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    <title>DEV Community: M Muiz Hassan</title>
    <description>The latest articles on DEV Community by M Muiz Hassan (@muiz6).</description>
    <link>https://dev.to/muiz6</link>
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      <title>DEV Community: M Muiz Hassan</title>
      <link>https://dev.to/muiz6</link>
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    <item>
      <title>String Hashing in C++</title>
      <dc:creator>M Muiz Hassan</dc:creator>
      <pubDate>Fri, 01 Oct 2021 17:35:42 +0000</pubDate>
      <link>https://dev.to/muiz6/string-hashing-in-c-1np3</link>
      <guid>https://dev.to/muiz6/string-hashing-in-c-1np3</guid>
      <description>&lt;p&gt;Hashing is an algorithm that, given any input, results in a fixed size output called hash. Today, we use hashing algorithm in data structures, cryptography, and searching etc. In this tutorial we will implement a string hashing algorithm in C++ and use it in a data structure called hash table.&lt;/p&gt;

&lt;h2&gt;
  
  
  Polynomial Rolling Algorithm
&lt;/h2&gt;

&lt;p&gt;We shall use Polynomial Rolling algorithm to generate a hash code from a string input. It uses the following formula:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;hash = x₁*A⁰ + x₂*Aⁱ + x₃*A² ... xₙ*Aⁿ⁻ⁱ
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;We get &lt;code&gt;x&lt;/code&gt; from the ASCII code of a character in the string. We then multiply this ASCII code with "&lt;code&gt;A&lt;/code&gt;", a prime number. We use a prime number to evenly distribute the values. The prime number should be close to number of available characters. For English alphabets 31 is a good empirical choice. The exponent ensures a different hash code for anagrams.&lt;/p&gt;

&lt;p&gt;Now let's implement this algorithm in the form of a function.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;&lt;span class="cp"&gt;#include&lt;/span&gt; &lt;span class="cpf"&gt;&amp;lt;cmath&amp;gt;&lt;/span&gt;&lt;span class="cp"&gt;
#include&lt;/span&gt; &lt;span class="cpf"&gt;&amp;lt;iostream&amp;gt;&lt;/span&gt;&lt;span class="cp"&gt;
&lt;/span&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="k"&gt;namespace&lt;/span&gt; &lt;span class="n"&gt;std&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;PRIME_CONST&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;31&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;hashFunction&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;string&lt;/span&gt; &lt;span class="n"&gt;key&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;hashCode&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;key&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;length&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;hashCode&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;key&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;pow&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PRIME_CONST&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;hashCode&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;cout&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;hashFunction&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"abc"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;endl&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;In C++ we do not need to convert a character to ASCII code, as the conversion is implicit. This will print the hash of string "abc" on console.&lt;/p&gt;

&lt;h2&gt;
  
  
  Using the hash function in a hash table
&lt;/h2&gt;

&lt;p&gt;A hash table is a data structure that uses a hashing algorithm to store key-value pairs. It is known as HashMap in Java and Dictionary in Python. In C++ it called unordered_map, which is part of unordered_map standard library.&lt;/p&gt;

&lt;h3&gt;
  
  
  Mapping Values
&lt;/h3&gt;

&lt;p&gt;To map our values in the hash-table array we take modulus of the hash by the array's size:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;index = hash code % SIZE_OF_ARRAY
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This number is always less than the size of array and we can use it as the index for the value. The hash function will always produce the same index for same string key, that is the beauty of the hash function.&lt;/p&gt;

&lt;p&gt;We can use the hash-function implementation above, but there is a huge problem. The hash code can overflow for very large values. We need a way to use our hash code for direct addressing without losing to overflow.&lt;/p&gt;

&lt;p&gt;Fortunately, we have this formula to save the day:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;(a + b) % c = (a % c + b % c) % c
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;and for n terms:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Σx % c = Σ(x % c) % c
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The modulus shrinks the value in each iteration, so we can avoid getting a huge number. That's how we can map very long strings.&lt;/p&gt;

