1680767135
In this video we build a simple Go app that uploads an image from an HTML form to an AWS S3 Bucket. We do this with the AWS SDK for Go v2. We also show an example of how to save that image to disk.
0:00 - Setup
3:19 - Upload to disk
8:43 - Upload to AWS S3
AWS SDK for Go - https://aws.amazon.com/sdk-for-go/
Godotenv - https://github.com/joho/godotenv
Gin - https://gin-gonic.com/
Subscribe: https://www.youtube.com/@codingwithrobby/featured
1653123600
This repository is a fork of SimpleMDE, made by Sparksuite. Go to the dedicated section for more information.
A drop-in JavaScript text area replacement for writing beautiful and understandable Markdown. EasyMDE allows users who may be less experienced with Markdown to use familiar toolbar buttons and shortcuts.
In addition, the syntax is rendered while editing to clearly show the expected result. Headings are larger, emphasized words are italicized, links are underlined, etc.
EasyMDE also features both built-in auto saving and spell checking. The editor is entirely customizable, from theming to toolbar buttons and javascript hooks.
Via npm:
npm install easymde
Via the UNPKG CDN:
<link rel="stylesheet" href="https://unpkg.com/easymde/dist/easymde.min.css">
<script src="https://unpkg.com/easymde/dist/easymde.min.js"></script>
Or jsDelivr:
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/easymde/dist/easymde.min.css">
<script src="https://cdn.jsdelivr.net/npm/easymde/dist/easymde.min.js"></script>
After installing and/or importing the module, you can load EasyMDE onto the first textarea
element on the web page:
<textarea></textarea>
<script>
const easyMDE = new EasyMDE();
</script>
Alternatively you can select a specific textarea
, via JavaScript:
<textarea id="my-text-area"></textarea>
<script>
const easyMDE = new EasyMDE({element: document.getElementById('my-text-area')});
</script>
Use easyMDE.value()
to get the content of the editor:
<script>
easyMDE.value();
</script>
Use easyMDE.value(val)
to set the content of the editor:
<script>
easyMDE.value('New input for **EasyMDE**');
</script>
true
, force downloads Font Awesome (used for icons). If set to false
, prevents downloading. Defaults to undefined
, which will intelligently check whether Font Awesome has already been included, then download accordingly.true
, focuses the editor automatically. Defaults to false
.true
, saves the text automatically. Defaults to false
.10000
(10 seconds).autosave.delay
or 10000
(10 seconds).locale: en-US, format: hour:minute
.{ delay: 300 }
, it will check every 300 ms if the editor is visible and if positive, call CodeMirror's refresh()
.**
or __
. Defaults to **
.```
or ~~~
. Defaults to ```
.*
or _
. Defaults to *
.*
, -
or +
. Defaults to *
.textarea
element to use. Defaults to the first textarea
element on the page.true
, force text changes made in EasyMDE to be immediately stored in original text area. Defaults to false
.false
, indent using spaces instead of tabs. Defaults to true
.false
by default, preview for images will appear only for images on separate lines.
as argument and returns a string that serves as the src
attribute of the <img>
tag in the preview. Enables dynamic previewing of images in the frontend without having to upload them to a server, allows copy-pasting of images to the editor with preview.["[", "](http://)"]
.true
, enables line numbers in the editor.false
, disable line wrapping. Defaults to true
."500px"
. Defaults to "300px"
.minHeight
option will be ignored. Should be a string containing a valid CSS value like "500px"
. Defaults to undefined
.true
when the editor is currently going into full screen mode, or false
.true
, will render headers without a space after the #
. Defaults to false
.false
, will not process GFM strikethrough syntax. Defaults to true
.true
, let underscores be a delimiter for separating words. Defaults to false
.false
, will replace CSS classes returned by the default Markdown mode. Otherwise the classes returned by the custom mode will be combined with the classes returned by the default mode. Defaults to true
."editor-preview"
.true
, a JS alert window appears asking for the link or image URL. Defaults to false
.URL of the image:
.URL for the link:
.true
, enables the image upload functionality, which can be triggered by drag and drop, copy-paste and through the browse-file window (opened when the user click on the upload-image icon). Defaults to false
.1024 * 1024 * 2
(2 MB).image/png, image/jpeg
.imageMaxSize
, imageAccept
, imageUploadEndpoint
and imageCSRFToken
ineffective.onSuccess
and onError
callback functions as parameters. onSuccess(imageUrl: string)
and onError(errorMessage: string)
{"data": {"filePath": "<filePath>"}}
where filePath is the path of the image (absolute if imagePathAbsolute
is set to true, relative if otherwise);{"error": "<errorCode>"}
, where errorCode can be noFileGiven
(HTTP 400 Bad Request), typeNotAllowed
(HTTP 415 Unsupported Media Type), fileTooLarge
(HTTP 413 Payload Too Large) or importError
(see errorMessages below). If errorCode is not one of the errorMessages, it is alerted unchanged to the user. This allows for server-side error messages. No default value.true
, will treat imageUrl
from imageUploadFunction
and filePath returned from imageUploadEndpoint
as an absolute rather than relative path, i.e. not prepend window.location.origin
to it.imageCSRFToken
has value, defaults to csrfmiddlewaretoken
.true
, passing CSRF token via header. Defaults to false
, which pass CSRF through request body.#image_name#
, #image_size#
and #image_max_size#
will replaced by their respective values, that can be used for customization or internationalization:uploadImage
is set to true
. Defaults to Attach files by drag and dropping or pasting from clipboard.
.Drop image to upload it.
.Uploading images #images_names#
.Uploading #file_name#: #progress#%
.Uploaded #image_name#
.B, KB, MB
(example: 218 KB
). You can use B,KB,MB
instead if you prefer without whitespaces (218KB
).errorCallback
option, where #image_name#
, #image_size#
and #image_max_size#
will replaced by their respective values, that can be used for customization or internationalization:You must select a file.
.imageAccept
list, or the server returned this error code. Defaults to This image type is not allowed.
.imageMaxSize
, or if the server returned this error code. Defaults to Image #image_name# is too big (#image_size#).\nMaximum file size is #image_max_size#.
