1638437833
There are various reasons why your HP printer won't print in color. First of all, the issue will arise if your printer's ink cartridges are running out of ink. Wrong printer settings can also lead to this issue. Other causes of HP printer not printing in the color issue include clogged print head and outdated drivers. To fix the problem, replace your ink cartridges if it is falling short of ink. Next, clean your printer's print head and make sure you have enabled the color printing option. Lastly, get the updated printer drivers for your HP printer.
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1669003576
In this Python article, let's learn about Mutable and Immutable in Python.
Mutable is a fancy way of saying that the internal state of the object is changed/mutated. So, the simplest definition is: An object whose internal state can be changed is mutable. On the other hand, immutable doesn’t allow any change in the object once it has been created.
Both of these states are integral to Python data structure. If you want to become more knowledgeable in the entire Python Data Structure, take this free course which covers multiple data structures in Python including tuple data structure which is immutable. You will also receive a certificate on completion which is sure to add value to your portfolio.
Mutable is when something is changeable or has the ability to change. In Python, ‘mutable’ is the ability of objects to change their values. These are often the objects that store a collection of data.
Immutable is the when no change is possible over time. In Python, if the value of an object cannot be changed over time, then it is known as immutable. Once created, the value of these objects is permanent.
Objects of built-in type that are mutable are:
Objects of built-in type that are immutable are:
Object mutability is one of the characteristics that makes Python a dynamically typed language. Though Mutable and Immutable in Python is a very basic concept, it can at times be a little confusing due to the intransitive nature of immutability.
In Python, everything is treated as an object. Every object has these three attributes:
While ID and Type cannot be changed once it’s created, values can be changed for Mutable objects.
Check out this free python certificate course to get started with Python.
I believe, rather than diving deep into the theory aspects of mutable and immutable in Python, a simple code would be the best way to depict what it means in Python. Hence, let us discuss the below code step-by-step:
#Creating a list which contains name of Indian cities
cities = [‘Delhi’, ‘Mumbai’, ‘Kolkata’]
# Printing the elements from the list cities, separated by a comma & space
for city in cities:
print(city, end=’, ’)
Output [1]: Delhi, Mumbai, Kolkata
#Printing the location of the object created in the memory address in hexadecimal format
print(hex(id(cities)))
Output [2]: 0x1691d7de8c8
#Adding a new city to the list cities
cities.append(‘Chennai’)
#Printing the elements from the list cities, separated by a comma & space
for city in cities:
print(city, end=’, ’)
Output [3]: Delhi, Mumbai, Kolkata, Chennai
#Printing the location of the object created in the memory address in hexadecimal format
print(hex(id(cities)))
Output [4]: 0x1691d7de8c8
The above example shows us that we were able to change the internal state of the object ‘cities’ by adding one more city ‘Chennai’ to it, yet, the memory address of the object did not change. This confirms that we did not create a new object, rather, the same object was changed or mutated. Hence, we can say that the object which is a type of list with reference variable name ‘cities’ is a MUTABLE OBJECT.
Let us now discuss the term IMMUTABLE. Considering that we understood what mutable stands for, it is obvious that the definition of immutable will have ‘NOT’ included in it. Here is the simplest definition of immutable– An object whose internal state can NOT be changed is IMMUTABLE.
Again, if you try and concentrate on different error messages, you have encountered, thrown by the respective IDE; you use you would be able to identify the immutable objects in Python. For instance, consider the below code & associated error message with it, while trying to change the value of a Tuple at index 0.