&lt;p&gt;Now we create a &lt;code&gt;HashTable&lt;/code&gt; class to use our fancy hash function.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;&lt;span class="cp"&gt;#include&lt;/span&gt; &lt;span class="cpf"&gt;&amp;lt;cmath&amp;gt;&lt;/span&gt;&lt;span class="cp"&gt;
#include&lt;/span&gt; &lt;span class="cpf"&gt;&amp;lt;iostream&amp;gt;&lt;/span&gt;&lt;span class="cp"&gt;
#include&lt;/span&gt; &lt;span class="cpf"&gt;&amp;lt;algorithm&amp;gt;&lt;/span&gt;&lt;span class="cp"&gt;
&lt;/span&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="k"&gt;namespace&lt;/span&gt; &lt;span class="n"&gt;std&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;HashTable&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;PRIME_CONST&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;31&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;ARR_SIZE&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;3001&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;arr&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;ARR_SIZE&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;

    &lt;span class="nl"&gt;public:&lt;/span&gt;
        &lt;span class="n"&gt;HashTable&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;fill_n&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;arr&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;ARR_SIZE&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="kt"&gt;void&lt;/span&gt; &lt;span class="n"&gt;put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;string&lt;/span&gt; &lt;span class="n"&gt;key&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;hashFunc&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;key&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;arr&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;value&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;hashFunc&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;string&lt;/span&gt; &lt;span class="n"&gt;key&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;size_t&lt;/span&gt; &lt;span class="n"&gt;sum&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;key&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;length&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;sum&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;key&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;pow&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PRIME_CONST&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="o"&gt;%&lt;/span&gt; &lt;span class="n"&gt;ARR_SIZE&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;sum&lt;/span&gt; &lt;span class="o"&gt;%&lt;/span&gt; &lt;span class="n"&gt;ARR_SIZE&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="kt"&gt;void&lt;/span&gt; &lt;span class="n"&gt;printAll&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;ARR_SIZE&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;arr&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;cout&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;arr&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="s"&gt;", "&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="n"&gt;cout&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;endl&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;

&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;HashTable&lt;/span&gt; &lt;span class="n"&gt;hTable&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="n"&gt;hTable&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"abc"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="n"&gt;hTable&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"longString"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;200&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="n"&gt;hTable&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"veryLongString"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;3000&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="n"&gt;hTable&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;printAll&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The length of array should be slightly larger than the count of data to be inserted. We use a prime number as array size to reduce collisions. Above code prints the non-zero values, inserted in the hash table, on console.&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;A collision occurs when we get the same index for two nodes. We use techniques such as separate chaining and open addressing for collision handling. The implementation in this tutorial does not handle collisions.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;And that concludes this tutorial. We learned how to implement a hash function and use it in a data structure.&lt;/p&gt;




&lt;p&gt;This tutorial is my attempt to help beginners learn hashing by collecting all the fundamental concepts at one place. I hope you find it beneficial.&lt;/p&gt;

</description>
      <category>cpp</category>
      <category>beginners</category>
      <category>datastructures</category>
      <category>algorithms</category>
    </item>
    <item>
      <title>Create an Interactive Splash Screen in Flutter</title>
      <dc:creator>M Muiz Hassan</dc:creator>
      <pubDate>Sun, 30 May 2021 12:41:58 +0000</pubDate>
      <link>https://dev.to/muiz6/create-an-interactive-splash-screen-in-flutter-1d40</link>
      <guid>https://dev.to/muiz6/create-an-interactive-splash-screen-in-flutter-1d40</guid>
      <description>&lt;p&gt;Hi, I hope you all are doing great. In this tutorial I'll be sharing the technique I use to make a quick and interactive splash screen in flutter.&lt;/p&gt;

&lt;h3&gt;
  
  
  Prerequisites
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Basic knowledge of flutter&lt;/li&gt;
&lt;li&gt;Basic knowledge of android&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Overview
&lt;/h3&gt;