.Something went wrong when uploading the image #image_name#.
.(errorMessage) => alert(errorMessage)
.true
, will highlight using highlight.js. Defaults to false
. To use this feature you must include highlight.js on your page or pass in using the hljs
option. For example, include the script and the CSS files like:<script src="https://cdn.jsdelivr.net/highlight.js/latest/highlight.min.js"></script>
<link rel="stylesheet" href="https://cdn.jsdelivr.net/highlight.js/latest/styles/github.min.css">
window.hljs
), you can provide an instance here. Defaults to undefined
.renderingConfig
options will take precedence.false
, disable parsing GitHub Flavored Markdown (GFM) single line breaks. Defaults to true
.false
, disable the spell checker. Defaults to true
. Optionally pass a CodeMirrorSpellChecker-compliant function.textarea
or contenteditable
. Defaults to textarea
for desktop and contenteditable
for mobile. contenteditable
option is necessary to enable nativeSpellcheck.false
, disable native spell checker. Defaults to true
.false
, allows side-by-side editing without going into fullscreen. Defaults to true
.false
, hide the status bar. Defaults to the array of built-in status bar items.false
, remove the CodeMirror-selectedtext
class from selected lines. Defaults to true
.false
, disable syncing scroll in side by side mode. Defaults to true
.2
.easymde
.false
, hide the toolbar. Defaults to the array of icons.false
, disable toolbar button tips. Defaults to true
.rtl
or ltr
. Changes text direction to support right-to-left languages. Defaults to ltr
.Most options demonstrate the non-default behavior:
const editor = new EasyMDE({
autofocus: true,
autosave: {
enabled: true,
uniqueId: "MyUniqueID",
delay: 1000,
submit_delay: 5000,
timeFormat: {
locale: 'en-US',
format: {
year: 'numeric',
month: 'long',
day: '2-digit',
hour: '2-digit',
minute: '2-digit',
},
},
text: "Autosaved: "
},
blockStyles: {
bold: "__",
italic: "_",
},
unorderedListStyle: "-",
element: document.getElementById("MyID"),
forceSync: true,
hideIcons: ["guide", "heading"],
indentWithTabs: false,
initialValue: "Hello world!",
insertTexts: {
horizontalRule: ["", "\n\n-----\n\n"],
image: [""],
link: ["[", "](https://)"],
table: ["", "\n\n| Column 1 | Column 2 | Column 3 |\n| -------- | -------- | -------- |\n| Text | Text | Text |\n\n"],
},
lineWrapping: false,
minHeight: "500px",
parsingConfig: {
allowAtxHeaderWithoutSpace: true,
strikethrough: false,
underscoresBreakWords: true,
},
placeholder: "Type here...",
previewClass: "my-custom-styling",
previewClass: ["my-custom-styling", "more-custom-styling"],
previewRender: (plainText) => customMarkdownParser(plainText), // Returns HTML from a custom parser
previewRender: (plainText, preview) => { // Async method
setTimeout(() => {
preview.innerHTML = customMarkdownParser(plainText);
}, 250);
return "Loading...";
},
promptURLs: true,
promptTexts: {
image: "Custom prompt for URL:",
link: "Custom prompt for URL:",
},
renderingConfig: {
singleLineBreaks: false,
codeSyntaxHighlighting: true,
sanitizerFunction: (renderedHTML) => {
// Using DOMPurify and only allowing <b> tags
return DOMPurify.sanitize(renderedHTML, {ALLOWED_TAGS: ['b']})
},
},
shortcuts: {
drawTable: "Cmd-Alt-T"
},
showIcons: ["code", "table"],
spellChecker: false,
status: false,
status: ["autosave", "lines", "words", "cursor"], // Optional usage
status: ["autosave", "lines", "words", "cursor", {
className: "keystrokes",
defaultValue: (el) => {
el.setAttribute('data-keystrokes', 0);
},
onUpdate: (el) => {
const keystrokes = Number(el.getAttribute('data-keystrokes')) + 1;
el.innerHTML = `${keystrokes} Keystrokes`;
el.setAttribute('data-keystrokes', keystrokes);
},
}], // Another optional usage, with a custom status bar item that counts keystrokes
styleSelectedText: false,
sideBySideFullscreen: false,
syncSideBySidePreviewScroll: false,
tabSize: 4,
toolbar: false,
toolbarTips: false,
});
Below are the built-in toolbar icons (only some of which are enabled by default), which can be reorganized however you like. "Name" is the name of the icon, referenced in the JavaScript. "Action" is either a function or a URL to open. "Class" is the class given to the icon. "Tooltip" is the small tooltip that appears via the title=""
attribute. Note that shortcut hints are added automatically and reflect the specified action if it has a key bind assigned to it (i.e. with the value of action
set to bold
and that of tooltip
set to Bold
, the final text the user will see would be "Bold (Ctrl-B)").
Additionally, you can add a separator between any icons by adding "|"
to the toolbar array.
Name | Action | Tooltip Class |
---|---|---|
bold | toggleBold | Bold fa fa-bold |
italic | toggleItalic | Italic fa fa-italic |
strikethrough | toggleStrikethrough | Strikethrough fa fa-strikethrough |
heading | toggleHeadingSmaller | Heading fa fa-header |
heading-smaller | toggleHeadingSmaller | Smaller Heading fa fa-header |
heading-bigger | toggleHeadingBigger | Bigger Heading fa fa-lg fa-header |
heading-1 | toggleHeading1 | Big Heading fa fa-header header-1 |
heading-2 | toggleHeading2 | Medium Heading fa fa-header header-2 |
heading-3 | toggleHeading3 | Small Heading fa fa-header header-3 |
code | toggleCodeBlock | Code fa fa-code |
quote | toggleBlockquote | Quote fa fa-quote-left |
unordered-list | toggleUnorderedList | Generic List fa fa-list-ul |
ordered-list | toggleOrderedList | Numbered List fa fa-list-ol |
clean-block | cleanBlock | Clean block fa fa-eraser |
link | drawLink | Create Link fa fa-link |
image | drawImage | Insert Image fa fa-picture-o |
table | drawTable | Insert Table fa fa-table |
horizontal-rule | drawHorizontalRule | Insert Horizontal Line fa fa-minus |
preview | togglePreview | Toggle Preview fa fa-eye no-disable |
side-by-side | toggleSideBySide | Toggle Side by Side fa fa-columns no-disable no-mobile |
fullscreen | toggleFullScreen | Toggle Fullscreen fa fa-arrows-alt no-disable no-mobile |
guide | This link | Markdown Guide fa fa-question-circle |
undo | undo | Undo fa fa-undo |
redo | redo | Redo fa fa-redo |
Customize the toolbar using the toolbar
option.