#Creating a Tuple with variable name ‘foo’
foo = (1, 2)
#Changing the index[0] value from 1 to 3
foo[0] = 3
TypeError: 'tuple' object does not support item assignment
Once again, a simple code would be the best way to depict what immutable stands for. Hence, let us discuss the below code step-by-step:
#Creating a Tuple which contains English name of weekdays
weekdays = ‘Sunday’, ‘Monday’, ‘Tuesday’, ‘Wednesday’, ‘Thursday’, ‘Friday’, ‘Saturday’
# Printing the elements of tuple weekdays
print(weekdays)
Output [1]: (‘Sunday’, ‘Monday’, ‘Tuesday’, ‘Wednesday’, ‘Thursday’, ‘Friday’, ‘Saturday’)
#Printing the location of the object created in the memory address in hexadecimal format
print(hex(id(weekdays)))
Output [2]: 0x1691cc35090
#tuples are immutable, so you cannot add new elements, hence, using merge of tuples with the # + operator to add a new imaginary day in the tuple ‘weekdays’
weekdays += ‘Pythonday’,
#Printing the elements of tuple weekdays
print(weekdays)
Output [3]: (‘Sunday’, ‘Monday’, ‘Tuesday’, ‘Wednesday’, ‘Thursday’, ‘Friday’, ‘Saturday’, ‘Pythonday’)
#Printing the location of the object created in the memory address in hexadecimal format
print(hex(id(weekdays)))
Output [4]: 0x1691cc8ad68
This above example shows that we were able to use the same variable name that is referencing an object which is a type of tuple with seven elements in it. However, the ID or the memory location of the old & new tuple is not the same. We were not able to change the internal state of the object ‘weekdays’. The Python program manager created a new object in the memory address and the variable name ‘weekdays’ started referencing the new object with eight elements in it. Hence, we can say that the object which is a type of tuple with reference variable name ‘weekdays’ is an IMMUTABLE OBJECT.
Also Read: Understanding the Exploratory Data Analysis (EDA) in Python
Where can you use mutable and immutable objects:
Mutable objects can be used where you want to allow for any updates. For example, you have a list of employee names in your organizations, and that needs to be updated every time a new member is hired. You can create a mutable list, and it can be updated easily.
Immutability offers a lot of useful applications to different sensitive tasks we do in a network centred environment where we allow for parallel processing. By creating immutable objects, you seal the values and ensure that no threads can invoke overwrite/update to your data. This is also useful in situations where you would like to write a piece of code that cannot be modified. For example, a debug code that attempts to find the value of an immutable object.
Watch outs: Non transitive nature of Immutability:
OK! Now we do understand what mutable & immutable objects in Python are. Let’s go ahead and discuss the combination of these two and explore the possibilities. Let’s discuss, as to how will it behave if you have an immutable object which contains the mutable object(s)? Or vice versa? Let us again use a code to understand this behaviour–
#creating a tuple (immutable object) which contains 2 lists(mutable) as it’s elements
#The elements (lists) contains the name, age & gender
person = (['Ayaan', 5, 'Male'], ['Aaradhya', 8, 'Female'])
#printing the tuple
print(person)
Output [1]: (['Ayaan', 5, 'Male'], ['Aaradhya', 8, 'Female'])
#printing the location of the object created in the memory address in hexadecimal format
print(hex(id(person)))
Output [2]: 0x1691ef47f88
#Changing the age for the 1st element. Selecting 1st element of tuple by using indexing [0] then 2nd element of the list by using indexing [1] and assigning a new value for age as 4
person[0][1] = 4
#printing the updated tuple
print(person)
Output [3]: (['Ayaan', 4, 'Male'], ['Aaradhya', 8, 'Female'])
#printing the location of the object created in the memory address in hexadecimal format
print(hex(id(person)))
Output [4]: 0x1691ef47f88
In the above code, you can see that the object ‘person’ is immutable since it is a type of tuple. However, it has two lists as it’s elements, and we can change the state of lists (lists being mutable). So, here we did not change the object reference inside the Tuple, but the referenced object was mutated.
Also Read: Real-Time Object Detection Using TensorFlow
Same way, let’s explore how it will behave if you have a mutable object which contains an immutable object? Let us again use a code to understand the behaviour–
#creating a list (mutable object) which contains tuples(immutable) as it’s elements
list1 = [(1, 2, 3), (4, 5, 6)]
#printing the list
print(list1)
Output [1]: [(1, 2, 3), (4, 5, 6)]
#printing the location of the object created in the memory address in hexadecimal format
print(hex(id(list1)))
Output [2]: 0x1691d5b13c8
#changing object reference at index 0
list1[0] = (7, 8, 9)
#printing the list
Output [3]: [(7, 8, 9), (4, 5, 6)]
#printing the location of the object created in the memory address in hexadecimal format
print(hex(id(list1)))
Output [4]: 0x1691d5b13c8
As an individual, it completely depends upon you and your requirements as to what kind of data structure you would like to create with a combination of mutable & immutable objects. I hope that this information will help you while deciding the type of object you would like to select going forward.
