anchor.diff:  /// Pattern state that holds information about how to construct the pattern.
   class _PatternState {
     /// The canvas that the element should draw to for a given [PatternConfig].
  -  ui.Canvas? canvas;
  +  Canvas? canvas;
   
     /// The image shader created by the pattern.
  -  ui.ImageShader? shader;
  +  ImageShader? shader;
   
     /// The recorder that will capture the newly created canvas.
  -  ui.PictureRecorder? recorder;
  +  PictureRecorder? recorder;
   }
   
   /// Used by [FlutterVectorGraphicsListener] for testing purposes.
  
positive.code:   final TextDirection? _textDirection;
    final bool _clipViewbox;
  
    final ui.PictureRecorder _recorder;
    final ui.Canvas _canvas;
  
    final List<ui.Paint> _paints = <ui.Paint>[];
    final List<ui.Path> _paths = <ui.Path>[];
    final List<ui.Shader> _shaders = <ui.Shader>[];
    final List<_TextConfig> _textConfig = <_TextConfig>[];
    final List<Future<ui.Image>> _pendingImages = <Future<ui.Image>>[];
    final Map<int, ui.Image> _images = <int, ui.Image>{};
    final Map<int, _PatternState> _patterns = <int, _PatternState>{};
    ui.Path? _currentPath;
    ui.Size _size = ui.Size.zero;
    bool _done = false;
  
    _PatternConfig? _currentPattern;
  
    static final ui.Paint _emptyPaint = ui.Paint();
    static final ui.Paint _grayscaleDstInPaint = ui.Paint()
      ..blendMode = ui.BlendMode.dstIn
      ..colorFilter = const ui.ColorFilter.matrix(<double>[
        0, 0, 0, 0, 0, //
        0, 0, 0, 0, 0,
        0, 0, 0, 0, 0,
        0.2126, 0.7152, 0.0722, 0, 0,
      ]); //convert to grayscale (https://www.w3.org/Graphics/Color/sRGB) and use them as transparency
  
    /// Convert the vector graphics asset this listener decoded into a [ui.Picture].
    ///
    /// This method can only be called once for a given listener instance.
    PictureInfo toPicture() {
  
negative.code: TextDirection? get debugLastTextDirection => _debugLastTextDirection;
  TextDirection? _debugLastTextDirection;
  
  /// Decode a vector graphics binary asset into a [Picture].
  ///
  /// Throws a [StateError] if the data is invalid.
  Future<PictureInfo> decodeVectorGraphics(
  