Only the order of existing buttons:
const easyMDE = new EasyMDE({
toolbar: ["bold", "italic", "heading", "|", "quote"]
});
All information and/or add your own icons
const easyMDE = new EasyMDE({
toolbar: [
{
name: "bold",
action: EasyMDE.toggleBold,
className: "fa fa-bold",
title: "Bold",
},
"italics", // shortcut to pre-made button
{
name: "custom",
action: (editor) => {
// Add your own code
},
className: "fa fa-star",
title: "Custom Button",
attributes: { // for custom attributes
id: "custom-id",
"data-value": "custom value" // HTML5 data-* attributes need to be enclosed in quotation marks ("") because of the dash (-) in its name.
}
},
"|" // Separator
// [, ...]
]
});
Put some buttons on dropdown menu
const easyMDE = new EasyMDE({
toolbar: [{
name: "heading",
action: EasyMDE.toggleHeadingSmaller,
className: "fa fa-header",
title: "Headers",
},
"|",
{
name: "others",
className: "fa fa-blind",
title: "others buttons",
children: [
{
name: "image",
action: EasyMDE.drawImage,
className: "fa fa-picture-o",
title: "Image",
},
{
name: "quote",
action: EasyMDE.toggleBlockquote,
className: "fa fa-percent",
title: "Quote",
},
{
name: "link",
action: EasyMDE.drawLink,
className: "fa fa-link",
title: "Link",
}
]
},
// [, ...]
]
});
EasyMDE comes with an array of predefined keyboard shortcuts, but they can be altered with a configuration option. The list of default ones is as follows:
Shortcut (Windows / Linux) | Shortcut (macOS) | Action |
---|---|---|
Ctrl-' | Cmd-' | "toggleBlockquote" |
Ctrl-B | Cmd-B | "toggleBold" |
Ctrl-E | Cmd-E | "cleanBlock" |
Ctrl-H | Cmd-H | "toggleHeadingSmaller" |
Ctrl-I | Cmd-I | "toggleItalic" |
Ctrl-K | Cmd-K | "drawLink" |
Ctrl-L | Cmd-L | "toggleUnorderedList" |
Ctrl-P | Cmd-P | "togglePreview" |
Ctrl-Alt-C | Cmd-Alt-C | "toggleCodeBlock" |
Ctrl-Alt-I | Cmd-Alt-I | "drawImage" |
Ctrl-Alt-L | Cmd-Alt-L | "toggleOrderedList" |
Shift-Ctrl-H | Shift-Cmd-H | "toggleHeadingBigger" |
F9 | F9 | "toggleSideBySide" |
F11 | F11 | "toggleFullScreen" |
Here is how you can change a few, while leaving others untouched:
const editor = new EasyMDE({
shortcuts: {
"toggleOrderedList": "Ctrl-Alt-K", // alter the shortcut for toggleOrderedList
"toggleCodeBlock": null, // unbind Ctrl-Alt-C
"drawTable": "Cmd-Alt-T", // bind Cmd-Alt-T to drawTable action, which doesn't come with a default shortcut
}
});
Shortcuts are automatically converted between platforms. If you define a shortcut as "Cmd-B", on PC that shortcut will be changed to "Ctrl-B". Conversely, a shortcut defined as "Ctrl-B" will become "Cmd-B" for Mac users.
The list of actions that can be bound is the same as the list of built-in actions available for toolbar buttons.
You can catch the following list of events: https://codemirror.net/doc/manual.html#events
const easyMDE = new EasyMDE();
easyMDE.codemirror.on("change", () => {
console.log(easyMDE.value());
});
You can revert to the initial text area by calling the toTextArea
method. Note that this clears up the autosave (if enabled) associated with it. The text area will retain any text from the destroyed EasyMDE instance.
const easyMDE = new EasyMDE();
// ...
easyMDE.toTextArea();
easyMDE = null;
If you need to remove registered event listeners (when the editor is not needed anymore), call easyMDE.cleanup()
.
The following self-explanatory methods may be of use while developing with EasyMDE.
const easyMDE = new EasyMDE();
easyMDE.isPreviewActive(); // returns boolean
easyMDE.isSideBySideActive(); // returns boolean
easyMDE.isFullscreenActive(); // returns boolean
easyMDE.clearAutosavedValue(); // no returned value
EasyMDE is a continuation of SimpleMDE.
SimpleMDE began as an improvement of lepture's Editor project, but has now taken on an identity of its own. It is bundled with CodeMirror and depends on Font Awesome.
CodeMirror is the backbone of the project and parses much of the Markdown syntax as it's being written. This allows us to add styles to the Markdown that's being written. Additionally, a toolbar and status bar have been added to the top and bottom, respectively. Previews are rendered by Marked using GitHub Flavored Markdown (GFM).
I originally made this fork to implement FontAwesome 5 compatibility into SimpleMDE. When that was done I submitted a pull request, which has not been accepted yet. This, and the project being inactive since May 2017, triggered me to make more changes and try to put new life into the project.
Changes include:
https://
by defaultMy intention is to continue development on this project, improving it and keeping it alive.
You may want to edit this library to adapt its behavior to your needs. This can be done in some quick steps:
gulp
command, which will generate files: dist/easymde.min.css
and dist/easymde.min.js
;Want to contribute to EasyMDE? Thank you! We have a contribution guide just for you!
Author: Ionaru
Source Code: https://github.com/Ionaru/easy-markdown-editor
License: MIT license
1679035563
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.