Before I end our discussion on IMMUTABILITY, allow me to use the word ‘CAVITE’ when we discuss the String and Integers. There is an exception, and you may see some surprising results while checking the truthiness for immutability. For instance:
#creating an object of integer type with value 10 and reference variable name ‘x’
x = 10
#printing the value of ‘x’
print(x)
Output [1]: 10
#Printing the location of the object created in the memory address in hexadecimal format
print(hex(id(x)))
Output [2]: 0x538fb560
#creating an object of integer type with value 10 and reference variable name ‘y’
y = 10
#printing the value of ‘y’
print(y)
Output [3]: 10
#Printing the location of the object created in the memory address in hexadecimal format
print(hex(id(y)))
Output [4]: 0x538fb560
As per our discussion and understanding, so far, the memory address for x & y should have been different, since, 10 is an instance of Integer class which is immutable. However, as shown in the above code, it has the same memory address. This is not something that we expected. It seems that what we have understood and discussed, has an exception as well.
Quick check – Python Data Structures
Tuples are immutable and hence cannot have any changes in them once they are created in Python. This is because they support the same sequence operations as strings. We all know that strings are immutable. The index operator will select an element from a tuple just like in a string. Hence, they are immutable.
Like all, there are exceptions in the immutability in python too. Not all immutable objects are really mutable. This will lead to a lot of doubts in your mind. Let us just take an example to understand this.
Consider a tuple ‘tup’.
Now, if we consider tuple tup = (‘GreatLearning’,[4,3,1,2]) ;
We see that the tuple has elements of different data types. The first element here is a string which as we all know is immutable in nature. The second element is a list which we all know is mutable. Now, we all know that the tuple itself is an immutable data type. It cannot change its contents. But, the list inside it can change its contents. So, the value of the Immutable objects cannot be changed but its constituent objects can. change its value.
Mutable Object | Immutable Object |
State of the object can be modified after it is created. | State of the object can’t be modified once it is created. |
They are not thread safe. | They are thread safe |
Mutable classes are not final. | It is important to make the class final before creating an immutable object. |
list, dictionary, set, user-defined classes.
int, float, decimal, bool, string, tuple, range.
Lists in Python are mutable data types as the elements of the list can be modified, individual elements can be replaced, and the order of elements can be changed even after the list has been created.
(Examples related to lists have been discussed earlier in this blog.)
Tuple and list data structures are very similar, but one big difference between the data types is that lists are mutable, whereas tuples are immutable. The reason for the tuple’s immutability is that once the elements are added to the tuple and the tuple has been created; it remains unchanged.
A programmer would always prefer building a code that can be reused instead of making the whole data object again. Still, even though tuples are immutable, like lists, they can contain any Python object, including mutable objects.
A set is an iterable unordered collection of data type which can be used to perform mathematical operations (like union, intersection, difference etc.). Every element in a set is unique and immutable, i.e. no duplicate values should be there, and the values can’t be changed. However, we can add or remove items from the set as the set itself is mutable.
Strings are not mutable in Python. Strings are a immutable data types which means that its value cannot be updated.
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Original article source at: https://www.mygreatlearning.com
1672928580
Bash has no built-in function to take the user’s input from the terminal. The read command of Bash is used to take the user’s input from the terminal. This command has different options to take an input from the user in different ways. Multiple inputs can be taken using the single read command. Different ways of using this command in the Bash script are described in this tutorial.
read [options] [var1, var2, var3…]
The read command can be used without any argument or option. Many types of options can be used with this command to take the input of the particular data type. It can take more input from the user by defining the multiple variables with this command.
Some options of the read command require an additional parameter to use. The most commonly used options of the read command are mentioned in the following:
Option | Purpose |
---|---|
-d <delimiter> | It is used to take the input until the delimiter value is provided. |
-n <number> | It is used to take the input of a particular number of characters from the terminal and stop taking the input earlier based on the delimiter. |
-N <number> | It is used to take the input of the particular number of characters from the terminal, ignoring the delimiter. |
-p <prompt> | It is used to print the output of the prompt message before taking the input. |
-s | It is used to take the input without an echo. This option is mainly used to take the input for the password input. |
-a | It is used to take the input for the indexed array. |
-t <time> | It is used to set a time limit for taking the input. |
-u <file descriptor> | It is used to take the input from the file. |
-r | It is used to disable the backslashes. |
The uses of read command with different options are shown in this part of this tutorial.
