Book Image

Flutter for Beginners - Second Edition

By : Thomas Bailey, Alessandro Biessek
Book Image

Flutter for Beginners - Second Edition

By: Thomas Bailey, Alessandro Biessek

Overview of this book

There have been many attempts at creating frameworks that are truly cross-platform, but most struggle to create a native-like experience at high performance levels. Flutter achieves this with an elegant design and a wealth of third-party plugins, making it the future of mobile app development. If you are a mobile developer who wants to create rich and expressive native apps with the latest Google Flutter framework, this book is for you. This book will guide you through developing your first app from scratch all the way to production release. Starting with the setup of your development environment, you'll learn about your app's UI design and responding to user input via Flutter widgets, manage app navigation and screen transitions, and create widget animations. You'll then explore the rich set of third party-plugins, including Firebase and Google Maps, and get to grips with testing and debugging. Finally, you'll get up to speed with releasing your app to mobile stores and the web. By the end of this Flutter book, you'll have gained the confidence to create, edit, test, and release a full Flutter app on your own.
Table of Contents (18 chapters)
1
Section 1: Introduction to Flutter and Dart
6
Section 2: The Flutter User Interface – Everything Is a Widget
10
Section 3: Developing Fully Featured Apps
14
Section 4: Testing and App Release

Understanding classes in Dart

If you are an experienced programmer or are already familiar with Java or similar languages, you can skip some parts of this chapter as it has many similarities with the typical OOP concepts, such as inheritance and encapsulation. Some ideas, in particular, are important to verify, even if you are already familiar with the majority of OOP features, such as how Dart manages and structures constructors.

In this section, we will look at what makes a Dart class, how you construct an instance of one using a constructor, and how your class can inherit from other classes. We will also explore ways to use classes such as abstract classes, interfaces, and mixins, and finally, look at how we share class code across our code base using files and imports.

Class structure

Dart classes are declared by using the class keyword, followed by the class name, ancestor classes, and implemented interfaces. Then, the class body is enclosed by a pair of curly braces...