Flutterfire cli not showing windows and linux as an option for platform to support - windows

I cannot compile my flutter app since it is not configured for windows, or rather it is not configured Firebase for windows, so the app starts but fails. And I don't understand why when I run flutterfire configure it shows what follows.

firebaser here
The FlutterFire libraries work by wrapping the native SDKs for Firebase's primary supported platforms: iOS (now also macOS), Android and Web. While Flutter allows you to build Windows and Linux desktop apps, Firebase does not have SDKs for those platforms. Even on its products where Firebase offers some limited support (through its C++/Unity SDKs), the FlutterFire libraries don't wrap those SDKs at the moment.
If you want to use Firebase in your Flutter app for Windows and/or Linux, you'll have to either wrap the REST APIs of the Firebase products you want to use yourself, or use a library that wraps the REST API already. An example of this is the firedart library that provides basic support for Authentication and Firestore, but there are probably others.

Related

Share and install .dylib file to users on macOS App Store?

I am new to macOS app development. I have knowledge on Windows App development. I have a server application which can be installed offline. For communicating there is a client library which is a .dylib. I want to distribute the .dylib using macOS App Store so that third party application can consume the library.
How to install the .dylib and headers to a location from macOS App Store as a installer?
You cannot distribute dynamic libraries and header files through the App Store. It's for applications only.
Instead, have a look at other means of distributing libraries such as CocoaPods, XCFrameworks etc.
Mac App Store is quite restrictive when it comes to installers. Usually you would distribute an .app that can be run directly and the app then installs more things if needed.
What kind of apps would consume your library? Why not provide a "Framework Bundle"?
This is the typical way to distribute libraries within macOS
How to install the .dylib and headers to a location from macOS App Store as a installer?
You don't. I'm afraid the App Store is not a package manager.
While you can put libraries, CLI binaries and other resources inside a GUI app bundle, you cannot distribute anything other than a GUI app bundle via the App Store. And neither could 3rd parties mark their app as "depending" on your app. And if they linked against a dylib outside of their app path, then it's highly likely that the app would get rejected in review because it would be found to not work. Again, it's not a package manager.
All apps on the App Store are required to be self-contained, so the way Apple wants developers to handle dependencies is by bundling a separate copy.
Thus, the only "supported" way to distribute your library in a way that can be used on the App Store is to make it available for download on your website, and then have each developer bundle a copy of it when they ship their app.
Of course you could opt for other (or additional) channels like brew, which are actual package managers, but that won't help with anything on the App Store.

Flutter migration from Windows to Mac

I have developed a Flutter Mobile application on Windows 10 environment. I am using Firebase with services like Firestore, push notifications, storage and Authentication.
I have not done anything for IOS so far. I am planning to have a Mac machine in cloud and start the IOS related changes there. I have below questions.
I want to have my code at both the places synced so that I can work on windows and Mac. Is there any way to do that securely?
What editor I should use on Mac for IOS and Android development?
Also what are the other things I need to take care?
Thank you in Advance
for syncing:
git, period! Flutter will take care of the rest
for IDE:
we swear by Intellij as you will need it if you decide to port an android version of your app. With Intellij you can even sync plugins & IDE settings across multiple PCs

Can't use AWS on watchOS?

I need to develop an application for Watch OS, which will be download the chosen files from amazon web services. But for that I need aws sdk for watch. I haven't found any on the web. Is it possible to modify the AWS SDK for iOS so it can be used for Watch?
Applications on the Apple Watch do need the companion application on the paired iPhone in order to perform more sophisticated tasks as well as to offload communication with backends such as AWS. With this SDK you can update application context information as well as send messages back and forth and transfer larger files between the app and the watch,.
Apple provides an SDK, called WatchConnectivity, to handle communication between the two devices (see WatchConnectivity).

Mail.app plugins & Mac App Store

Does anyone know if the Mac App Store is allowing third party plugins for the Mail.app? With the new release of Mountain Lion, the security architecture will sandbox every signed application (and thus Mail) so that the process of installing a plugin is very limited.
The question is: since a plugin must use a private API (Mail.app doesn't expose APIs) and access private data from another application, how can this be accomplished within Mac App Store rules? Is it possible at all?
You never could publish plugins through the Mac App Store. The rules only allow for self-contained apps. You also couldn't sell an app that does nothing more than installing your plugin - the rules forbid apps to install any code in shared locations. And with the sandbox it's not possible either.
Your application would need to be usable without the plugin present. MsgFiler offers a good example: it works, albeit slowly, by itself, and offers a plugin downloadable separately from the App Store which speeds it up.

Is it possible to use Facebook iOS sdk for develop Mac OSX application?

I am new for Facebook Developer. I want to Create Mac OSX application using Facebook OAuth. But i can't find any Facebook SDK for Mac OSX. So is it possible to use Facebook iOS SDK to develop Mac OSX application? If can how can i do that? If not, are there any other solution to use Facebook for Create Mac OSX application..?
Thanks,
In the Authentication guide it states (last section of the page):
Windows, OS X and Linux native apps
Our OAuth 2.0 implementation does not include explicit support for
application built for desktop operating systems. However, if your app
can embed a web browser (most desktop frameworks such as .NET, AIR and
Cocoa support embedding browsers), you can use the client-side flow
with one modification: a specific redirect_uri. Rather than requiring
desktop apps to host a web server and populate the Site URL in the App
Dashboard, we provide a specific URL you can use with desktop apps:
https://www.facebook.com/connect/login_success.html.
After you use that method to authenticate the user you will get a user access token and you can then simply issue http requests to the graph api.

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