Binding to native iOS code using dart:ffi
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 iOS 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 on iOS. 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 vs static linking
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. On iOS, the dynamically linked
library is distributed as a .framework
folder.
A dynamically linked library can be loaded into
Dart using DynamicLibrary.open
.
API documentation is available from the Dart dev channel: Dart API reference documentation.
Step 1: Create a plugin
If you already have a plugin, skip this step.
To create a plugin called “native_add”, do the following:
$ flutter create --platforms=android,ios --template=plugin native_add
$ cd native_add
Step 2: Add C/C++ sources
You need to inform the iOS build system about the native code so the code can be compiled and linked appropriately into the final application.
Add the sources to the ios
folder,
because CocoaPods doesn’t allow including sources
above the podspec
file.
The FFI library can only bind against C symbols,
so in C++ these symbols must be 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.
For example,
to create a C++ file named ios/Classes/native_add.cpp
,
use the following instructions. (Note that the template
has already created this file for you.) Start from the
root directory of your project:
cat > ios/Classes/native_add.cpp << EOF
#include <stdint.h>
extern "C" __attribute__((visibility("default"))) __attribute__((used))
int32_t native_add(int32_t x, int32_t y) {
return x + y;
}
EOF
On iOS, you need to tell Xcode to statically link the file:
- In Xcode, open
Runner.xcworkspace
. - Add the C/C++/Objective-C/Swift source files to the Xcode project.
Step 3: Load the code using the FFI library
In this example, you can add the following code to
lib/native_add.dart
. However the location of the
Dart binding code isn’t important.
First, you must create a DynamicLibrary
handle to
the native code. The following example shows
how to create a handle for an iOS app OR an Android app:
import 'dart:ffi'; // For FFI
import 'dart:io'; // For Platform.isX
final DynamicLibrary nativeAddLib = Platform.isAndroid
? DynamicLibrary.open('libnative_add.so')
: DynamicLibrary.process();
Note that on Android the native library is named
in CMakeLists.txt
,
but on iOS it takes the plugin’s name.
With a handle to the enclosing library,
you can resolve the native_add
symbol:
final int Function(int x, int y) nativeAdd = nativeAddLib
.lookup<NativeFunction<Int32 Function(Int32, Int32)>>('native_add')
.asFunction();
Finally, you can call it. To demonstrate this within
the auto-generated “example” app (example/lib/main.dart
):
// Inside of _MyAppState.build:
body: Center(
child: Text('1 + 2 == ${nativeAdd(1, 2)}'),
),
Other use cases
iOS and macOS
Dynamically linked libraries are automatically loaded by
the dynamic linker 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
To link against a platform library, use the following instructions:
- In Xcode, open
Runner.xcworkspace
. - Select the target platform.
- Click + in the Linked Frameworks and Libraries section.
- Select the system library to link against.
First-party library
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
To link directly to source code, use the following instructions:
- In Xcode, open
Runner.xcworkspace
. - Add the C/C++/Objective-C/Swift source files to the Xcode project.
-
Add the following prefix to the exported symbol declarations to ensure they are visible to Dart:
C/C++/Objective-C
extern "C" /* <= C++ only */ __attribute__((visibility("default"))) __attribute__((used))
Swift
@_cdecl("myFunctionName")
Compiled (dynamic) library
To link to a compiled dynamic library, use the following instructions:
- If a properly signed
Framework
file is present, openRunner.xcworkspace
. - Add the framework file to the Embedded Binaries section.
- Also add it to the Linked Frameworks & Libraries section of the target in Xcode.
Open-source third-party library
To create a Flutter plugin that includes both C/C++/Objective-C and Dart code, use the following instructions:
- In your plugin project,
open
ios/<myproject>.podspec
. - 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
To create a Flutter plugin that includes Dart source code, but distribute the C/C++ library in binary form, use the following instructions:
- In your plugin project,
open
ios/<myproject>.podspec
. - Add a
vendored_frameworks
field. See the CocoaPods example.
Stripping iOS symbols
When creating a release archive (IPA), the symbols are stripped by Xcode.
- In Xcode, go to Target Runner > Build Settings > Strip Style.
- Change from All Symbols to Non-Global Symbols.