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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

Chapter 9: Bundling Resources and Preparing for Release

Go applications are known for building simple application binary files that make them easy to install. However, the additional data required for graphical applications can make this challenging and has resulted in complex package formats and the introduction of installers as well. Fyne provides an alternative solution that allows apps to once again be distributed as a single file on most platforms.

Completing the packaging of an application requires metadata and an additional build step to prepare the files for distribution. This step allows applications to be installed to the local system or development devices alongside system-native apps, which we will study in this chapter.

We will walk through adding the various files an app will need at runtime. We will cover the following topics:

  • How to include additional files in your application
  • Checking for common User Experience (UX) mistakes to improve your GUI
  • ...
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