Book Image

Flutter Cookbook

By : Simone Alessandria, Brian Kayfitz
4 (1)
Book Image

Flutter Cookbook

4 (1)
By: Simone Alessandria, Brian Kayfitz

Overview of this book

“Anyone interested in developing Flutter applications for Android or iOS should have a copy of this book on their desk.” – Amazon 5* Review Lauded as the ‘Flutter bible’ for new and experienced mobile app developers, this recipe-based guide will teach you the best practices for robust app development, as well as how to solve cross-platform development issues. From setting up and customizing your development environment to error handling and debugging, The Flutter Cookbook covers the how-tos as well as the principles behind them. As you progress, the recipes in this book will get you up to speed with the main tasks involved in app development, such as user interface and user experience (UI/UX) design, API design, and creating animations. Later chapters will focus on routing, retrieving data from web services, and persisting data locally. A dedicated section also covers Firebase and its machine learning capabilities. The last chapter is specifically designed to help you create apps for the web and desktop (Windows, Mac, and Linux). Throughout the book, you’ll also find recipes that cover the most important features needed to build a cross-platform application, along with insights into running a single codebase on different platforms. By the end of this Flutter book, you’ll be writing and delivering fully functional apps with confidence.
Table of Contents (17 chapters)
About Packt

How it works...

This recipe contains the preparation for the next two recipes that follow, and you have added a few important features that make possible animating widgets in Flutter. In particular, there are three important classes that you have used:

  • Animation
  • Tween
  • AnimationController

You have declared an Animation at the top of the _ShapeAnimationState class, with the following declaration:

Animation<double> animation;

The Animation class takes some values and transforms them into animations: you use it to interpolate the values used for your animation. Animation<double> means that the values that will be interpolated are of type double.

An instance of Animation is not bound to other widgets on the screen: it's only aware of the state of the animation itself during each frame change.

A Tween (short for "in-between") contains the values of the property or properties that change during the animation. Consider this instruction:

animation = Tween<double...