[BETA] Support for flavors is in beta. Currently only Android and iOS are supported. See instructions below.
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.
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: ^2.2.19
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:
# flutter pub run flutter_native_splash:create
# To restore Flutter's default white splash screen, run the following command in the terminal:
# flutter pub 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.png
#image_dark_web: assets/splash-invert-web.png
#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.png
#branding_dark_ios: assets/dart_dark-ios.png
# 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.setEnabledSystemUIOverlays([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:
flutter pub 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:
flutter pub 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 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:
1: image
parameter. By default, the launcher icon is used:
2: icon_background_color
is optional, and is useful if you need more contrast between the icon and the window background.
3: One-third of the foreground is masked.
4: 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.
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
Great, now comes the fun part running the new command!
The new command is:
# If you have a flavor called production you would do this:
flutter pub run flutter_native_splash:create --flavor production
# For a flavor with a name staging you would provide it's name like so:
flutter pub run flutter_native_splash:create --flavor staging
# And if you have a local version for devs you could do that:
flutter pub run flutter_native_splash:create --flavor development
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.lproj
xCode
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,
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.
mdpi
, hdpi
, xhdpi
, xxhdpi
and xxxhdpi
drawables.<item>
tag containing a <bitmap>
for your splash image drawable will be added in launch_background.xml
colors.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.This package was originally created by Henrique Arthur and it is currently maintained by Jon Hanson.
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_splash
This will add a line like this to your package's pubspec.yaml (and run an implicit flutter pub get
):
dependencies:
flutter_native_splash: ^2.2.19
Alternatively, 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.
);
}
}
Author: jonbhanson
Download Link: Download The Source Code
Official Website: https://github.com/jonbhanson/flutter_native_splash
License: MIT license
1647064260
Run C# scripts from the .NET CLI, define NuGet packages inline and edit/debug them in VS Code - all of that with full language services support from OmniSharp.
Name | Version | Framework(s) |
---|---|---|
dotnet-script (global tool) | net6.0 , net5.0 , netcoreapp3.1 | |
Dotnet.Script (CLI as Nuget) | net6.0 , net5.0 , netcoreapp3.1 | |
Dotnet.Script.Core | netcoreapp3.1 , netstandard2.0 | |
Dotnet.Script.DependencyModel | netstandard2.0 | |
Dotnet.Script.DependencyModel.Nuget | netstandard2.0 |
The only thing we need to install is .NET Core 3.1 or .NET 5.0 SDK.
.NET Core 2.1 introduced the concept of global tools meaning that you can install dotnet-script
using nothing but the .NET CLI.
dotnet tool install -g dotnet-script
You can invoke the tool using the following command: dotnet-script
Tool 'dotnet-script' (version '0.22.0') was successfully installed.
The advantage of this approach is that you can use the same command for installation across all platforms. .NET Core SDK also supports viewing a list of installed tools and their uninstallation.
dotnet tool list -g
Package Id Version Commands
---------------------------------------------
dotnet-script 0.22.0 dotnet-script
dotnet tool uninstall dotnet-script -g
Tool 'dotnet-script' (version '0.22.0') was successfully uninstalled.
choco install dotnet.script
We also provide a PowerShell script for installation.
(new-object Net.WebClient).DownloadString("https://raw.githubusercontent.com/filipw/dotnet-script/master/install/install.ps1") | iex
curl -s https://raw.githubusercontent.com/filipw/dotnet-script/master/install/install.sh | bash
If permission is denied we can try with sudo
curl -s https://raw.githubusercontent.com/filipw/dotnet-script/master/install/install.sh | sudo bash
A Dockerfile for running dotnet-script in a Linux container is available. Build:
cd build
docker build -t dotnet-script -f Dockerfile ..
And run:
docker run -it dotnet-script --version
You can manually download all the releases in zip
format from the GitHub releases page.
Our typical helloworld.csx
might look like this:
Console.WriteLine("Hello world!");
That is all it takes and we can execute the script. Args are accessible via the global Args array.
dotnet script helloworld.csx
Simply create a folder somewhere on your system and issue the following command.
dotnet script init
This will create main.csx
along with the launch configuration needed to debug the script in VS Code.
.
├── .vscode
│ └── launch.json
├── main.csx
└── omnisharp.json
We can also initialize a folder using a custom filename.
dotnet script init custom.csx
Instead of main.csx
which is the default, we now have a file named custom.csx
.
.
├── .vscode
│ └── launch.json
├── custom.csx
└── omnisharp.json
Note: Executing
dotnet script init
inside a folder that already contains one or more script files will not create themain.csx
file.
Scripts can be executed directly from the shell as if they were executables.
foo.csx arg1 arg2 arg3
OSX/Linux
Just like all scripts, on OSX/Linux you need to have a
#!
and mark the file as executable via chmod +x foo.csx. If you use dotnet script init to create your csx it will automatically have the#!
directive and be marked as executable.
The OSX/Linux shebang directive should be #!/usr/bin/env dotnet-script
#!/usr/bin/env dotnet-script
Console.WriteLine("Hello world");
You can execute your script using dotnet script or dotnet-script, which allows you to pass arguments to control your script execution more.
foo.csx arg1 arg2 arg3
dotnet script foo.csx -- arg1 arg2 arg3
dotnet-script foo.csx -- arg1 arg2 arg3
All arguments after --
are passed to the script in the following way:
dotnet script foo.csx -- arg1 arg2 arg3
Then you can access the arguments in the script context using the global Args
collection:
foreach (var arg in Args)
{
Console.WriteLine(arg);
}
All arguments before --
are processed by dotnet script
. For example, the following command-line
dotnet script -d foo.csx -- -d
will pass the -d
before --
to dotnet script
and enable the debug mode whereas the -d
after --
is passed to script for its own interpretation of the argument.
dotnet script
has built-in support for referencing NuGet packages directly from within the script.
#r "nuget: AutoMapper, 6.1.0"
Note: Omnisharp needs to be restarted after adding a new package reference
We can define package sources using a NuGet.Config
file in the script root folder. In addition to being used during execution of the script, it will also be used by OmniSharp
that provides language services for packages resolved from these package sources.
