app in Snap Store that here is the tutorial.

Flutter 1.20 Framework is built on Google’s made Dart programming language that is a cross-platform language providing native performance, new UI widgets, and other more features for the developer usage.

Here are the few key points of this release:

Performance improvements for Flutter and Dart

In this release, they have got multiple performance improvements in the Dart language itself. A new improvement is to reduce the app size in the release versions of the app. Another performance improvement is to reduce junk in the display of app animation by using the warm-up phase.

sksl_warm-up

If your app is junk information during the first run then the Skia Shading Language shader provides for pre-compilation as part of your app’s build. This can speed it up by more than 2x.

Added a better support of mouse cursors for web and desktop flutter app,. Now many widgets will show cursor on top of them or you can specify the type of supported cursor you want.

Autofill for mobile text fields

Autofill was already supported in native applications now its been added to the Flutter SDK. Now prefilled information stored by your OS can be used for autofill in the application. This feature will be available soon on the flutter web.

flutter_autofill

A new widget for interaction

InteractiveViewer is a new widget design for common interactions in your app like pan, zoom drag and drop for resizing the widget. Informations on this you can check more on this API documentation where you can try this widget on the DartPad. In this release, drag-drop has more features added like you can know precisely where the drop happened and get the position.

Updated Material Slider, RangeSlider, TimePicker, and DatePicker

In this new release, there are many pre-existing widgets that were updated to match the latest material guidelines, these updates include better interaction with Slider and RangeSliderDatePicker with support for date range and time picker with the new style.

flutter_DatePicker

New pubspec.yaml format

Other than these widget updates there is some update within the project also like in pubspec.yaml file format. If you are a flutter plugin publisher then your old pubspec.yaml  is no longer supported to publish a plugin as the older format does not specify for which platform plugin you are making. All existing plugin will continue to work with flutter apps but you should make a plugin update as soon as possible.

Preview of embedded Dart DevTools in Visual Studio Code

Visual Studio code flutter extension got an update in this release. You get a preview of new features where you can analyze that Dev tools in your coding workspace. Enable this feature in your vs code by _dart.previewEmbeddedDevTools_setting. Dart DevTools menu you can choose your favorite page embed on your code workspace.

Network tracking

The updated the Dev tools comes with the network page that enables network profiling. You can track the timings and other information like status and content type of your** network calls** within your app. You can also monitor gRPC traffic.

Generate type-safe platform channels for platform interop

Pigeon is a command-line tool that will generate types of safe platform channels without adding additional dependencies. With this instead of manually matching method strings on platform channel and serializing arguments, you can invoke native class and pass nonprimitive data objects by directly calling the Dartmethod.

There is still a long list of updates in the new version of Flutter 1.2 that we cannot cover in this blog. You can get more details you can visit the official site to know more. Also, you can subscribe to the Navoki newsletter to get updates on these features and upcoming new updates and lessons. In upcoming new versions, we might see more new features and improvements.

You can get more free Flutter tutorials you can follow these courses:

#dart #developers #flutter #app developed #dart devtools in visual studio code #firebase local emulator suite in flutter #flutter autofill #flutter date picker #flutter desktop linux app build and publish on snapcraft store #flutter pigeon #flutter range slider #flutter slider #flutter time picker #flutter tutorial #flutter widget #google flutter #linux #navoki #pubspec format #setup flutter desktop on windows

Adobe XD plugin for Flutter with CodePen Tutorial

Recently Adobe XD releases a new version of the plugin that you can use to export designs directly into flutter widgets or screens. Yes, you read it right, now you can make and export your favorite design in Adobe XD and export all the design in the widget form or as a full-screen design, this can save you a lot of time required in designing.

What we will do?
I will make a simple design of a dialogue box with a card design with text over it as shown below. After you complete this exercise you can experiment with the UI. You can make your own components or import UI kits available with the Adobe XD.

#developers #flutter #adobe xd design export to flutter #adobe xd flutter code #adobe xd flutter code generator - plugin #adobe xd flutter plugin #adobe xd flutter plugin tutorial #adobe xd plugins #adobe xd to flutter #adobe xd tutorial #codepen for flutter.

Terry  Tremblay

Terry Tremblay

1598396940

What is Flutter and why you should learn it?

Flutter is an open-source UI toolkit for mobile developers, so they can use it to build native-looking** Android and iOS** applications from the same code base for both platforms. Flutter is also working to make Flutter apps for Web, PWA (progressive Web-App) and Desktop platform (Windows,macOS,Linux).

flutter-mobile-desktop-web-embedded_min

Flutter was officially released in December 2018. Since then, it has gone a much stronger flutter community.

There has been much increase in flutter developers, flutter packages, youtube tutorials, blogs, flutter examples apps, official and private events, and more. Flutter is now on top software repos based and trending on GitHub.

Flutter meaning?