Example 1: Using Read Command without Any Option and variable
Create a Bash file with the following script that takes the input from the terminal using the read command without any option and variable. If no variable is used with the read command, the input value is stored in the $REPLY variable. The value of this variable is printed later after taking the input.
#!/bin/bash
#Print the prompt message
echo "Enter your favorite color: "
#Take the input
read
#Print the input value
echo "Your favorite color is $REPLY"
Output:
The following output appears if the “Blue” value is taken as an input:
Example 2: Using Read Command with a Variable
Create a Bash file with the following script that takes the input from the terminal using the read command with a variable. The method of taking the single or multiple variables using a read command is shown in this example. The values of all variables are printed later.
#!/bin/bash
#Print the prompt message
echo "Enter the product name: "
#Take the input with a single variable
read item
#Print the prompt message
echo "Enter the color variations of the product: "
#Take three input values in three variables
read color1 color2 color3
#Print the input value
echo "The product name is $item."
#Print the input values
echo "Available colors are $color1, $color2, and $color3."
Output:
The following output appears after taking a single input first and three inputs later:
Example 3: Using Read Command with -p Option
Create a Bash file with the following script that takes the input from the terminal using the read command with a variable and the -p option. The input value is printed later.
#!/bin/bash
#Take the input with the prompt message
read -p "Enter the book name: " book
#Print the input value
echo "Book name: $book"
Output:
The following output appears after taking the input:
Example 4: Using Read Command with -s Option
Create a Bash file with the following script that takes the input from the terminal using the read command with a variable and the -s option. The input value of the password will not be displayed for the -s option. The input values are checked later for authentication. A success or failure message is also printed.
#!/bin/bash
#Take the input with the prompt message
read -p "Enter your email: " email
#Take the secret input with the prompt message
read -sp "Enter your password: " password
#Add newline
echo ""
#Check the email and password for authentication
if [[ $email == "admin@example.com" && $password == "secret" ]]
then
#Print the success message
echo "Authenticated."
else
#Print the failure message
echo "Not authenticated."
fi
Output:
The following output appears after taking the valid and invalid input values:
Example 5: Using Read Command with -a Option
Create a Bash file with the following script that takes the input from the terminal using the read command with a variable and the -a option. The array values are printed later after taking the input values from the terminal.
#!/bin/bash
echo "Enter the country names: "
#Take multiple inputs using an array
read -a countries
echo "Country names are:"
#Read the array values
for country in ${countries[@]}
do
echo $country
done
Output:
The following output appears after taking the array values:
Example 6: Using Read Command with -n Option
Create a Bash file with the following script that takes the input from the terminal using the read command with a variable and the -n option.
#!/bin/bash
#Print the prompt message
echo "Enter the product code: "
#Take the input of five characters
read -n 5 code
#Add newline
echo ""
#Print the input value
echo "The product code is $code"
Output:
The following output appears if the “78342” value is taken as input:
Example 7: Using Read Command with -t Option
Create a Bash file with the following script that takes the input from the terminal using the read command with a variable and the -t option.
#!/bin/bash
#Print the prompt message
echo -n "Write the result of 10-6: "
#Take the input of five characters
read -t 3 answer
#Check the input value
if [[ $answer == "4" ]]
then
echo "Correct answer."
else
echo "Incorrect answer."
fi
Output:
The following output appears after taking the correct and incorrect input values:
The uses of some useful options of the read command are explained in this tutorial using multiple examples to know the basic uses of the read command.
Original article source at: https://linuxhint.com/
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
1661584697
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1623333715
“HP printer is in an error state” this error generally flashes on screen when HP Printer user tries to connect Printer to the device or print from the device. But this is not the only reason behind HP printer is in error state message or error code, It can also be caused by changes in software, such as Windows Update, that lead to an increase in communication between your system and the attached printer.
However, if you are looking for some quick method to resolve HP Printer in Error State then you should need to have a look at the below-explained tips: How do I get my HP Printer out of error state?
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