I have a text file (.txt) that I'd like to be an asset that I can scan in later.
In the pubspec.yaml, I've made sure that:
flutter:
assets:
- res/my_file.txt
exists. The file resides in the res/ folder that I made, on the same level as lib/android/ and ios/
I'm trying to read the file from a custom class, not a widget.
According to the documentation, I'm to use this import:
import 'package:flutter/services.dart' show rootBundle;
and start reading like so:
/// Assumes the given path is a text-file-asset.
Future<String> getFileData(String path) async {
return await rootBundle.loadString(path);
}
And to get the actual data, do:
String data = await getFileData(fileName);
However, when I use a fileName like 'assets/res/my_file.txt', I get an error: Unable to load asset: assets/res/my_file.txt.
It's also worth noting that I'm trying to do this from a unit test. Any ideas on how to properly do this? Thanks!
Here is a fuller answer for future visitors.
Create an assets folder
Create an assets folder in your project's root folder. In Android Studio you can right click the Project outline and go to New > Directory.
You can create another subfolder for text files in assets if you like. But if you do, you have to include the relative path in pubspec.yaml. See below.
Add your text file to the new folder
You can just copy your text file into the assets directory. The relative path of my_file.txt, for example, would be assets/my_file.txt.
Register the assets folder in pubspec.yaml
Open the pubspec.yaml file that is in the root of your project.
Add an assets subsection to the flutter section like this:
flutter:
assets:
- assets/my_file.txt
If you have multiple files that you want to include, then you can leave off the file name and just use the directory name (include the final /):
flutter:
assets:
- assets/
Get the text in code
You can use the global rootBundle to get the text file asset:
import 'dart:async' show Future;
import 'package:flutter/services.dart' show rootBundle;
Future<String> loadAsset() async {
return await rootBundle.loadString('assets/my_text.txt');
}
Or if you have the BuildContext (inside a widget) you can use DefaultAssetBundle. This is recommended because it allows switching asset bundles at runtime, which is useful for multilingual assets.
Future<String> loadAsset(BuildContext context) async {
return await DefaultAssetBundle.of(context).loadString('assets/my_text.txt');
}
See also
Loading text assets
How to include images in your app
The folder name "assets" isn't magically added. Update your pubspec.yaml to include the full path to the asset.
flutter:
assets:
- assets/res/my_file.txt
In my opinion, in order to load a js file into a flutter, you should consider it as a text file and load it properly. So, you need to add the file to assets folder, add into a pubspec file, then load it. read the full answer here
Second, you used evalJavascript. this function can be used in many different situations. but it will work only if you have a view panel.
Check below example:
import 'dart:io';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:flutter_webview_plugin/flutter_webview_plugin.dart';
main() async {
String jsCode = await rootBundle.loadString('assets/javascript.js');
runApp(new MaterialApp(
home: LunchWebView(jsCode),
));
}
class LunchWebView extends StatelessWidget {
final String text;
LunchWebView(this.text);
#override
Widget build(BuildContext context) {
final FlutterWebviewPlugin flutterWebviewPlugin = FlutterWebviewPlugin();
flutterWebviewPlugin.launch('https://www.google.com');
flutterWebviewPlugin.evalJavascript(text);
return Container();
}
}
My Unity compiles scripts during runtime every time I run the game (Spinning compile icon indicator), even if I changed no code, it only occurs when I am using OS X and using the IOS platform.
Any ideas?
Check your class in "Editor" whether some editor class use compile cmd in runtime
This is due to a script processing the scene during runtime. It is located in Assets/Editor/UnityAds/UnityAdsBuildProcessor
I briefly commented it out.
Its content:
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.Advertisements;
public class UnityAdsBuildProcessor : Editor
{
[PostProcessScene]
public static void OnPostprocessScene ()
{
AdvertisementSettings.enabled = true;
AdvertisementSettings.initializeOnStartup = false;
}
}
I have extended project in eclipse scout neon, and I would like to know how to enable texts it this project.
I copy Texts.nls file and create texts folder with Texts.properties inside.
Auto create texts from code doesn't work and give me an error :
The NLS Project is read-only. heck that you have a valid NLS Project in your workspace.
If I add text manually in texts.properties file, it doesn't read from it.
How to fix this?
Have you configured your Texts.nls file correctly? Here an example:
###############################################
# This file is maintained by the NLS editor. #
# To ensure a properly working NLS support #
# keep this file untouched. #
###############################################
Nls-Class=org.eclipse.scout.contacts.shared.TextProviderService
The corresponding TextProviderService java class:
package org.eclipse.scout.contacts.shared;
import org.eclipse.scout.rt.platform.Order;
import org.eclipse.scout.rt.shared.services.common.text.AbstractDynamicNlsTextProviderService;
#Order(2000)
public class TextProviderService extends AbstractDynamicNlsTextProviderService {
#Override
protected String getDynamicNlsBaseName() {
return "org.eclipse.scout.contacts.shared.texts.Texts";
}
}
This is the way how the Scout SDK lookup for your properties files.