&lt;p&gt;In some cases we want to add an interactive splash screen to our app to prompt the user for different states, such as no internet connection. But just creating a splash widget may not be as satisfactory because flutter takes some time to draw its first frame when the app is launched. So today we'll be combining flutter splash screen with native android splash to get a quick and interactive splash screen.&lt;/p&gt;

&lt;h3&gt;
  
  
  Let's Get Started
&lt;/h3&gt;

&lt;h4&gt;
  
  
  Flutter Side
&lt;/h4&gt;

&lt;p&gt;1. Create a new flutter project and open it in an IDE of your choice.&lt;/p&gt;

&lt;p&gt;2. Go to the pubspec.yaml file and specify the assets directory as following:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight yaml"&gt;&lt;code&gt;&lt;span class="na"&gt;flutter&lt;/span&gt;&lt;span class="pi"&gt;:&lt;/span&gt;
  &lt;span class="c1"&gt;# ... other properties here&lt;/span&gt;
  &lt;span class="na"&gt;assets&lt;/span&gt;&lt;span class="pi"&gt;:&lt;/span&gt;
    &lt;span class="pi"&gt;-&lt;/span&gt; &lt;span class="s"&gt;assets/images/&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Also change the dart SDK version constraints to enable null safety:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight yaml"&gt;&lt;code&gt;&lt;span class="na"&gt;environment&lt;/span&gt;&lt;span class="pi"&gt;:&lt;/span&gt;
  &lt;span class="na"&gt;sdk&lt;/span&gt;&lt;span class="pi"&gt;:&lt;/span&gt; &lt;span class="s2"&gt;"&lt;/span&gt;&lt;span class="s"&gt;&amp;gt;=2.12.0&lt;/span&gt;&lt;span class="nv"&gt; &lt;/span&gt;&lt;span class="s"&gt;&amp;lt;3.0.0"&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;3. Create a folder &lt;code&gt;assets&lt;/code&gt; in the project root directory. And paste this &lt;a href="https://raw.githubusercontent.com/muiz6/flutter_interactive_splash/main/assets/images/logo_flutter.png"&gt;image&lt;/a&gt; as "logo_flutter.png" in it.&lt;/p&gt;

&lt;p&gt;4. Create a new dart file "splash_page.dart" in the "lib" folder and paste the following code in it:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight dart"&gt;&lt;code&gt;&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="s"&gt;'package:flutter/material.dart'&lt;/span&gt;&lt;span class="o"&gt;;&lt;/span&gt;

&lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SplashPage&lt;/span&gt; &lt;span class="kd"&gt;extends&lt;/span&gt; &lt;span class="n"&gt;StatefulWidget&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nd"&gt;@override&lt;/span&gt;
  &lt;span class="n"&gt;_SplashPageState&lt;/span&gt; &lt;span class="n"&gt;createState&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;_SplashPageState&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;_SplashPageState&lt;/span&gt; &lt;span class="kd"&gt;extends&lt;/span&gt; &lt;span class="n"&gt;State&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SplashPage&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nd"&gt;@override&lt;/span&gt;
  &lt;span class="kt"&gt;void&lt;/span&gt; &lt;span class="n"&gt;initState&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;WidgetsBinding&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;instance&lt;/span&gt;&lt;span class="o"&gt;?.&lt;/span&gt;&lt;span class="na"&gt;addPostFrameCallback&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;_&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;_afterBuild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
    &lt;span class="k"&gt;super&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;initState&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nd"&gt;@override&lt;/span&gt;
  &lt;span class="n"&gt;Widget&lt;/span&gt; &lt;span class="n"&gt;build&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;BuildContext&lt;/span&gt; &lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;Container&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
      &lt;span class="nl"&gt;color:&lt;/span&gt; &lt;span class="n"&gt;Colors&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;white&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;Center&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
        &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;Image&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;asset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;'assets/images/logo_flutter.png'&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
      &lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="kt"&gt;void&lt;/span&gt; &lt;span class="n"&gt;_afterBuild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;BuildContext&lt;/span&gt; &lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;showModalBottomSheet&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
      &lt;span class="nl"&gt;context:&lt;/span&gt; &lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;isDismissible:&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;enableDrag:&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;barrierColor:&lt;/span&gt; &lt;span class="n"&gt;Colors&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;transparent&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;backgroundColor:&lt;/span&gt; &lt;span class="n"&gt;Colors&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;blue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;shape:&lt;/span&gt; &lt;span class="n"&gt;RoundedRectangleBorder&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
          &lt;span class="nl"&gt;borderRadius:&lt;/span&gt; &lt;span class="n"&gt;BorderRadius&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;only&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
        &lt;span class="nl"&gt;topLeft:&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="n"&gt;Radius&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;circular&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;25&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
        &lt;span class="nl"&gt;topRight:&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="n"&gt;Radius&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;circular&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;25&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
      &lt;span class="p"&gt;)),&lt;/span&gt;
      &lt;span class="nl"&gt;builder:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;builderContext&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;SizedBox&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
          &lt;span class="nl"&gt;height:&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
          &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;Padding&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
            &lt;span class="nl"&gt;padding:&lt;/span&gt; &lt;span class="n"&gt;EdgeInsets&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;all&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;16&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
            &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;Center&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
              &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;ElevatedButton&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
                &lt;span class="nl"&gt;style:&lt;/span&gt; &lt;span class="n"&gt;ElevatedButton&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;styleFrom&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
                  &lt;span class="nl"&gt;primary:&lt;/span&gt; &lt;span class="n"&gt;Colors&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;white&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                  &lt;span class="nl"&gt;onPrimary:&lt;/span&gt; &lt;span class="n"&gt;Colors&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;blue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                &lt;span class="p"&gt;),&lt;/span&gt;
                &lt;span class="nl"&gt;onPressed:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Navigator&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;pop&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
                &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;Text&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;'Dismiss'&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
              &lt;span class="p"&gt;),&lt;/span&gt;
            &lt;span class="p"&gt;),&lt;/span&gt;
          &lt;span class="p"&gt;),&lt;/span&gt;
        &lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;In the above code, we schedule our &lt;code&gt;_afterBuild&lt;/code&gt; method to be called after the &lt;code&gt;build&lt;/code&gt; method, inside the &lt;code&gt;initState&lt;/code&gt; callback. The &lt;code&gt;_afterBuild&lt;/code&gt; method will display a modal bottom sheet after the splash page has been drawn. Which can be dismissed by pressing the dismiss button.&lt;/p&gt;

&lt;p&gt;5. Go to main.dart file and replace the existing code with following.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight dart"&gt;&lt;code&gt;&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="s"&gt;'package:flutter/material.dart'&lt;/span&gt;&lt;span class="o"&gt;;&lt;/span&gt;
&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="s"&gt;'splash_page.dart'&lt;/span&gt;&lt;span class="o"&gt;;&lt;/span&gt;

&lt;span class="kt"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;runApp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MyApp&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;

&lt;span class="kd"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;MyApp&lt;/span&gt; &lt;span class="kd"&gt;extends&lt;/span&gt; &lt;span class="n"&gt;StatelessWidget&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nd"&gt;@override&lt;/span&gt;
  &lt;span class="n"&gt;Widget&lt;/span&gt; &lt;span class="n"&gt;build&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;BuildContext&lt;/span&gt; &lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;MaterialApp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
      &lt;span class="nl"&gt;title:&lt;/span&gt; &lt;span class="s"&gt;'Flutter App'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;debugShowCheckedModeBanner:&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;home:&lt;/span&gt; &lt;span class="n"&gt;SplashPage&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt;
    &lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;SplashPage&lt;/code&gt; widget has been passed as the &lt;code&gt;home&lt;/code&gt; parameter, meaning flutter will show the &lt;code&gt;SplashPage&lt;/code&gt; when our app is launched.&lt;/p&gt;