As an alternative to maintaining a local NuGet.Config
file we can define these package sources globally either at the user level or at the computer level as described in Configuring NuGet Behaviour
It is also possible to specify packages sources when executing the script.
dotnet script foo.csx -s https://SomePackageSource
Multiple packages sources can be specified like this:
dotnet script foo.csx -s https://SomePackageSource -s https://AnotherPackageSource
Dotnet-Script can create a standalone executable or DLL for your script.
Switch | Long switch | description |
---|---|---|
-o | --output | Directory where the published executable should be placed. Defaults to a 'publish' folder in the current directory. |
-n | --name | The name for the generated DLL (executable not supported at this time). Defaults to the name of the script. |
--dll | Publish to a .dll instead of an executable. | |
-c | --configuration | Configuration to use for publishing the script [Release/Debug]. Default is "Debug" |
-d | --debug | Enables debug output. |
-r | --runtime | The runtime used when publishing the self contained executable. Defaults to your current runtime. |
The executable you can run directly independent of dotnet install, while the DLL can be run using the dotnet CLI like this:
dotnet script exec {path_to_dll} -- arg1 arg2
We provide two types of caching, the dependency cache
and the execution cache
which is explained in detail below. In order for any of these caches to be enabled, it is required that all NuGet package references are specified using an exact version number. The reason for this constraint is that we need to make sure that we don't execute a script with a stale dependency graph.
In order to resolve the dependencies for a script, a dotnet restore
is executed under the hood to produce a project.assets.json
file from which we can figure out all the dependencies we need to add to the compilation. This is an out-of-process operation and represents a significant overhead to the script execution. So this cache works by looking at all the dependencies specified in the script(s) either in the form of NuGet package references or assembly file references. If these dependencies matches the dependencies from the last script execution, we skip the restore and read the dependencies from the already generated project.assets.json
file. If any of the dependencies has changed, we must restore again to obtain the new dependency graph.
In order to execute a script it needs to be compiled first and since that is a CPU and time consuming operation, we make sure that we only compile when the source code has changed. This works by creating a SHA256 hash from all the script files involved in the execution. This hash is written to a temporary location along with the DLL that represents the result of the script compilation. When a script is executed the hash is computed and compared with the hash from the previous compilation. If they match there is no need to recompile and we run from the already compiled DLL. If the hashes don't match, the cache is invalidated and we recompile.
You can override this automatic caching by passing --no-cache flag, which will bypass both caches and cause dependency resolution and script compilation to happen every time we execute the script.
The temporary location used for caches is a sub-directory named dotnet-script
under (in order of priority):
DOTNET_SCRIPT_CACHE_LOCATION
, if defined and value is not empty.$XDG_CACHE_HOME
if defined otherwise $HOME/.cache
~/Library/Caches
Path.GetTempPath
for the platform.The days of debugging scripts using Console.WriteLine
are over. One major feature of dotnet script
is the ability to debug scripts directly in VS Code. Just set a breakpoint anywhere in your script file(s) and hit F5(start debugging)
Script packages are a way of organizing reusable scripts into NuGet packages that can be consumed by other scripts. This means that we now can leverage scripting infrastructure without the need for any kind of bootstrapping.
A script package is just a regular NuGet package that contains script files inside the content
or contentFiles
folder.
The following example shows how the scripts are laid out inside the NuGet package according to the standard convention .
└── contentFiles
└── csx
└── netstandard2.0
└── main.csx
This example contains just the main.csx
file in the root folder, but packages may have multiple script files either in the root folder or in subfolders below the root folder.
When loading a script package we will look for an entry point script to be loaded. This entry point script is identified by one of the following.
main.csx
in the root folderIf the entry point script cannot be determined, we will simply load all the scripts files in the package.
The advantage with using an entry point script is that we can control loading other scripts from the package.
To consume a script package all we need to do specify the NuGet package in the #load
directive.
The following example loads the simple-targets package that contains script files to be included in our script.
#load "nuget:simple-targets-csx, 6.0.0"
using static SimpleTargets;
var targets = new TargetDictionary();
targets.Add("default", () => Console.WriteLine("Hello, world!"));
Run(Args, targets);
Note: Debugging also works for script packages so that we can easily step into the scripts that are brought in using the
#load
directive.
Scripts don't actually have to exist locally on the machine. We can also execute scripts that are made available on an http(s)
endpoint.
This means that we can create a Gist on Github and execute it just by providing the URL to the Gist.
This Gist contains a script that prints out "Hello World"
We can execute the script like this
dotnet script https://gist.githubusercontent.com/seesharper/5d6859509ea8364a1fdf66bbf5b7923d/raw/0a32bac2c3ea807f9379a38e251d93e39c8131cb/HelloWorld.csx
That is a pretty long URL, so why don't make it a TinyURL like this:
dotnet script https://tinyurl.com/y8cda9zt
A pretty common scenario is that we have logic that is relative to the script path. We don't want to require the user to be in a certain directory for these paths to resolve correctly so here is how to provide the script path and the script folder regardless of the current working directory.
public static string GetScriptPath([CallerFilePath] string path = null) => path;
public static string GetScriptFolder([CallerFilePath] string path = null) => Path.GetDirectoryName(path);
Tip: Put these methods as top level methods in a separate script file and
#load
that file wherever access to the script path and/or folder is needed.
This release contains a C# REPL (Read-Evaluate-Print-Loop). The REPL mode ("interactive mode") is started by executing dotnet-script
without any arguments.
The interactive mode allows you to supply individual C# code blocks and have them executed as soon as you press Enter. The REPL is configured with the same default set of assembly references and using statements as regular CSX script execution.
Once dotnet-script
starts you will see a prompt for input. You can start typing C# code there.
~$ dotnet script
> var x = 1;
> x+x
2
If you submit an unterminated expression into the REPL (no ;
at the end), it will be evaluated and the result will be serialized using a formatter and printed in the output. This is a bit more interesting than just calling ToString()
on the object, because it attempts to capture the actual structure of the object. For example:
~$ dotnet script
> var x = new List<string>();
> x.Add("foo");
> x
List<string>(1) { "foo" }
> x.Add("bar");
> x
List<string>(2) { "foo", "bar" }
>
REPL also supports inline Nuget packages - meaning the Nuget packages can be installed into the REPL from within the REPL. This is done via our #r
and #load
from Nuget support and uses identical syntax.
