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Bind to native code using the legacy FFI plugin template

Use the legacy plugin_ffi template and dart:ffi to bind to native C code in your Flutter plugin or app.

Flutter mobile and desktop apps can use the dart:ffi library to call native C APIs. FFI stands for foreign function interface. Other terms for similar functionality include native interface and language bindings.

Before your library or program can use the FFI library to bind to native code, you must ensure that the native code is loaded and its symbols are visible to Dart. This page focuses on compiling, packaging, and loading native code within a Flutter plugin or app.

This tutorial demonstrates how to bundle C/C++ sources in a Flutter plugin and bind to them using the Dart FFI library. In this walkthrough, you'll create a C function that implements 32-bit addition and then exposes it through a Dart plugin named native_add.

Dynamic versus static linking

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A native library can be linked into an app either dynamically or statically. A statically linked library is embedded into the app's executable image, and is loaded when the app starts.

Symbols from a statically linked library can be loaded using DynamicLibrary.executable or DynamicLibrary.process.

A dynamically linked library, by contrast, is distributed in a separate file or folder within the app, and loaded on-demand. The distribution format depends on the platform:

  • On Android, a dynamically linked library is distributed as a set of .so (ELF) files, one for each architecture. Only dynamic libraries are supported, because the main executable is the JVM, which Flutter doesn't link to statically.
  • On iOS and macOS, the dynamically linked library is distributed as a .framework folder.

A dynamically linked library can be loaded into Dart using DynamicLibrary.open.

Create an FFI plugin

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To create an FFI plugin called native_add, use flutter create with the plugin_ffi template:

flutter create --platforms=android,ios,macos,windows,linux --template=plugin_ffi native_add

This creates a plugin with C/C++ sources in native_add/src. These sources are built by the native build files in the various OS build folders.

The FFI library can only bind against C symbols, so in C++ these symbols are marked extern "C".

You should also add attributes to indicate that the symbols are referenced from Dart, to prevent the linker from discarding the symbols during link-time optimization: __attribute__((visibility("default"))) __attribute__((used)).

The platform-specific build file links the code:

  • On Android, native_add/android/build.gradle.
  • On iOS, native_add/ios/native_add.podspec.
  • On macOS, native_add/macos/native_add.podspec.
  • On Linux, native_add/linux/CMakeLists.txt.
  • On Windows, native_add/windows/CMakeLists.txt.

The native code is invoked from Dart in lib/native_add_bindings_generated.dart.

The bindings are generated with package:ffigen.

Other use cases

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iOS

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The dynamic linker automatically loads dynamically linked libraries when the app starts. Their constituent symbols can be resolved using DynamicLibrary.process. You can also get a handle to the library with DynamicLibrary.open to restrict the scope of symbol resolution, but it's unclear how Apple's review process handles this.

Symbols statically linked into the application binary can be resolved using DynamicLibrary.executable or DynamicLibrary.process.

Platform library

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To link against a platform library, use the following instructions:

  1. In Xcode, open Runner.xcworkspace.
  2. Select the target platform.
  3. Click + in the Linked Frameworks and Libraries section.
  4. Select the system library to link against.

First-party library

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A first-party native library can be included either as source or as a (signed) .framework file. It's probably possible to include statically linked archives as well, but it requires testing.

Source code

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To link directly to source code, use the following instructions:

  1. In Xcode, open Runner.xcworkspace.

  2. Add the C/C++/Objective-C/Swift source files to the Xcode project.

  3. Add the following prefix to the exported symbol declarations to ensure they are visible to Dart:

    C/C++/Objective-C:

    objc
    extern "C" /* <= C++ only */ __attribute__((visibility("default"))) __attribute__((used))
    

    Swift:

    swift
    @_cdecl("myFunctionName")
    

Compiled (dynamic) library

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To link to a compiled dynamic library, use the following instructions:

  1. If a properly signed Framework file is present, open Runner.xcworkspace.
  2. Add the framework file to the Frameworks, Libraries, and Embedded Content section of the target in Xcode.
  3. Under the Embed column, select Embed & Sign.

Open-source third-party library

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To create a Flutter plugin that includes both C/C++/Objective-C and Dart code, use the following instructions:

  1. In your plugin project, open ios/<myproject>.podspec.
  2. Add the native code to the source_files field.

The native code is then statically linked into the application binary of any app that uses this plugin.

Closed-source third-party library

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To create a Flutter plugin that includes Dart source code, but distribute the C/C++ library in binary form, use the following instructions:

  1. In your plugin project, open ios/<myproject>.podspec.
  2. Add a vendored_frameworks field. See the CocoaPods example.

Stripping symbols

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When creating a release build, Xcode strips the symbols.