&lt;h4&gt;
  
  
  Android Side
&lt;/h4&gt;

&lt;p&gt;6. For the android side we will need to create resolution aware image assets for our splash logo. Open the &lt;a href="https://www.img-bak.in/"&gt;Image Baker&lt;/a&gt; website in your browser. Drop the the "logo_flutter.png" image you downloaded earlier. The site will generate the assets for you. Go ahead and download them by clicking on the Android button.&lt;/p&gt;

&lt;p&gt;7. Extract the folder somewhere and you will find several drawable folders inside the extracted folder. These folders tell android which asset to use for different density displays. Copy all the drawable folders and paste them inside the &lt;code&gt;{your_project}/android/app/src/main/res&lt;/code&gt; folder.&lt;/p&gt;

&lt;p&gt;8. Now we need to tell android to use our newly added asset. Open the "launch_background.xml" file in the "res/drawable" folder and replace the contents with following:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight xml"&gt;&lt;code&gt;&lt;span class="cp"&gt;&amp;lt;?xml version="1.0" encoding="utf-8"?&amp;gt;&lt;/span&gt;
&lt;span class="c"&gt;&amp;lt;!-- Modify this file to customize your launch splash screen --&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;layer-list&lt;/span&gt; &lt;span class="na"&gt;xmlns:android=&lt;/span&gt;&lt;span class="s"&gt;"http://schemas.android.com/apk/res/android"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;
    &lt;span class="nt"&gt;&amp;lt;item&lt;/span&gt; &lt;span class="na"&gt;android:drawable=&lt;/span&gt;&lt;span class="s"&gt;"@android:color/white"&lt;/span&gt; &lt;span class="nt"&gt;/&amp;gt;&lt;/span&gt;

    &lt;span class="nt"&gt;&amp;lt;item&amp;gt;&lt;/span&gt;
        &lt;span class="nt"&gt;&amp;lt;bitmap&lt;/span&gt;
            &lt;span class="na"&gt;android:gravity=&lt;/span&gt;&lt;span class="s"&gt;"center"&lt;/span&gt;
            &lt;span class="na"&gt;android:src=&lt;/span&gt;&lt;span class="s"&gt;"@drawable/logo_flutter"&lt;/span&gt; &lt;span class="nt"&gt;/&amp;gt;&lt;/span&gt;
    &lt;span class="nt"&gt;&amp;lt;/item&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;/layer-list&amp;gt;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Make sure you are using the correct drawable resource name. Flutter creates a drawable-v21 variant by default for "launch_background.xml". If you don't need it for anything else delete the drawable-v21 folder or the "launch_background.xml" in it.&lt;/p&gt;

&lt;p&gt;9. Now that we have added all the assets we need to make sure that the splash image size for our flutter splash and native android splash is the same. Open "logo_flutter.png" inside the res/drawable-xxxhdpi folder. Note the size of the image, we will need our flutter splash image to match the size of this image. &lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;For xxxhdpi an image of 640px will be drawn as 1 inch on the device screen, while for flutter an image of 160 logical pixels will occupy 1 physical inch. &lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;So we can calculate the size needed for flutter splash with the following equation:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;h = (height of the xxxhdpi image) / 640 * 160
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Where &lt;code&gt;h&lt;/code&gt; is the calculated height for the flutter splash image. Go to "splash_page.dart" and add the calculated height to the image.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight dart"&gt;&lt;code&gt;&lt;span class="nd"&gt;@override&lt;/span&gt;
  &lt;span class="n"&gt;Widget&lt;/span&gt; &lt;span class="n"&gt;build&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;BuildContext&lt;/span&gt; &lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;Container&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
      &lt;span class="nl"&gt;color:&lt;/span&gt; &lt;span class="n"&gt;Colors&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;white&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;Center&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
        &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;Image&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;asset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
          &lt;span class="s"&gt;'assets/images/logo_flutter.png'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
          &lt;span class="nl"&gt;height:&lt;/span&gt; &lt;span class="mf"&gt;168.94&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="c1"&gt;// calculated height in my case&lt;/span&gt;
        &lt;span class="p"&gt;),&lt;/span&gt;
      &lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Conclusion
&lt;/h3&gt;