Is there any way to access some of the attributes listed in a pubspec.yaml file in that files Dart application?
In particular, the version and description attributes may be quite useful to see in a version info dialog, or even a '--version' when using a console app. I haven't been able to find a way to access in the API. I'm not sure if Mirrors would have anything appropriate, but if a web app is compiled to JS, then I don't see the description anywhere in the output JS.
Thanks.
EDIT
feature request: https://code.google.com/p/dart/issues/detail?id=18769
FOR FLUTTER ONLY
Please use this new package package_info_plus from flutter community.
import 'package:package_info_plus/package_info_plus.dart';
PackageInfo packageInfo = await PackageInfo.fromPlatform();
String appName = packageInfo.appName;
String packageName = packageInfo.packageName;
String version = packageInfo.version;
String buildNumber = packageInfo.buildNumber;
BELOW SOLUTION IS DEPRICATED.
I know the OP wants to read YAML but for flutter dev's you guys can read the version and other info of the application using package_info.
This is the sample to fetch details from Android/iOS application.
import 'package:package_info/package_info.dart';
PackageInfo packageInfo = await PackageInfo.fromPlatform();
String appName = packageInfo.appName;
String packageName = packageInfo.packageName;
String version = packageInfo.version;
String buildNumber = packageInfo.buildNumber;
you can install the "dart_config" package and use this code to parse a pubspec.yaml file:
import 'package:dart_config/default_server.dart';
import 'dart:async';
void main() {
Future<Map> conf = loadConfig("../pubspec.yaml");
conf.then((Map config) {
print(config['name']);
print(config['description']);
print(config['version']);
print(config['author']);
print(config['homepage']);
print(config['dependencies']);
});
}
The output looks similar to this:
test_cli
A sample command-line application
0.0.1
Robert Hartung
URL
{dart_config: any}
EDIT
You can do it with the Yaml package itself:
*NOTE: this will not work on Flutter Web
import 'package:yaml/yaml.dart';
import 'dart:io'; // *** NOTE *** This will not work on Flutter Web
void main() {
File f = new File("../pubspec.yaml");
f.readAsString().then((String text) {
Map yaml = loadYaml(text);
print(yaml['name']);
print(yaml['description']);
print(yaml['version']);
print(yaml['author']);
print(yaml['homepage']);
print(yaml['dependencies']);
});
}
Regards Robert
None of the above answers worked for me, but here's a working solution for a Flutter app:
In your pubspec.yaml add the "pubspec.yaml" to assets:
assets:
- assets/
- pubspec.yaml
If you have a widget where you need to show the app version like this:
...
Container(
child: Text('Version: 1.0.0+1'),
),
...
Wrap your widget with a FutureBuilder like this:
import 'package:flutter/services.dart';
import 'package:yaml/yaml.dart';
...
FutureBuilder(
future: rootBundle.loadString("pubspec.yaml"),
builder: (context, snapshot) {
String version = "Unknown";
if (snapshot.hasData) {
var yaml = loadYaml(snapshot.data);
version = yaml["version"];
}
return Container(
child: Text(
'Version: $version'
),
);
}),
...
The services rootBundle property contains the resources that were packaged with the application when it was built.
If you want to show the version without the build number, you can split the string like so:
'Version: ${version.split("+")[0]}'
UPDATE: As mentioned by #wildsurfer, this approach has a potential security risk in web development because the pubspec.yaml is shared with the browser!
So assuming that this is for a dart cli application then the #Robert suggestion won't work.
dart_config isn't available for dart 2.x and your pubspec.yaml isn't going to be relative to your cwd except when you are in your development environment
So you need to get the pubspec.yaml relative to the libraries executable path.
This example uses the 'paths' package but it isn't required.
This can be obtained by:
import 'package:path/path.dart';
String pathToYaml = join(dirname(Platform.script.toFilePath()), '../pubspec.yaml');
You can now read the yaml:
import 'package:path/path.dart';
import 'package:yaml/yaml.dart';
String pathToYaml = join(dirname(Platform.script.toFilePath()), '../pubspec.yaml');
File f = new File(pathToYaml);
String yamlText = f.readAsStringSync();
Map yaml = loadYaml(yamlText);
print(yaml['name']);
print(yaml['description']);
print(yaml['version']);
print(yaml['author']);
print(yaml['homepage']);
print(yaml['dependencies']);
});
For Flutter only (Web, Android and IOS)... since October 2020
If you want your app working on Web, Android and IOS use "Package info_plus" instead.
How to Incorporate Automated Version Information into A Dart Command Line App
To update version information in your code without having to package a resource file to be parsed during run time, you can have the information hard coded into an automatically generated dart source file which gets compiled into your binary. The following example hard codes the version, name, and description information into the Map object "meta" in a meta.dart file. The meta.dart file is recreated and overwritten every time the test suite is run in development. To verify the source code has the correct version information, the app's code verifies the version and other meta information against the attributes in the pubspec.yaml file (but only when run as interpreted code in development). If there is a difference from pubspec.yaml, it throws an exception. Once compiled into a binary, it will skip that check as it won't find the pubspec.yaml file, so no error is thrown from the binary. Even if a pubspec.yaml file happens to be around and is found, it only throws an exception and does not create a "meta.dart" source file.
