Book Image

Delphi GUI Programming with FireMonkey

By : Andrea Magni
4 (1)
Book Image

Delphi GUI Programming with FireMonkey

4 (1)
By: Andrea Magni

Overview of this book

FireMonkey (FMX) is a cross-platform application framework that allows developers to create exciting user interfaces and deliver applications on multiple operating systems (OS). This book will help you learn visual programming with Delphi and FMX. Starting with an overview of the FMX framework, including a general discussion of the underlying philosophy and approach, you’ll then move on to the fundamentals and architectural details of FMX. You’ll also cover a significant comparison between Delphi and the Visual Component Library (VCL). Next, you’ll focus on the main FMX components, data access/data binding, and style concepts, in addition to understanding how to deliver visually responsive UIs. To address modern application development, the book takes you through topics such as animations and effects, and provides you with a general introduction to parallel programming, specifically targeting UI-related aspects, including application responsiveness. Later, you’ll explore the most important cross-platform services in the FMX framework, which are essential for delivering your application on multiple platforms while retaining the single codebase approach. Finally, you’ll learn about FMX’s built-in 3D functionalities. By the end of this book, you’ll be familiar with the FMX framework and be able to build effective cross-platform apps.
Table of Contents (18 chapters)
Section 1: Delphi GUI Programming Frameworks
Section 2: The FMX Framework in Depth
Section 3: Pushing to The Top: Advanced Topics

Designing UIs for mobile applications

As we have already discussed in all the previous chapters, building mobile applications is one of the hardest tasks a modern developer has to face. Achieving usability and responsiveness is a challenge to be addressed, considering several factors very specific to the mobile development world, ranging from the computational power of devices to the peculiar form factor of mobile devices and passing by the new usage patterns that are relevant to this specific scenario.

In this section, we will learn about the typical structure of the UI of a (modern) mobile application. There are common conventions and accepted practices that make up the shape of the UI visual experience. Some of them are direct consequences of the nature of the mobile world (touch input, mobile devices, limited screen space, a single user by default, usability-first needs), while some others are probably caused by the quest for the maintainability the software needs.

Just consider how...