# Project structure & resources

Domains:

## Where do I store my resolution-dependent image files?

While Android treats resources and assets as distinct items, Flutter apps have only assets. All resources that would live in the res/drawable-* folders on Android, are placed in an assets folder for Flutter.

Flutter follows a simple density-based format like iOS. Assets might be 1.0x, 2.0x, 3.0x, or any other multiplier. Flutter doesn’t have dps but there are logical pixels, which are basically the same as device-independent pixels. The so-called devicePixelRatio expresses the ratio of physical pixels in a single logical pixel.

The equivalent to Android’s density buckets are:

Android density qualifier Flutter pixel ratio
ldpi 0.75x
mdpi 1.0x
hdpi 1.5x
xhdpi 2.0x
xxhdpi 3.0x
xxxhdpi 4.0x

Assets are located in any arbitrary folder—Flutter has no predefined folder structure. You declare the assets (with location) in the pubspec.yaml file, and Flutter picks them up.

Note that before Flutter 1.0 beta 2, assets defined in Flutter were not accessible from the native side, and vice versa, native assets and resources weren’t available to Flutter, as they lived in separate folders.

As of Flutter beta 2, assets are stored in the native asset folder, and are accessed on the native side using Android’s AssetManager:

val flutterAssetStream = assetManager.open("flutter_assets/assets/my_flutter_asset.png")

As of Flutter beta 2, Flutter still cannot access native resources, nor it can access native assets.

To add a new image asset called my_icon.png to our Flutter project, for example, and deciding that it should live in a folder we arbitrarily called images, you would put the base image (1.0x) in the images folder, and all the other variants in sub-folders called with the appropriate ratio multiplier:

images/my_icon.png       // Base: 1.0x image
images/2.0x/my_icon.png  // 2.0x image
images/3.0x/my_icon.png  // 3.0x image

Next, you’ll need to declare these images in your pubspec.yaml file:

assets:
- images/my_icon.jpeg

You can then access your images using AssetImage:

return AssetImage("images/my_icon.jpeg");

or directly in an Image widget:

@override
Widget build(BuildContext context) {
return Image.asset("images/my_image.png");
}

## Where do I store strings? How do I handle localization?

Flutter currently doesn’t have a dedicated resources-like system for strings. At the moment, the best practice is to hold your copy text in a class as static fields and accessing them from there. For example:

class Strings {
static String welcomeMessage = "Welcome To Flutter";
}

Text(Strings.welcomeMessage)

Flutter has basic support for accessibility on Android, though this feature is a work in progress.

Flutter developers are encouraged to use the intl package for internationalization and localization.

## What is the equivalent of a Gradle file? How do I add dependencies?

In Android, you add dependencies by adding to your Gradle build script. Flutter uses Dart’s own build system, and the Pub package manager. The tools delegate the building of the native Android and iOS wrapper apps to the respective build systems.

While there are Gradle files under the android folder in your Flutter project, only use these if you are adding native dependencies needed for per-platform integration. In general, use pubspec.yaml to declare external dependencies to use in Flutter. A good place to find Flutter packages is Pub.

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