1. Create a MetaUpdate class and save it as "meta_update.dart":
import 'dart:io';
import 'package:yaml/yaml.dart';
import 'meta.dart';
class MetaUpdate {
String pathToYaml = "";
String metaDartFileContents = "";
MetaUpdate(this.pathToYaml);
void writeMetaDartFile(String metaDartFilePath) {
File metaDartFile = File(metaDartFilePath);
String metaDartFileContents = """
/// DO NOT EDIT THIS FILE EXCEPT TO ENTER INITIAL VERSION AND OTHER META INFO
/// THIS FILE IS AUTOMATICALLY OVER WRITTEN BY MetaUpdate
Map<String, String> meta = <String, String>{
"name": "${getPubSpec('name')}",
"description":
// ignore: lines_longer_than_80_chars
"${getPubSpec('description')}",
"version":"${getPubSpec('version')}",
};
""";
metaDartFile.writeAsStringSync(metaDartFileContents);
}
String getPubSpec(String pubSpecParam) {
File f = File(pathToYaml);
String yamlText = f.readAsStringSync();
// ignore: always_specify_types
Map yaml = loadYaml(yamlText);
return yaml[pubSpecParam];
}
void verifyLatestVersionFromPubSpec() {
try {
File f = File(pathToYaml);
//exit if no pubspec found so no warning in production
if (!f.existsSync()) return;
//compare meta.dart with pubspec meta and give warning if difference
if (meta.keys
.where((dynamic e) => (meta[e] != getPubSpec(e)))
.isNotEmpty) {
throw Exception(
"""Version number and other meta attributes in code are different from pubspec.yaml. Please check pubspec.yaml and then run test so that MetaUpdate can update meta information in code, then recompile""");
}
} on Exception {
rethrow;
}
}
}
2. Create a "meta.dart" file:
/// DO NOT EDIT THIS FILE EXCEPT TO ENTER INITIAL VERSION AND OTHER META INFO
/// THIS FILE IS AUTOMATICALLY OVER WRITTEN BY MetaUpdate
Map<String, String> meta = <String, String>{
"name": "Acme Transmogrifier",
"description":
"The best dart application ever.",
"version":"2021.09.001",
};
When you initially create the meta.dart file, copy your specific info from pubspec.yaml. This will later be overwritten each time your MetaUpdate.writeMetaDartFile() is run, changing the contents whenever the info in pubspec.yaml is changed.
3. Implement The Version Update In Your Test Code
Add the following in the first line of Main() in your test code (not the source of the main program, we don't want it to be compiled into the binary), changing the path to meta.dart as appropriate:
MetaUpdate("pubspec.yaml").writeMetaDartFile("lib/src/meta.dart");
4. Add A Meta Check To Your Main Code
Put this in your app's code so it is one of the first methods executed when your app is run - it will generate an exception if there is a difference between the attributes shown in the meta.dart and pubspec.yaml:
MetaUpdate("pubspec.yaml").verifyLatestVersionFromPubSpec();
5. Using
Make sure the Name, Version, and Description information in pubspec.yaml contains the latest information you want reflected in your code.
Import "meta.dart" and insert meta['name'], meta['version'], etc. where you need them to be shown (e.g., in --help or --version messages to be printed to the console).
As long as you run your tests before compiling your code the meta information will be accurately reflected in your code.
You can access pubspec.yaml properties with the official pubspec_parse package from the Dart team.
dart pub add pubspec_parse
import 'dart:io';
import 'package:pubspec_parse/pubspec_parse.dart';
final pubspec = File('pubspec.yaml').readAsStringSync();
final parsed = Pubspec.parse(pubspec);
You can then access typed properties on the parsed object.
You can find supported properties here: https://pub.dev/documentation/pubspec_parse/latest/pubspec_parse/Pubspec-class.html.
I have the demo code for the Rikulo UXL ScrollView demo working with the Dart Editor.
UXL Overview
However, the set-up seems cumbersome to me. For the example to build the .Dart file from the UXL file, (apparently) it needs to be named as: "ScrollView.uxl.xml". Can the build process or Dart Editor be configured and set-up to do a more streamlined workflow like:
ScrollView.uxl --> ScrollView.dart
As opposed to the current rule:
ScrollView.uxl.xml --> ScrollView.uxl.dart
It seem to me the solution seems to lie in the UXL builder:
import 'package:rikulo_uxl/uc.dart';
Solutions welcome.
The readme of the package seems to contain exactly the code you are looking for:
https://github.com/rikulo/uxl
add this to your build.dart file (in the directory where your pubspec.yaml file is
import 'package:rikulo_uxl/uc.dart' show build;
void main(List<String> arguments) {
build(arguments);
}