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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

Starting with a clean slate

Through the history of GUI development, we see that the majority of the most popular toolkits are based on C or C++ language code. These projects have a substantial history, large communities, and innumerable hours of development to make them what they are today. Despite being the yardstick against which all other toolkits are measured, they have drawbacks, mostly due to the legacy of the old design decisions they are built on. In this section, we reflect on why starting from scratch creates a better experience for building cross-platform apps.

Designing for modern devices

The types of devices we use today are both vastly different and much more varied compared with the 1980s and 1990s, when the most common toolkits were being designed and built. Today, a graphical application could be running on a desktop computer, laptop or netbook, a mobile device or tablet, smart phone or watch form factor, or even a set-top box or a smart TV. These device categories...

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