~$ dotnet script
> #r "nuget: Automapper, 6.1.1"
> using AutoMapper;
> typeof(MapperConfiguration)
[AutoMapper.MapperConfiguration]
> #load "nuget: simple-targets-csx, 6.0.0";
> using static SimpleTargets;
> typeof(TargetDictionary)
[Submission#0+SimpleTargets+TargetDictionary]
Using Roslyn syntax parsing, we also support multiline REPL mode. This means that if you have an uncompleted code block and press Enter, we will automatically enter the multiline mode. The mode is indicated by the *
character. This is particularly useful for declaring classes and other more complex constructs.
~$ dotnet script
> class Foo {
* public string Bar {get; set;}
* }
> var foo = new Foo();
Aside from the regular C# script code, you can invoke the following commands (directives) from within the REPL:
Command | Description |
---|---|
#load | Load a script into the REPL (same as #load usage in CSX) |
#r | Load an assembly into the REPL (same as #r usage in CSX) |
#reset | Reset the REPL back to initial state (without restarting it) |
#cls | Clear the console screen without resetting the REPL state |
#exit | Exits the REPL |
You can execute a CSX script and, at the end of it, drop yourself into the context of the REPL. This way, the REPL becomes "seeded" with your code - all the classes, methods or variables are available in the REPL context. This is achieved by running a script with an -i
flag.
For example, given the following CSX script:
var msg = "Hello World";
Console.WriteLine(msg);
When you run this with the -i
flag, Hello World
is printed, REPL starts and msg
variable is available in the REPL context.
~$ dotnet script foo.csx -i
Hello World
>
You can also seed the REPL from inside the REPL - at any point - by invoking a #load
directive pointed at a specific file. For example:
~$ dotnet script
> #load "foo.csx"
Hello World
>
The following example shows how we can pipe data in and out of a script.
The UpperCase.csx
script simply converts the standard input to upper case and writes it back out to standard output.
using (var streamReader = new StreamReader(Console.OpenStandardInput()))
{
Write(streamReader.ReadToEnd().ToUpper());
}
We can now simply pipe the output from one command into our script like this.
echo "This is some text" | dotnet script UpperCase.csx
THIS IS SOME TEXT
The first thing we need to do add the following to the launch.config
file that allows VS Code to debug a running process.
{
"name": ".NET Core Attach",
"type": "coreclr",
"request": "attach",
"processId": "${command:pickProcess}"
}
To debug this script we need a way to attach the debugger in VS Code and the simplest thing we can do here is to wait for the debugger to attach by adding this method somewhere.
public static void WaitForDebugger()
{
Console.WriteLine("Attach Debugger (VS Code)");
while(!Debugger.IsAttached)
{
}
}
To debug the script when executing it from the command line we can do something like
WaitForDebugger();
using (var streamReader = new StreamReader(Console.OpenStandardInput()))
{
Write(streamReader.ReadToEnd().ToUpper()); // <- SET BREAKPOINT HERE
}
Now when we run the script from the command line we will get
$ echo "This is some text" | dotnet script UpperCase.csx
Attach Debugger (VS Code)
This now gives us a chance to attach the debugger before stepping into the script and from VS Code, select the .NET Core Attach
debugger and pick the process that represents the executing script.
Once that is done we should see our breakpoint being hit.
By default, scripts will be compiled using the debug
configuration. This is to ensure that we can debug a script in VS Code as well as attaching a debugger for long running scripts.
There are however situations where we might need to execute a script that is compiled with the release
configuration. For instance, running benchmarks using BenchmarkDotNet is not possible unless the script is compiled with the release
configuration.
We can specify this when executing the script.
dotnet script foo.csx -c release
Starting from version 0.50.0, dotnet-script
supports .Net Core 3.0 and all the C# 8 features. The way we deal with nullable references types in dotnet-script
is that we turn every warning related to nullable reference types into compiler errors. This means every warning between CS8600
and CS8655
are treated as an error when compiling the script.
Nullable references types are turned off by default and the way we enable it is using the #nullable enable
compiler directive. This means that existing scripts will continue to work, but we can now opt-in on this new feature.
#!/usr/bin/env dotnet-script
#nullable enable
string name = null;
Trying to execute the script will result in the following error
main.csx(5,15): error CS8625: Cannot convert null literal to non-nullable reference type.
We will also see this when working with scripts in VS Code under the problems panel.
Download Details:
Author: filipw
Source Code: https://github.com/filipw/dotnet-script
License: MIT License
1667425440
Perl script converts PDF files to Gerber format
Pdf2Gerb generates Gerber 274X photoplotting and Excellon drill files from PDFs of a PCB. Up to three PDFs are used: the top copper layer, the bottom copper layer (for 2-sided PCBs), and an optional silk screen layer. The PDFs can be created directly from any PDF drawing software, or a PDF print driver can be used to capture the Print output if the drawing software does not directly support output to PDF.
The general workflow is as follows:
Please note that Pdf2Gerb does NOT perform DRC (Design Rule Checks), as these will vary according to individual PCB manufacturer conventions and capabilities. Also note that Pdf2Gerb is not perfect, so the output files must always be checked before submitting them. As of version 1.6, Pdf2Gerb supports most PCB elements, such as round and square pads, round holes, traces, SMD pads, ground planes, no-fill areas, and panelization. However, because it interprets the graphical output of a Print function, there are limitations in what it can recognize (or there may be bugs).
See docs/Pdf2Gerb.pdf for install/setup, config, usage, and other info.
#Pdf2Gerb config settings:
#Put this file in same folder/directory as pdf2gerb.pl itself (global settings),
#or copy to another folder/directory with PDFs if you want PCB-specific settings.
#There is only one user of this file, so we don't need a custom package or namespace.
#NOTE: all constants defined in here will be added to main namespace.
