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Building Cross-Platform GUI Applications with Fyne

You're reading from   Building Cross-Platform GUI Applications with Fyne Create beautiful, platform-agnostic graphical applications using Fyne and the Go programming language

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Product type Paperback
Published in Jan 2021
Publisher Packt
ISBN-13 9781800563162
Length 318 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Andrew Williams Andrew Williams
Author Profile Icon Andrew Williams
Andrew Williams
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Table of Contents (18) Chapters Close

Preface 1. Section 1: Why Fyne? The Reason for Being and a Vision of the Future
2. Chapter 1: A Brief History of GUI Toolkits and Cross-Platform Development FREE CHAPTER 3. Chapter 2: The Future According to Fyne 4. Section 2: Components of a Fyne App
5. Chapter 3: Window, Canvas, and Drawing 6. Chapter 4: Layout and File Handling 7. Chapter 5: Widget Library and Themes 8. Chapter 6: Data Binding and Storage 9. Chapter 7: Building Custom Widgets and Themes 10. Section 3: Packaging and Distribution
11. Chapter 8: Project Structure and Best Practices 12. Chapter 9: Bundling Resources and Preparing for Release 13. Chapter 10: Distribution – App Stores and Beyond 14. Other Books You May Enjoy Appendix A: Developer Tool Installation 1. Appendix B: Installing Mobile Build Tools 2. Appendix C: Cross-Compiling

Section 2: Components of a Fyne App

The Fyne toolkit has many packages of components that build on each other. Providing a full cross-platform widget toolkit requires many enabling areas, including graphics application programming interfaces (APIs), file handling, and layout management. In addition to this, Fyne provides advanced functionality such as data binding and storage abstractions that enable complex applications and workflows to be built with ease.

To understand the full capabilities of Fyne we will explore all the areas of the toolkit, its packages, and its functionality. Each of the chapters in this section includes an example application that explores the concepts, with detailed steps and full source code.

This section will cover the following topics:

  • Chapter 3, Canvas, Drawing, and Animation
  • Chapter 4, Layout and File Handling
  • Chapter 5, Widget Library and Themes
  • Chapter 6, Data Binding and Storage
  • Chapter 7, Building Custom Widgets and Themes...
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