&lt;p&gt;And that's it we're done. Go ahead and run the application to watch your custom splash screen in action! Now we can discuss the pros and cons of this approach.&lt;/p&gt;

&lt;h4&gt;
  
  
  Pros
&lt;/h4&gt;

&lt;p&gt;You get an instantaneous splash screen that is visible the moment your app launches. The splash becomes interactive when the flutter splash widget is drawn.&lt;/p&gt;

&lt;h4&gt;
  
  
  Cons
&lt;/h4&gt;

&lt;p&gt;There is a slight blink when flutter draws its first frame. The lag is unacceptably long in development mode but it turns to only a slight blink in release mode. You can try to further optimize your flutter splash image by using &lt;a href="https://flutter.dev/docs/development/ui/assets-and-images#resolution-aware"&gt;resolution aware image assets&lt;/a&gt;.&lt;/p&gt;




&lt;p&gt;That concludes this tutorial. I have hosted an example project on &lt;a href="https://github.com/muiz6/flutter_interactive_splash/"&gt;GitHub&lt;/a&gt; for anyone who is interested. I can't wait to see your feedback in the comments below. I hope to see you folks next time with more interesting content.&lt;/p&gt;

</description>
      <category>flutter</category>
      <category>android</category>
      <category>beginners</category>
      <category>tutorial</category>
    </item>
    <item>
      <title>C++: How to Write a Bitmap Image from Scratch.</title>
      <dc:creator>M Muiz Hassan</dc:creator>
      <pubDate>Sat, 27 Jun 2020 12:10:17 +0000</pubDate>
      <link>https://dev.to/muiz6/c-how-to-write-a-bitmap-image-from-scratch-1k6m</link>
      <guid>https://dev.to/muiz6/c-how-to-write-a-bitmap-image-from-scratch-1k6m</guid>
      <description>&lt;p&gt;Image processing is a vast subject covering simple filtering to complex object detection. For those of you who want to go in depth and learn how an image is stored in the computer, this is the right place to start.&lt;/p&gt;

&lt;p&gt;In this tutorial we'll be seeing how to write a simple cyan colored bitmap image.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Preview:&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2Fio40s74h4bd8ueltscv7.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2Fio40s74h4bd8ueltscv7.png" alt="Preview"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;The approach used in this tutorial is only compatible with systems that process data in little-endian byte format (used in most Intel and AMD machines).&lt;/p&gt;
&lt;/blockquote&gt;

&lt;h4&gt;
  
  
  Prerequisites:
&lt;/h4&gt;

&lt;ul&gt;
&lt;li&gt;Basic knowledge of C++&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  I. Introduction to Binary File Formats
&lt;/h3&gt;

&lt;p&gt;A binary file is a collection of bits i.e. 1s and 0s, stored in a file. In most binary file formats information is stored byte by byte, byte is a collection of 8 bits. The bytes are arranged in an orderly fashion to store information. Most binary files have two major portions:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Header&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Header in a binary file contains meta data (additional information about the data, for example width and height of an image).&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Body&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The body of a binary file contains actual data. In case of a bitmap file this is the information about each pixel in the image.&lt;/p&gt;

&lt;h3&gt;
  