What is Flutter? this question comes to many new developer’s mind.

humming_bird_dart_flutter

Flutter means flying wings quickly, and lightly but obviously, this doesn’t apply in our SDK.

So Flutter was one of the companies that were acquired by **Google **for around $40 million. That company was based on providing gesture detection and recognition from a standard webcam. But later when the Flutter was going to release in alpha version for developer it’s name was Sky, but since Google already owned Flutter name, so they rename it to Flutter.

Where Flutter is used?

Flutter is used in many startup companies nowadays, and even some MNCs are also adopting Flutter as a mobile development framework. Many top famous companies are using their apps in Flutter. Some of them here are

Dream11

Dream11

NuBank

NuBank

Reflectly app

Reflectly app

Abbey Road Studios

Abbey Road Studios

and many more other apps. Mobile development companies also adopted Flutter as a service for their clients. Even I was one of them who developed flutter apps as a freelancer and later as an IT company for mobile apps.

Flutter as a service

#dart #flutter #uncategorized #flutter framework #flutter jobs #flutter language #flutter meaning #flutter meaning in hindi #google flutter #how does flutter work #what is flutter

Punith Raaj

1644991598

The Ultimate Guide To Tik Tok Clone App With Firebase - Ep 2

The Ultimate Guide To Tik Tok Clone App With Firebase - Ep 2
In this video, I'm going to show you how to make a Cool Tik Tok App a new Instagram using Flutter,firebase and visual studio code.

In this tutorial, you will learn how to Upload a Profile Pic to Firestore Data Storage.

🚀 Nice, clean and modern TikTok Clone #App #UI made in #Flutter⚠️

Starter Project : https://github.com/Punithraaj/Flutter_Tik_Tok_Clone_App/tree/Episode1

► Timestamps 
0:00 Intro 0:20 
Upload Profile Screen 
16:35 Image Picker
20:06 Image Cropper 
24:25 Firestore Data Storage Configuration.

⚠️ IMPORTANT: If you want to learn, I strongly advise you to watch the video at a slow speed and try to follow the code and understand what is done, without having to copy the code, and then download it from GitHub.

► Social Media 
GitHub: https://github.com/Punithraaj/Flutter_Tik_Tok_Clone_App.git
LinkedIn: https://www.linkedin.com/in/roaring-r...
Twitter: https://twitter.com/roaringraaj
Facebook: https://www.facebook.com/flutterdartacademy

► Previous Episode : https://youtu.be/QnL3fr-XpC4
► Playlist: https://youtube.com/playlist?list=PL6vcAuTKAaYe_9KQRsxTsFFSx78g1OluK

I hope you liked it, and don't forget to like,comment, subscribe, share this video with your friends, and star the repository on GitHub!
⭐️ Thanks for watching the video and for more updates don't forget to click on the notification. 
⭐️Please comment your suggestion for my improvement. 
⭐️Remember to like, subscribe, share this video, and star the repo on Github :)

Hope you enjoyed this video!
If you loved it, you can Buy me a coffee : https://www.buymeacoffee.com/roaringraaj

LIKE & SHARE & ACTIVATE THE BELL Thanks For Watching :-)
 
https://youtu.be/F_GgZVD4sDk

#flutter tutorial - tiktok clone with firebase #flutter challenge @tiktokclone #fluttertutorial firebase #flutter firebase #flutter pageview #morioh #flutter

Punith Raaj

1640672627

Flutter Hotel Booking UI - Book your Stay At A New Hotel With Flutter - Ep1

https://youtu.be/-tHUmjIkGJ4
Flutter Hotel Booking UI - Book your Stay At A New Hotel With Flutter - Ep1
#flutter #fluttertravelapp #hotelbookingui #flutter ui design 

In this video, I'm going to show you how to make a Cool Hotel Booking App using Flutter and visual studio code. 

In this tutorial, you will learn how to create a Splash Screen and Introduction Screen, how to implement a SmoothPageIndicator in Flutter. 

🚀 Nice, clean and modern Hotel Booking #App #UI made in #Flutter 

⚠️ IMPORTANT: If you want to learn, I strongly advise you to watch the video at a slow speed and try to follow the code and understand what is done, without having to copy the code, and then download it from GitHub. 

► Social Media 

    GitHub: https://github.com/Punithraaj 

    LinkedIn: https://www.linkedin.com/in/roaring-r...

    Twitter: https://twitter.com/roaringraaj

    Facebook: https://www.facebook.com/flutterdartacademy

I hope you liked it, and don't forget to like,comment, subscribe, share this video with your friends, and star the repository on GitHub! 

⭐️ Thanks for watching the video and for more updates don't forget to click on the notification.⭐️Please comment your suggestion for my improvement. ⭐️Remember to like, subscribe, share this video, and star the repo on Github :)Hope you enjoyed this video! If you loved it, you can Buy me a coffee : https://www.buymeacoffee.com/roaringraaj

#flutter riverpod #flutter travel app #appointment app flutter #morioh