1670512249
what is it
https://user-images.githubusercontent.com/9412501/159002380-329fb171-c993-4373-b5e1-ad28fe05e7d4.mp4
https://user-images.githubusercontent.com/9412501/159002392-f00afe4a-dcb9-4081-bc52-417f4f2b281d.mp4
how to use
Center(
child: View3D.me(),
)
const WinLoading({
this.color = Colors.white,
this.radius = 3,
this.gap = 0.04,
this.amount = 5,
this.width = 60,
this.height = 60,
this.duration = const Duration(milliseconds: 7200),
this.cubic = const Cubic(.21, .6, .59, .8),
Key? key,
})
Run this command:
With Flutter:
$ flutter pub add winloading
This will add a line like this to your package's pubspec.yaml (and run an implicit flutter pub get
):
dependencies:
winloading: ^0.0.3
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:winloading/winloading.dart';
import 'package:flutter/cupertino.dart';
import 'package:flutter/material.dart';
import 'package:winloading/winloading.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({Key? key}) : super(key: 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: MyHomePage(),
);
}
}
class MyHomePage extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Center(
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
const ColoredBox(
color: Colors.black38,
child: const WinLoading(),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.07, .59, .59, .8),),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.17,.59,.59,.8),),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.22,.42,.64,.79),),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.22,.42,.44,.71),),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.15,.6,.64,.79),),
),
const SizedBox.square(dimension: 10,),
],
),
);
}
}
Download Details:
Author: ZuYun
Source Code: https://github.com/ZuYun/winloading
1597014000
Flutter Google cross-platform UI framework has released a new version 1.20 stable.
Flutter is Google’s UI framework to make apps for Android, iOS, Web, Windows, Mac, Linux, and Fuchsia OS. Since the last 2 years, the flutter Framework has already achieved popularity among mobile developers to develop Android and iOS apps. In the last few releases, Flutter also added the support of making web applications and desktop applications.
Last month they introduced the support of the Linux desktop app that can be distributed through Canonical Snap Store(Snapcraft), this enables the developers to publish there Linux desktop app for their users and publish on Snap Store. If you want to learn how to Publish Flutter Desktop app in Snap Store that here is the tutorial.
Flutter 1.20 Framework is built on Google’s made Dart programming language that is a cross-platform language providing native performance, new UI widgets, and other more features for the developer usage.
Here are the few key points of this release:
In this release, they have got multiple performance improvements in the Dart language itself. A new improvement is to reduce the app size in the release versions of the app. Another performance improvement is to reduce junk in the display of app animation by using the warm-up phase.
If your app is junk information during the first run then the Skia Shading Language shader provides for pre-compilation as part of your app’s build. This can speed it up by more than 2x.
Added a better support of mouse cursors for web and desktop flutter app,. Now many widgets will show cursor on top of them or you can specify the type of supported cursor you want.
Autofill was already supported in native applications now its been added to the Flutter SDK. Now prefilled information stored by your OS can be used for autofill in the application. This feature will be available soon on the flutter web.
A new widget for interaction
InteractiveViewer
is a new widget design for common interactions in your app like pan, zoom drag and drop for resizing the widget. Informations on this you can check more on this API documentation where you can try this widget on the DartPad. In this release, drag-drop has more features added like you can know precisely where the drop happened and get the position.
In this new release, there are many pre-existing widgets that were updated to match the latest material guidelines, these updates include better interaction with Slider
and RangeSlider
, DatePicker
with support for date range and time picker with the new style.
pubspec.yaml
formatOther than these widget updates there is some update within the project also like in pubspec.yaml
file format. If you are a flutter plugin publisher then your old pubspec.yaml
is no longer supported to publish a plugin as the older format does not specify for which platform plugin you are making. All existing plugin will continue to work with flutter apps but you should make a plugin update as soon as possible.
Visual Studio code flutter extension got an update in this release. You get a preview of new features where you can analyze that Dev tools in your coding workspace. Enable this feature in your vs code by _dart.previewEmbeddedDevTools_
setting. Dart DevTools menu you can choose your favorite page embed on your code workspace.
The updated the Dev tools comes with the network page that enables network profiling. You can track the timings and other information like status and content type of your** network calls** within your app. You can also monitor gRPC traffic.
Pigeon is a command-line tool that will generate types of safe platform channels without adding additional dependencies. With this instead of manually matching method strings on platform channel and serializing arguments, you can invoke native class and pass nonprimitive data objects by directly calling the Dart
method.
There is still a long list of updates in the new version of Flutter 1.2 that we cannot cover in this blog. You can get more details you can visit the official site to know more. Also, you can subscribe to the Navoki newsletter to get updates on these features and upcoming new updates and lessons. In upcoming new versions, we might see more new features and improvements.
You can get more free Flutter tutorials you can follow these courses:
#dart #developers #flutter #app developed #dart devtools in visual studio code #firebase local emulator suite in flutter #flutter autofill #flutter date picker #flutter desktop linux app build and publish on snapcraft store #flutter pigeon #flutter range slider #flutter slider #flutter time picker #flutter tutorial #flutter widget #google flutter #linux #navoki #pubspec format #setup flutter desktop on windows
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
1598396940
Flutter is an open-source UI toolkit for mobile developers, so they can use it to build native-looking** Android and iOS** applications from the same code base for both platforms. Flutter is also working to make Flutter apps for Web, PWA (progressive Web-App) and Desktop platform (Windows,macOS,Linux).