  
  II. What is a Bitmap File?
&lt;/h3&gt;

&lt;p&gt;A bitmap file basically consists of a header of variable size, however most commonly used header is of 54 bytes. In this tutorial we'll be writing a 24 bit Bitmap image. The body of a 24 bit bitmap image contains value for each pixel. Each pixel consists of 3 color channels in BGR (blue, green and red) sequence, where each channel is of 1 byte. Therefore each pixel in a 24 bit bitmap file is of 3 bytes (or 24 bits).&lt;br&gt;
(For detailed specifications of the bitmap file format check: &lt;a href="https://en.wikipedia.org/wiki/BMP_file_format" rel="noopener noreferrer"&gt;Bitmap-Specifications&lt;/a&gt;)&lt;/p&gt;

&lt;h3&gt;
  
  
  III. Code
&lt;/h3&gt;

&lt;p&gt;(For Complete Example Code: &lt;a href="https://gist.github.com/muiz6/51139825c7d38aa58b03034ed997a1aa" rel="noopener noreferrer"&gt;Click Here&lt;/a&gt;)&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Including Standard Libraries:&lt;/li&gt;
&lt;/ul&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;

&lt;span class="cp"&gt;#include&lt;/span&gt; &lt;span class="cpf"&gt;&amp;lt;cstdint&amp;gt;&lt;/span&gt;&lt;span class="c1"&gt; // for specific size integers&lt;/span&gt;&lt;span class="cp"&gt;
#include&lt;/span&gt; &lt;span class="cpf"&gt;&amp;lt;fstream&amp;gt;&lt;/span&gt;&lt;span class="c1"&gt; // for file handling&lt;/span&gt;&lt;span class="cp"&gt;
&lt;/span&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="k"&gt;namespace&lt;/span&gt; &lt;span class="n"&gt;std&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;ul&gt;
&lt;li&gt;Creating the Header:&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The Bitmap file has two headers for meta data. First header (bitmap file header) tells that this binary file is a bitmap file. The next header (bitmap info header) contains additional meta-data about the image.&lt;br&gt;
For bitmap file header (14 bytes) we need to create the following data structure:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;

&lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;BmpHeader&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kt"&gt;char&lt;/span&gt; &lt;span class="n"&gt;bitmapSignatureBytes&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="sc"&gt;'B'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="sc"&gt;'M'&lt;/span&gt;&lt;span class="p"&gt;};&lt;/span&gt;
    &lt;span class="kt"&gt;uint32_t&lt;/span&gt; &lt;span class="n"&gt;sizeOfBitmapFile&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;54&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;786432&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;uint32_t&lt;/span&gt; &lt;span class="n"&gt;reservedBytes&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;uint32_t&lt;/span&gt; &lt;span class="n"&gt;pixelDataOffset&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;54&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="n"&gt;bmpHeader&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;The first two bytes 'B' and 'M' are unique to the bitmap file format (there still are different versions of it check bitmap format specification). The next four bytes contain total size of the bitmap file in bytes. As we are creating a 512 by 512 bitmap image, total size is the sum of size of meta data (14 + 40 = 54 bytes) and size of pixels (512 * 512 * 3 = 7863432, each pixel is of 3 bytes in 24 bit bitmap file). The last field of bitmap file header contains the offset to the pixel data of the image from the start of the file. In our case the offset is 54 bytes, as our pixel data is right after the bitmap file header and info header (14 + 40 = 54).&lt;/p&gt;

&lt;p&gt;The bitmap file has various types of info header, but the most common one is the 40 byte Bitmap Info Header, so we need to write it down in the following data structure:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;

&lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;BmpInfoHeader&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kt"&gt;uint32_t&lt;/span&gt; &lt;span class="n"&gt;sizeOfThisHeader&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;40&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;int32_t&lt;/span&gt; &lt;span class="n"&gt;width&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;512&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// in pixels&lt;/span&gt;
    &lt;span class="kt"&gt;int32_t&lt;/span&gt; &lt;span class="n"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;512&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// in pixels&lt;/span&gt;
    &lt;span class="kt"&gt;uint16_t&lt;/span&gt; &lt;span class="n"&gt;numberOfColorPlanes&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// must be 1&lt;/span&gt;
    &lt;span class="kt"&gt;uint16_t&lt;/span&gt; &lt;span class="n"&gt;colorDepth&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;24&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;uint32_t&lt;/span&gt; &lt;span class="n"&gt;compressionMethod&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;uint32_t&lt;/span&gt; &lt;span class="n"&gt;rawBitmapDataSize&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// generally ignored&lt;/span&gt;
    &lt;span class="kt"&gt;int32_t&lt;/span&gt; &lt;span class="n"&gt;horizontalResolution&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;3780&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// in pixel per meter&lt;/span&gt;
    &lt;span class="kt"&gt;int32_t&lt;/span&gt; &lt;span class="n"&gt;verticalResolution&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;3780&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// in pixel per meter&lt;/span&gt;
    &lt;span class="kt"&gt;uint32_t&lt;/span&gt; &lt;span class="n"&gt;colorTableEntries&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;uint32_t&lt;/span&gt; &lt;span class="n"&gt;importantColors&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="n"&gt;bmpInfoHeader&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;The height of bitmap file can also be negative (you may have noticed the signed integers). When height is negative the first pixel in file is drawn at top left of the image. However the standard for bitmap files is to use positive height and the first pixel in file is drawn at the bottom left of the image followed by other pixels.&lt;/p&gt;

&lt;p&gt;The bitmap file may also contain a color table but it is not mandatory in a 24 bit bitmap file, so we will not be creating one in this example.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Creating pixel:&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;As I'll be creating a mono color bitmap image (all pixels have same value), I'm creating an additional struct for the pixel:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;

&lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;Pixel&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kt"&gt;uint8_t&lt;/span&gt; &lt;span class="n"&gt;blue&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;255&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;uint8_t&lt;/span&gt; &lt;span class="n"&gt;green&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;255&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kt"&gt;uint8_t&lt;/span&gt; &lt;span class="n"&gt;red&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="n"&gt;pixel&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;Each channel in a pixel must be an unsigned integer of 1 byte for a 24 bit bitmap file. Where 255 specifies maximum color intensity and 0 specifies absence of the color.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Main function:&lt;/li&gt;
&lt;/ul&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;

&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;argc&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;char&lt;/span&gt; &lt;span class="o"&gt;**&lt;/span&gt;&lt;span class="n"&gt;argv&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;ofstream&lt;/span&gt; &lt;span class="n"&gt;fout&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"output.bmp"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;ios&lt;/span&gt;&lt;span class="o"&gt;::&lt;/span&gt;&lt;span class="n"&gt;binary&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="n"&gt;fout&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;write&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;char&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;bmpHeader&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;14&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="n"&gt;fout&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;write&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;char&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;bmpInfoHeader&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;40&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// writing pixel data&lt;/span&gt;
    &lt;span class="kt"&gt;size_t&lt;/span&gt; &lt;span class="n"&gt;numberOfPixels&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;bmpInfoHeader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;width&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;bmpInfoHeader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;height&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;numberOfPixels&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;fout&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;write&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;char&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;pixel&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="n"&gt;fout&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;close&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;A struct may have padding (additional bytes) added by the compiler for optimizing performance. Hence sizeof() is not going to return accurate value. So I have manually specified the size of each struct in ofstream::write() method.&lt;/p&gt;

&lt;h3&gt;
  
  
  IV. Conclusion
&lt;/h3&gt;

&lt;p&gt;So if you've succeeded in writing your first bitmap file give yourself a pat on the shoulder. Next you may be interested in writing different types of bitmap files, for that check &lt;a href="https://en.wikipedia.org/wiki/BMP_file_format" rel="noopener noreferrer"&gt;bitmap specifications&lt;/a&gt;. Kudos and keep learning!&lt;/p&gt;

</description>
      <category>bitmap</category>
      <category>cpp</category>
      <category>imageprocessing</category>
      <category>beginners</category>
    </item>
  </channel>
</rss>
