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You can choose a photo to set as your Gmail profile picture. This image shows up when someone sees your name in their email inbox or chat list. If they use an iPhone or iPad, the image may also appear in the notifications of incoming chat messages you send them.
I am trying to retrieve bunch of images from an api. I want the images to be displayed in Circular form so I am using CircleAvatar Widget, but I keep getting images in square format. Here is a screenshot of images
You will need to use NetworkImage, AssetImage, FileImage, MemoryImage or something similar. You can't directly use Image.network, Image.asset or similar due to how Flutter architects its image classes.
AspectRatio first tries the largest width permitted by the layout constraints(here the appbar). If I remove the padding image radius will be of appbar size. So add padding to control the size of circular image.
It took a few tries to figure this one out.. All these answers did not help me. In the end picture that I inserted into the circle avatar was stretched out to the boundaries of the container that was 2 instances above it. Maybe there are are people who, after going through the answers here, still have the problem that I had. I solved the constraint issue with a FittedBox
Came here as I also had the issue with CirclAvatar and AppBar, where the image would stretch in height. Instead of a radius, as I'm not able to provide it with the component I'm using, I just wrapped the image with a colum when used in appbar. This makes the image not stretch in height. This way I can always control size from the outside too
In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games.
The term avatāra (/ˈævətɑːr, ˌævəˈtɑːr/) originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as World of Warcraft and Second Life. They can take the form of an image of one's real-life self, as often seen on platforms like Facebook, or a virtual character that diverges from the real world. Often, these are customised to show support for different causes, or to create a unique online representation.
Academic research has focused on how avatars can influence the outcomes of communication and digital identity. Users can employ avatars with fictional characteristics to gain social acceptance or ease social interaction. However, studies have found that the majority of users choose avatars that resemble their real-world selves.
The word avatar is ultimately derived from the Sanskrit word (avatāra /ˈævətɑːr, ˌævəˈtɑːr/); in Hinduism, it stands for the \"descent\" of a deity into a terrestrial form. It was first used in a computer game by the 1979 PLATO role-playing game Avatar. In Norman Spinrad's novel Songs from the Stars (1980), the term avatar is used in a description of a computer generated virtual experience. In the story, humans receive messages from an alien galactic network that wishes to share knowledge and experience with other advanced civilizations through \"songs\". The humans build a \"galactic receiver\" that allows its users to engage in \"artificial realities\". One experience is described as such:
You stand in a throng of multifleshed being, mind avatared in all its matter, on a broad avenue winding through a city of blue trees with bright red foliage and living buildings growing from the soil in a multitude of forms.
The use of the term avatar for the on-screen representation of the user was coined in 1985 by Richard Garriott for the computer game Ultima IV: Quest of the Avatar. In this game, Garriott desired the player's character to be their Earth self manifested into the virtual world. Due to the ethical content of his story, Garriott wanted the real player to be responsible for their character; he thought only someone playing \"themselves\" could be properly judged based on their in-game actions. Because of its ethically nuanced narrative approach, he took the Hindu word associated with a deity's manifestation on earth in physical form, and applied it to a player in the game world. Other early uses of the term include Lucasfilm and Chip Morningstar's 1986 online role-playing game Habitat, and the 1989 pen and paper role-playing game Shadowrun.
The use of avatar to mean online virtual bodies was popularised by Neal Stephenson in his 1992 cyberpunk novel Snow Crash. In Snow Crash, the term avatar was used to describe the virtual simulation of the human form in the Metaverse, a fictional virtual-reality application on the Internet. Social status within the Metaverse was often based on the quality of a user's avatar, as a highly detailed avatar showed that the user was a skilled hacker and programmer while the less talented would buy off-the-shelf models in the same manner a beginner would today. Stephenson wrote in the \"Acknowledgments\" to Snow Crash:
The idea of a \"virtual reality\" such as the Metaverse is by now widespread in the computer-graphics community and is being used in a number of different ways. The particular vision of the Metaverse as expressed in this novel originated from idle discussion between me and Jaime (Captain Bandwidth) Taaffe ... The words avatar (in the sense used here) and Metaverse are my inventions, which I came up with when I decided that existing words (such as virtual reality) were simply too awkward to use ... after the first publication of Snow Crash, I learned that the term avatar has actually been in use for a number of years as part of a virtual reality system called Habitat...in addition to avatars, Habitat includes many of the basic features of the Metaverse as described in this book.
An avatar can refer to a two-dimensional picture akin to an icon in Internet forums and other online communities. This is also known as a profile picture or userpic, or in early Internet parlance, a 'picon' (personal icon). With the advent of social media platforms like Facebook, where users are not typically anonymous, these pictures often are a photo of the user in real life.
Alternatively, avatars can also be three-dimensional digital representations, as in games such as World of Warcraft or virtual worlds like Second Life. In MUDs and other early systems, they were a construct composed of text. The term has been also sometimes extended to refer to the personality connected with the screen name, or handle, of an Internet user.
Despite the widespread use of avatars, it is unknown which Internet forums were the first to use them; the earliest forums did not include avatars as a default feature, and they were included in unofficial \"hacks\" before eventually being made standard. Avatars on Internet forums serve the purpose of representing users and their actions, personalizing their contributions to the forum, and may represent different parts of their persona, beliefs, interests or social status in the forum.
The traditional avatar system used on most Internet forums is a small (80x80 to 100x100 pixels, for example) square-shaped area close to the user's forum post, where the avatar is placed in order for other users to easily identify who has written the post without having to read their username. Some forums allow the user to upload an avatar image that may have been designed by the user or acquired from elsewhere. Other forums allow the user to select an avatar from a preset list or use an auto-discovery algorithm to extract one from the user's homepage.
Some avatars are animated, consisting of a sequence of multiple images played repeatedly. In such animated avatars, the number of images as well as the time in which they are replayed vary considerably.
Other avatar systems exist, such as on Gaia Online, WeeWorld, Frenzoo or Meez, where a pixelized representation of a person or creature is used, which can then be customized to the user's wishes. There are also avatar systems (e.g. Trutoon) where a representation is created using a person's face with customized characters and backgrounds.
Another avatar-based system is one wherein an image is automatically generated based on the identity of the poster. Identicons are formed as visually distinct geometric images derived from a digest hash of the poster's IP address or user ID. These serve as a means to associate a particular user with a particular geometric representation. When used with an IP address, a particular anonymous user can be visually identified without the need for registration or authentication. If an account is compromised, a dissimilar identicon will be formed as the attacker is posting from an unfamiliar IP address.
GIF avatars were introduced as early as 1990 in the ImagiNation Network (also known as Sierra On-Line) game and chat hybrid. In 1994, Virtual Places offered VOIP capabilities which were later abandoned for lack of bandwidth. In 1996 Microsoft Comic Chat, an IRC client that used cartoon avatars for chatting, was released.
America Online introduced instant messaging for its membership in 1996 and included a limited number of \"buddy icons,\" picking up on the avatar idea from PC games. When AOL later introduced the free version of its messenger, AIM, for use by anyone on the Internet, the number of icons offered grew to be more than 1,000 and the use of them grew exponentially, becoming a hallmark feature of instant messag