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Flutter Projects

You're reading from   Flutter Projects A practical, project-based guide to building real-world cross-platform mobile applications and games

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Product type Paperback
Published in Apr 2020
Publisher Packt
ISBN-13 9781838647773
Length 490 pages
Edition 1st Edition
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Author (1):
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Simone Alessandria Simone Alessandria
Author Profile Icon Simone Alessandria
Simone Alessandria
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Table of Contents (15) Chapters Close

Preface 1. Hello Flutter! 2. Miles or Kilometers? Using Stateful Widgets FREE CHAPTER 3. My Time - Listening to a Stream of Data 4. Pong Game - 2D Animations and Gestures 5. Let's Go to the Movies - Getting Data from the Web 6. Store That Data - Using Sq(F)Lite To Store Data in a Local Database 7. Firing Up the App - Integrating Firebase into a Flutter App 8. The Treasure Mapp - Integrating Maps and Using Your Device Camera 9. Let's Play Dice: Knockout - Creating an Animation with Flare 10. ToDo App - Leveraging the BLoC Pattern and Sembast 11. Building a Flutter Web App 12. Assessment 13. Other Books You May Enjoy Appendix

Using the device camera

Being able to use the camera functionality is an important part of any mobile development framework, and Flutter provides the camera plugin for this purpose. The camera plugin allows you to get a list of the available cameras in the device, show previews, and take photos and videos.

The first step in order to use the camera is to set up the app. To do so, we'll proceed as follows:

  1. In the pubspec.yaml file, let's add the dependencies. We'll—of course—need camera, but also path (which we already added at the beginning of this project) and path_provider, to save and retrieve the photos we take from the app, as shown in the following code block:
camera: ^0.5.7
path_provider: ^1.4.4

For Android, you'll need to change the minimum Android SDK version to 21 (or higher) in your android/app/build.gradle file, as follows:

minSdkVersion...
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