When I implement a flutter project that consume all RAM that are 8 GB, knowing that I use a VS code and implement it on my device not on an simulator
In VS Code before running your project, use flutter clean command.
flutter clean
Issue mentioned here:
https://github.com/dart-lang/sdk/issues/40243
Related
Maybe I'm just missing something but is there a way to trigger the iOS build in Android Studio for a KMM project that doesn't launch the simulator once the build is done?
When looking at the iosApp run configuration I see it has "Build iOS application" listed under "Before Launch" which makes me suspect this is possible but I didn't see it listed as a gradle task or anywhere else I could think of.
I've been doing the iOS work in Xcode and when I make changes to the shared code I want to rebuild it without running the app (which I've been doing from inside Xcode).
Not exactly a solution, but I found that when you hit build in Xcode it builds the Kotlin code so any changes to the shared module are included automatically. No need to do iOS builds from Android Studio.
I'm using latest AS, version 2020.3.1. Every time I change the code and run it again, AS run very slow, always re-build project (take about 10 minutes). My project is also quite large, using many libraries.
How to make AS run faster?
Please help me. Thanks.
It all depends on your system configurations. It does not matter which android studio version you are using. Try upgrading your machine or prevent using inbuilt AVD of android studio rather use your own mobile for testing. This could make Your AS run a bit faster.
Here is the link to know how it is done
https://developer.android.com/studio/run/device
As you can tell from the question I'm a newbie to Flutter world. I just finished making a simple Flutter app using Android Studio IDE, and would like to test on my iPhone. Is there a way to do this from within Android Studio? If not, do I just use Xcode? Any detailed instruction would be appreciated!!
You can find how to run an app from Android Studio in Official Flutter Documentation. Also, for run and test your iOS app, you need Mac computer.
Is it possible to use AndroidStudio (for Dart) withOUT running an emulator?
Context: I am a complete newbie and have started reading some intro books and following online tutorials. I am aiming to learn DART and FLUTTER and have successfully installed AndroidStudio and an emulator and ran some successful test projects like helloworld.
The thing is, these early example projects are VERY basic things, to teaches me about variables and syntax etc and outputs results to the console. At this point, i do not need to boot up an entire emulator (which adds a layer of clunkiness when running)... but AndroidStudio seems to insist on one being activated?
I could use "DartPad" (which i love) for simple stuff - but it's limited and i'd prefer to learn one dedicated IDE if possible.
It depends on what you are actually running. If you are using Dart alone, you should be able to run it. Personally, I do these kinds of projects within IntelliJ Idea - which Android Studio is based on anyway, but doesn't come with the Android "overhead". Microsoft Visual Studio Code is another valid option that many people use.
If your project is based on Flutter (i.e. it contains UI), you need a "device" to run on - it might be the Android emulator, iOS simulator, Chrome or native (experimental).
I have local tests which use mockito and powerMockito in my project. There are about 300 of them.
When I run them from the Android Studio (Run -> Run test configuration), all of them passed.
But our CI system launch it using gradle task testDebugUnitTest, which fails about 90 of them with different errors.
The question is: what is the difference between these mechanisms?
Are you using Android Gradle(https://developer.android.com/studio/releases/gradle-plugin.html) plugin?
One must be aware that Android Studio build system is based on Gradle, and the Android plugin for Gradle adds several features that are specific to building Android apps. Although the Android plugin is typically updated in lock-step with Android Studio, the plugin (and the rest of the Gradle system) can run independent of Android Studio and be updated separately.
Official docs here: https://developer.android.com/studio/releases/gradle-plugin.html
So, if there are version and platform related differences, we should expect the results to be different.
Hope this helps!