#package pdf2gerb_cfg;
use strict; #trap undef vars (easier debug)
use warnings; #other useful info (easier debug)
##############################################################################################
#configurable settings:
#change values here instead of in main pfg2gerb.pl file
use constant WANT_COLORS => ($^O !~ m/Win/); #ANSI colors no worky on Windows? this must be set < first DebugPrint() call
#just a little warning; set realistic expectations:
#DebugPrint("${\(CYAN)}Pdf2Gerb.pl ${\(VERSION)}, $^O O/S\n${\(YELLOW)}${\(BOLD)}${\(ITALIC)}This is EXPERIMENTAL software. \nGerber files MAY CONTAIN ERRORS. Please CHECK them before fabrication!${\(RESET)}", 0); #if WANT_DEBUG
use constant METRIC => FALSE; #set to TRUE for metric units (only affect final numbers in output files, not internal arithmetic)
use constant APERTURE_LIMIT => 0; #34; #max #apertures to use; generate warnings if too many apertures are used (0 to not check)
use constant DRILL_FMT => '2.4'; #'2.3'; #'2.4' is the default for PCB fab; change to '2.3' for CNC
use constant WANT_DEBUG => 0; #10; #level of debug wanted; higher == more, lower == less, 0 == none
use constant GERBER_DEBUG => 0; #level of debug to include in Gerber file; DON'T USE FOR FABRICATION
use constant WANT_STREAMS => FALSE; #TRUE; #save decompressed streams to files (for debug)
use constant WANT_ALLINPUT => FALSE; #TRUE; #save entire input stream (for debug ONLY)
#DebugPrint(sprintf("${\(CYAN)}DEBUG: stdout %d, gerber %d, want streams? %d, all input? %d, O/S: $^O, Perl: $]${\(RESET)}\n", WANT_DEBUG, GERBER_DEBUG, WANT_STREAMS, WANT_ALLINPUT), 1);
#DebugPrint(sprintf("max int = %d, min int = %d\n", MAXINT, MININT), 1);
#define standard trace and pad sizes to reduce scaling or PDF rendering errors:
#This avoids weird aperture settings and replaces them with more standardized values.
#(I'm not sure how photoplotters handle strange sizes).
#Fewer choices here gives more accurate mapping in the final Gerber files.
#units are in inches
use constant TOOL_SIZES => #add more as desired
(
#round or square pads (> 0) and drills (< 0):
.010, -.001, #tiny pads for SMD; dummy drill size (too small for practical use, but needed so StandardTool will use this entry)
.031, -.014, #used for vias
.041, -.020, #smallest non-filled plated hole
.051, -.025,
.056, -.029, #useful for IC pins
.070, -.033,
.075, -.040, #heavier leads
# .090, -.043, #NOTE: 600 dpi is not high enough resolution to reliably distinguish between .043" and .046", so choose 1 of the 2 here
.100, -.046,
.115, -.052,
.130, -.061,
.140, -.067,
.150, -.079,
.175, -.088,
.190, -.093,
.200, -.100,
.220, -.110,
.160, -.125, #useful for mounting holes
#some additional pad sizes without holes (repeat a previous hole size if you just want the pad size):
.090, -.040, #want a .090 pad option, but use dummy hole size
.065, -.040, #.065 x .065 rect pad
.035, -.040, #.035 x .065 rect pad
#traces:
.001, #too thin for real traces; use only for board outlines
.006, #minimum real trace width; mainly used for text
.008, #mainly used for mid-sized text, not traces
.010, #minimum recommended trace width for low-current signals
.012,
.015, #moderate low-voltage current
.020, #heavier trace for power, ground (even if a lighter one is adequate)
.025,
.030, #heavy-current traces; be careful with these ones!
.040,
.050,
.060,
.080,
.100,
.120,
);
#Areas larger than the values below will be filled with parallel lines:
#This cuts down on the number of aperture sizes used.
#Set to 0 to always use an aperture or drill, regardless of size.
use constant { MAX_APERTURE => max((TOOL_SIZES)) + .004, MAX_DRILL => -min((TOOL_SIZES)) + .004 }; #max aperture and drill sizes (plus a little tolerance)
#DebugPrint(sprintf("using %d standard tool sizes: %s, max aper %.3f, max drill %.3f\n", scalar((TOOL_SIZES)), join(", ", (TOOL_SIZES)), MAX_APERTURE, MAX_DRILL), 1);
#NOTE: Compare the PDF to the original CAD file to check the accuracy of the PDF rendering and parsing!
#for example, the CAD software I used generated the following circles for holes:
#CAD hole size: parsed PDF diameter: error:
# .014 .016 +.002
# .020 .02267 +.00267
# .025 .026 +.001
# .029 .03167 +.00267
# .033 .036 +.003
# .040 .04267 +.00267
#This was usually ~ .002" - .003" too big compared to the hole as displayed in the CAD software.
#To compensate for PDF rendering errors (either during CAD Print function or PDF parsing logic), adjust the values below as needed.
#units are pixels; for example, a value of 2.4 at 600 dpi = .0004 inch, 2 at 600 dpi = .0033"
use constant
{
HOLE_ADJUST => -0.004 * 600, #-2.6, #holes seemed to be slightly oversized (by .002" - .004"), so shrink them a little
RNDPAD_ADJUST => -0.003 * 600, #-2, #-2.4, #round pads seemed to be slightly oversized, so shrink them a little
SQRPAD_ADJUST => +0.001 * 600, #+.5, #square pads are sometimes too small by .00067, so bump them up a little
RECTPAD_ADJUST => 0, #(pixels) rectangular pads seem to be okay? (not tested much)
TRACE_ADJUST => 0, #(pixels) traces seemed to be okay?
REDUCE_TOLERANCE => .001, #(inches) allow this much variation when reducing circles and rects
};
#Also, my CAD's Print function or the PDF print driver I used was a little off for circles, so define some additional adjustment values here:
#Values are added to X/Y coordinates; units are pixels; for example, a value of 1 at 600 dpi would be ~= .002 inch
use constant
{
CIRCLE_ADJUST_MINX => 0,
CIRCLE_ADJUST_MINY => -0.001 * 600, #-1, #circles were a little too high, so nudge them a little lower
CIRCLE_ADJUST_MAXX => +0.001 * 600, #+1, #circles were a little too far to the left, so nudge them a little to the right
CIRCLE_ADJUST_MAXY => 0,
SUBST_CIRCLE_CLIPRECT => FALSE, #generate circle and substitute for clip rects (to compensate for the way some CAD software draws circles)
WANT_CLIPRECT => TRUE, #FALSE, #AI doesn't need clip rect at all? should be on normally?