  1. In Xcode, select the Runner target, then go to Build Settings > Strip Style.
  2. Change from All Symbols to Non-Global Symbols.

macOS

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The dynamic linker automatically loads dynamically linked libraries when the app starts. Their constituent symbols can be resolved using DynamicLibrary.process. You can also get a handle to the library with DynamicLibrary.open to restrict the scope of symbol resolution, but it's unclear how Apple's review process handles this.

Symbols statically linked into the application binary can be resolved using DynamicLibrary.executable or DynamicLibrary.process.

Platform library

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To link against a platform library, use the following instructions:

  1. In Xcode, open Runner.xcworkspace.
  2. Select the target platform.
  3. Click + in the Linked Frameworks and Libraries section.
  4. Select the system library to link against.

First-party library

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A first-party native library can be included either as source or as a (signed) .framework file. It's probably possible to include statically linked archives as well, but it requires testing.

Source code

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To link directly to source code, use the following instructions:

  1. In Xcode, open Runner.xcworkspace.

  2. Add the C/C++/Objective-C/Swift source files to the Xcode project.

  3. Add the following prefix to the exported symbol declarations to ensure they are visible to Dart:

    C/C++/Objective-C:

    objc
    extern "C" /* <= C++ only */ __attribute__((visibility("default"))) __attribute__((used))
    

    Swift:

    swift
    @_cdecl("myFunctionName")
    

Compiled (dynamic) library

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To link to a compiled dynamic library, use the following instructions:

  1. If a properly signed Framework file is present, open Runner.xcworkspace.
  2. Add the framework file to the Frameworks, Libraries, and Embedded Content section of the target in Xcode.
  3. Under the Embed column, select Embed & Sign.

Compiled (dynamic) library, closed source

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To add a closed source library to a Flutter macOS Desktop app, use the following instructions:

  1. Follow the instructions for Flutter desktop to create a Flutter desktop app.
  2. Open the yourapp/macos/Runner.xcworkspace in Xcode.
    1. Drag your precompiled library (libyourlibrary.dylib) into Runner/Frameworks.
    2. Click Runner and go to the Build Phases tab.
      1. Drag libyourlibrary.dylib into the Copy Bundle Resources list.
      2. Under Embed Libraries, check Code Sign on Copy.
      3. Under Link Binary With Libraries, set status to Optional. (We use dynamic linking, no need to statically link.)
    3. Click Runner and go to the General tab.
      1. Drag libyourlibrary.dylib into the Frameworks, Libraries, and Embedded Content list.
      2. Select Embed & Sign.
    4. Click Runner and go to the Build Settings tab.
      1. In the Search Paths section configure the Library Search Paths to include the path where libyourlibrary.dylib is located.
  3. Edit lib/main.dart.
    1. Use DynamicLibrary.open('libyourlibrary.dylib') to dynamically link to the symbols.
    2. Call your native function somewhere in a widget.
  4. Run flutter run and check that your native function gets called.
  5. Run flutter build macos to build a self-contained release version of your app.

Stripping symbols

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When creating a release build, Xcode strips the symbols.

  1. In Xcode, select the Runner target, then go to Build Settings > Strip Style.
  2. Change from All Symbols to Non-Global Symbols.

Android

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Platform library

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To link against a platform library, use the following instructions:

  1. Find the desired library in the Android NDK Native APIs list in the Android docs. This lists stable native APIs.

  2. Load the library using DynamicLibrary.open. For example, to load OpenGL ES (v3):

    dart
    DynamicLibrary.open('libGLES_v3.so');
    

You might need to update the Android manifest file of the app or plugin if indicated by the documentation.

First-party library

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The process for including native code in source code or binary form is the same for an app or plugin.

Open-source third-party library

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Follow the Add C and C++ code to your project instructions in the Android docs to add native code and support for the native code toolchain (either CMake or ndk-build).

Closed-source third-party library

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To create a Flutter plugin that includes Dart source code, but distribute the C/C++ library in binary form, use the following instructions:

  1. Open the android/build.gradle file for your project.
  2. Add the AAR artifact as a dependency. Don't include the artifact in your Flutter package. Instead, it should be downloaded from a repository, such as Maven Central.

Android APK size (shared object compression)

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Android guidelines in general recommend distributing native shared objects uncompressed because that actually saves on device space. Shared objects can be directly loaded from the APK instead of unpacking them on the device into a temporary location and then loading. APKs are additionally packed in transit—that's why you should be looking at download size.

By default, Flutter APKs compress libflutter.so and libapp.so, which leads to a smaller APK size but a larger on-device size. To control whether native libraries are stored compressed and extracted at install time, set the Android Gradle plugin's useLegacyPackaging option. For current recommendations, see the Android guidelines.

Other resources

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To learn more about C interoperability, check out these videos: