Widget build(BuildContext context) {
return Image(image: AssetImage('graphics/background.png'));
}
Image(
image: AssetImage("location/of/image"),
)
import 'dart:async';
import 'dart:io';
import 'package:flutter/services.dart' show rootBundle;
import 'package:path_provider/path_provider.dart';
Future<File> getImageFileFromAssets(String path) async {
final byteData = await rootBundle.load('assets/$path');
final file = File('${(await getTemporaryDirectory()).path}/$path');
await file.writeAsBytes(byteData.buffer.asUint8List(byteData.offsetInBytes, byteData.lengthInBytes));
return file;
}
File f = await getImageFileFromAssets('images/myImage.jpg');
assets:
- lib/assets/images/
1. add the following codes to 【pubspec.yaml】
____________________________________________________________________________________
assets:
- assets/xxx/xxx/xxx.jpg
____________________________________________________________________________________
2. call assets with the following code
AssetImage('assets/xxx/xxx/xxx.jpg')
eg : CircleAvatar(
radius: 50,
backgroundImage: AssetImage('assets/images/app_logo/guest.jpg'),)
____________________________________________________________________________________
*Note:-
Very important thing to note while using asset is that:
--> In "pubspec.yaml" file:-
line with code "uses-material-design: true"
and line with code " assets:"
should lie in same column
--> example:-
# the material Icons class.
uses-material-design: true //this line
# To add assets to your application, add an assets section, like this:
assets: // and this line (in same column)
- assets/
--> Don't be oversmart and give your image name too in assets like this:-
" assets:
- assets/onePiece"
This will cause error....(Believe it)....