RECT_COMPLETION => FALSE, #TRUE, #fill in 4th side of rect when 3 sides found
};
#allow .012 clearance around pads for solder mask:
#This value effectively adjusts pad sizes in the TOOL_SIZES list above (only for solder mask layers).
use constant SOLDER_MARGIN => +.012; #units are inches
#line join/cap styles:
use constant
{
CAP_NONE => 0, #butt (none); line is exact length
CAP_ROUND => 1, #round cap/join; line overhangs by a semi-circle at either end
CAP_SQUARE => 2, #square cap/join; line overhangs by a half square on either end
CAP_OVERRIDE => FALSE, #cap style overrides drawing logic
};
#number of elements in each shape type:
use constant
{
RECT_SHAPELEN => 6, #x0, y0, x1, y1, count, "rect" (start, end corners)
LINE_SHAPELEN => 6, #x0, y0, x1, y1, count, "line" (line seg)
CURVE_SHAPELEN => 10, #xstart, ystart, x0, y0, x1, y1, xend, yend, count, "curve" (bezier 2 points)
CIRCLE_SHAPELEN => 5, #x, y, 5, count, "circle" (center + radius)
};
#const my %SHAPELEN =
#Readonly my %SHAPELEN =>
our %SHAPELEN =
(
rect => RECT_SHAPELEN,
line => LINE_SHAPELEN,
curve => CURVE_SHAPELEN,
circle => CIRCLE_SHAPELEN,
);
#panelization:
#This will repeat the entire body the number of times indicated along the X or Y axes (files grow accordingly).
#Display elements that overhang PCB boundary can be squashed or left as-is (typically text or other silk screen markings).
#Set "overhangs" TRUE to allow overhangs, FALSE to truncate them.
#xpad and ypad allow margins to be added around outer edge of panelized PCB.
use constant PANELIZE => {'x' => 1, 'y' => 1, 'xpad' => 0, 'ypad' => 0, 'overhangs' => TRUE}; #number of times to repeat in X and Y directions
# Set this to 1 if you need TurboCAD support.
#$turboCAD = FALSE; #is this still needed as an option?
#CIRCAD pad generation uses an appropriate aperture, then moves it (stroke) "a little" - we use this to find pads and distinguish them from PCB holes.
use constant PAD_STROKE => 0.3; #0.0005 * 600; #units are pixels
#convert very short traces to pads or holes:
use constant TRACE_MINLEN => .001; #units are inches
#use constant ALWAYS_XY => TRUE; #FALSE; #force XY even if X or Y doesn't change; NOTE: needs to be TRUE for all pads to show in FlatCAM and ViewPlot
use constant REMOVE_POLARITY => FALSE; #TRUE; #set to remove subtractive (negative) polarity; NOTE: must be FALSE for ground planes
#PDF uses "points", each point = 1/72 inch
#combined with a PDF scale factor of .12, this gives 600 dpi resolution (1/72 * .12 = 600 dpi)
use constant INCHES_PER_POINT => 1/72; #0.0138888889; #multiply point-size by this to get inches
# The precision used when computing a bezier curve. Higher numbers are more precise but slower (and generate larger files).
#$bezierPrecision = 100;
use constant BEZIER_PRECISION => 36; #100; #use const; reduced for faster rendering (mainly used for silk screen and thermal pads)
# Ground planes and silk screen or larger copper rectangles or circles are filled line-by-line using this resolution.
use constant FILL_WIDTH => .01; #fill at most 0.01 inch at a time
# The max number of characters to read into memory
use constant MAX_BYTES => 10 * M; #bumped up to 10 MB, use const
use constant DUP_DRILL1 => TRUE; #FALSE; #kludge: ViewPlot doesn't load drill files that are too small so duplicate first tool
my $runtime = time(); #Time::HiRes::gettimeofday(); #measure my execution time
print STDERR "Loaded config settings from '${\(__FILE__)}'.\n";
1; #last value must be truthful to indicate successful load
#############################################################################################
#junk/experiment:
#use Package::Constants;
#use Exporter qw(import); #https://perldoc.perl.org/Exporter.html
#my $caller = "pdf2gerb::";
#sub cfg
#{
# my $proto = shift;
# my $class = ref($proto) || $proto;
# my $settings =
# {
# $WANT_DEBUG => 990, #10; #level of debug wanted; higher == more, lower == less, 0 == none
# };
# bless($settings, $class);
# return $settings;
#}
#use constant HELLO => "hi there2"; #"main::HELLO" => "hi there";
#use constant GOODBYE => 14; #"main::GOODBYE" => 12;
#print STDERR "read cfg file\n";
#our @EXPORT_OK = Package::Constants->list(__PACKAGE__); #https://www.perlmonks.org/?node_id=1072691; NOTE: "_OK" skips short/common names
#print STDERR scalar(@EXPORT_OK) . " consts exported:\n";
#foreach(@EXPORT_OK) { print STDERR "$_\n"; }
#my $val = main::thing("xyz");
#print STDERR "caller gave me $val\n";
#foreach my $arg (@ARGV) { print STDERR "arg $arg\n"; }
Author: swannman
Source Code: https://github.com/swannman/pdf2gerb
License: GPL-3.0 license
1597469369
Crop and resize image size before upload in laravel using jquery copper js. In this post, i will show you how to crop and resize image size in laravel using jQuery copper js in laravel.
This laravel crop image before upload using cropper js looks like:
Laravel crop image before upload tutorial, follow the following steps and learn how to use cropper js to crop image before uploading in laravel app:
Read More => https://www.tutsmake.com/laravel-crop-image-before-upload-using-jquery-copper-js/
Live Demo Laravel Crop image Before Upload.
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