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Flutter for Beginners

You're reading from   Flutter for Beginners Cross-platform mobile development from Hello, World! to app release with Flutter 3.10+ and Dart 3.x

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Product type Paperback
Published in Oct 2023
Publisher Packt
ISBN-13 9781837630387
Length 406 pages
Edition 3rd Edition
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Authors (2):
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Alessandro Biessek Alessandro Biessek
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Alessandro Biessek
Thomas Bailey Thomas Bailey
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Thomas Bailey
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Toc

Table of Contents (20) Chapters Close

Preface 1. Part 1:Learning the Core Concepts
2. Chapter 1: What Is Flutter and Why Should I Use It? FREE CHAPTER 3. Chapter 2: An Introduction to Dart 4. Chapter 3: Flutter versus Other Frameworks 5. Chapter 4: Dart Classes and Constructs 6. Part 2:Building a Basic Flutter App
7. Chapter 5: Building Your User Interface through Widgets 8. Chapter 6: Handling User Input and Gestures 9. Chapter 7: Let’s Get Graphical! 10. Chapter 8: Routing – Navigating between Screens 11. Part 3:Turning a Simple App into an Awesome App
12. Chapter 9: Flutter Plugins – Get Great Functionality for Free! 13. Chapter 10: Popular Third-Party Plugins 14. Chapter 11: Using Widget Manipulations and Animations 15. Part 4:Testing and Releasing Your App
16. Chapter 12: Testing and Debugging 17. Chapter 13: Releasing Your App to the World 18. Index 19. Other Books You May Enjoy

Object orientation in Dart

As with most modern languages, Dart is designed to be object-oriented (OO). As initially mentioned in Chapter 2, An Introduction to Dart, OOP languages are based on the concept of objects that hold both data (called fields) and code (called methods). These objects are created from blueprints called classes, which define the fields and methods an object will have.

The terms discussed here may be new to you, but the key areas will be covered in greater depth throughout the rest of this chapter. Let’s start with a brief overview of how Dart follows OOP principles.

Objects and classes

OOP arguably starts with Class, which is effectively a blueprint of how data will be stored, accessed, and manipulated within your software program, and a way to compartmentalize the behavior of your software.

For example, if your app refers to football teams, then you may create a Class definition called FootballTeam. This Class definition would define the data...

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