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Hands-On GUI Application Development in Go

You're reading from   Hands-On GUI Application Development in Go Build responsive, cross-platform, graphical applications with the Go programming language

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Product type Paperback
Published in Feb 2019
Publisher Packt
ISBN-13 9781789138412
Length 450 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 (24) Chapters Close

Preface 1. Section 1: Graphical User Interface Development FREE CHAPTER
2. The Benefits of Native Graphical Applications 3. Graphical User Interface Challenges 4. Go to the Rescue! 5. Section 2: Toolkits Using Existing Widgets
6. Walk - Building Graphical Windows Applications 7. andlabs UI - Cross-platform Native UIs 8. Go-GTK - Multiple Platforms with GTK 9. Go-Qt - Multiple Platforms with Qt 10. Section 3: Modern Graphical Toolkits
11. Shiny - Experimental Go GUI API 12. nk - Nuklear for Go 13. Fyne - Material Design-Based GUI 14. Section 4: Growing and Distributing Your Application
15. Navigation and Multiple Windows 16. Concurrency, Networking, and Cloud Services 17. Best Practices in Go GUI Development 18. Distributing Your Application 19. Installation Details 20. Cross Compiler Setup 21. Comparison of GUI Toolkits
22. Connecting GoMail to a Real Email Server 23. Other Books You May Enjoy

Section 4: Growing and Distributing Your Application

Throughout Section 2Toolkits Using Existing Widgets, and Section 3Modern Graphical Toolkits, we have looked in detail at the most popular toolkits available for building graphical applications with the Go language. Each framework has a different background and vision and many vary in the platforms they support. You may already have a strong idea about which is the best API for your next application, but irrespective of the technology you plan to use, there are many other things to consider in building and managing a growing or complex graphical application.

In this section, we will look at various topics related to more substantial GUIs than those that we explored in the earlier chapters. We will cover what you will need to consider when designing more complicated graphical interfaces, and how to manage them...

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