Flutter was officially released in December 2018. Since then, it has gone a much stronger flutter community.
There has been much increase in flutter developers, flutter packages, youtube tutorials, blogs, flutter examples apps, official and private events, and more. Flutter is now on top software repos based and trending on GitHub.
What is Flutter? this question comes to many new developer’s mind.
Flutter means flying wings quickly, and lightly but obviously, this doesn’t apply in our SDK.
So Flutter was one of the companies that were acquired by **Google **for around $40 million. That company was based on providing gesture detection and recognition from a standard webcam. But later when the Flutter was going to release in alpha version for developer it’s name was Sky, but since Google already owned Flutter name, so they rename it to Flutter.
Flutter is used in many startup companies nowadays, and even some MNCs are also adopting Flutter as a mobile development framework. Many top famous companies are using their apps in Flutter. Some of them here are
and many more other apps. Mobile development companies also adopted Flutter as a service for their clients. Even I was one of them who developed flutter apps as a freelancer and later as an IT company for mobile apps.
#dart #flutter #uncategorized #flutter framework #flutter jobs #flutter language #flutter meaning #flutter meaning in hindi #google flutter #how does flutter work #what is flutter
1670512249
what is it
https://user-images.githubusercontent.com/9412501/159002380-329fb171-c993-4373-b5e1-ad28fe05e7d4.mp4
https://user-images.githubusercontent.com/9412501/159002392-f00afe4a-dcb9-4081-bc52-417f4f2b281d.mp4
how to use
Center(
child: View3D.me(),
)
const WinLoading({
this.color = Colors.white,
this.radius = 3,
this.gap = 0.04,
this.amount = 5,
this.width = 60,
this.height = 60,
this.duration = const Duration(milliseconds: 7200),
this.cubic = const Cubic(.21, .6, .59, .8),
Key? key,
})
Run this command:
With Flutter:
$ flutter pub add winloading
This will add a line like this to your package's pubspec.yaml (and run an implicit flutter pub get
):
dependencies:
winloading: ^0.0.3
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:winloading/winloading.dart';
import 'package:flutter/cupertino.dart';
import 'package:flutter/material.dart';
import 'package:winloading/winloading.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({Key? key}) : super(key: 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: MyHomePage(),
);
}
}
class MyHomePage extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Center(
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
const ColoredBox(
color: Colors.black38,
child: const WinLoading(),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.07, .59, .59, .8),),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.17,.59,.59,.8),),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.22,.42,.64,.79),),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.22,.42,.44,.71),),
),
const SizedBox.square(dimension: 10,),
const ColoredBox(
color: Colors.black38,
child: WinLoading(cubic: const Cubic(.15,.6,.64,.79),),
),
const SizedBox.square(dimension: 10,),
],
),
);
}
}
Download Details:
Author: ZuYun
Source Code: https://github.com/ZuYun/winloading
1644991598
The Ultimate Guide To Tik Tok Clone App With Firebase - Ep 2
In this video, I'm going to show you how to make a Cool Tik Tok App a new Instagram using Flutter,firebase and visual studio code.
In this tutorial, you will learn how to Upload a Profile Pic to Firestore Data Storage.
🚀 Nice, clean and modern TikTok Clone #App #UI made in #Flutter⚠️
Starter Project : https://github.com/Punithraaj/Flutter_Tik_Tok_Clone_App/tree/Episode1
► Timestamps
0:00 Intro 0:20
Upload Profile Screen
16:35 Image Picker
20:06 Image Cropper
24:25 Firestore Data Storage Configuration.
⚠️ IMPORTANT: If you want to learn, I strongly advise you to watch the video at a slow speed and try to follow the code and understand what is done, without having to copy the code, and then download it from GitHub.
► Social Media
GitHub: https://github.com/Punithraaj/Flutter_Tik_Tok_Clone_App.git
LinkedIn: https://www.linkedin.com/in/roaring-r...
Twitter: https://twitter.com/roaringraaj
Facebook: https://www.facebook.com/flutterdartacademy
► Previous Episode : https://youtu.be/QnL3fr-XpC4
► Playlist: https://youtube.com/playlist?list=PL6vcAuTKAaYe_9KQRsxTsFFSx78g1OluK
I hope you liked it, and don't forget to like,comment, subscribe, share this video with your friends, and star the repository on GitHub!
⭐️ Thanks for watching the video and for more updates don't forget to click on the notification.
⭐️Please comment your suggestion for my improvement.
⭐️Remember to like, subscribe, share this video, and star the repo on Github :)
Hope you enjoyed this video!
If you loved it, you can Buy me a coffee : https://www.buymeacoffee.com/roaringraaj
LIKE & SHARE & ACTIVATE THE BELL Thanks For Watching :-)
https://youtu.be/F_GgZVD4sDk
#flutter tutorial - tiktok clone with firebase #flutter challenge @tiktokclone #fluttertutorial firebase #flutter firebase #flutter pageview #morioh #flutter