this.camera, }); final CameraDescription camera; @override TakePictureScreenState createState() => TakePictureScreenState(); } class TakePictureScreenState extends State<TakePictureScreen> { late CameraController _controller; late Future<void> _initializeControllerFuture; @override void initState() { ...
@overridevoidinitState() {super.initState();// Create and store the VideoPlayerController. The VideoPlayerController// offers several different constructors to play videos from assets, files,// or the internet._controller=VideoPlayerController.networkUrl(Uri.parse('https://flutter.github.io/assets-...
(11763): <asynchronous suspension> E/flutter (11763): #3 _AdjustApp.initState (package:fake_adjust_example/main.dart:38:5) E/flutter (11763): #4 StatefulElement._firstBuild (package:flutter/src/widgets/framework.dart:3846:58) E/flutter (11763): #5 ComponentElement.mount (package:flutter/...
Flutter framework that something has// changed in this State, which causes it to rerun the build method below// so that the display can reflect the updated values. If we changed// _counter without calling setState(), then the build method would not be// called again, and so nothing ...
value(); } class _WhateverState extends State<Whatever> { final FirebaseMessaging _firebaseMessaging = FirebaseMessaging(); @override void initState() { super.initState(); _firebaseMessaging.configure( onBackgroundMessage: _onBackgroundMessage, // ... ); } } Thanks so much you save my life...
Steps to Reproduce This is a massive simplification of my original use-case: import 'dart:async'; import 'package:flutter/material.dart'; import 'package:meta/meta.dart'; void main() => runApp(new MyApp()); class MyApp extends StatelessW...