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  • Book Overview & Buying Building Cross-Platform GUI Applications with Fyne
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Building Cross-Platform GUI Applications with Fyne

Building Cross-Platform GUI Applications with Fyne

By : Andrew Williams
4 (11)
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Building Cross-Platform GUI Applications with Fyne

Building Cross-Platform GUI Applications with Fyne

4 (11)
By: Andrew Williams

Overview of this book

The history of graphical application development is long and complicated, with various development challenges that persist to this day. The mix of technologies involved and the need to use different programming languages led to a very steep learning curve for developers looking to build applications across multiple platforms. In Building Cross-Platform GUI Applications with Fyne, you'll understand how the Go language, when paired with a modern graphical toolkit such as Fyne, can overcome these issues and make application development much easier. To provide an easy-to-use framework for cross-platform app development, the Fyne project offers many graphical concepts and design principles that are outlined throughout this book. By working through five example projects, you'll learn how to build apps effectively, focusing on each of the main areas, including the canvas, layouts, file handling, widgets, data binding, and themes. The book will also show you how the completed applications can then be run on your desktop computer, laptop, and smartphone. After completing these projects, you will discover how to prepare applications for release and distribute them to platform marketplaces and app stores. By the end of this book, you'll be able to create cross-platform graphical applications with visually appealing user interfaces and concise code.
Table of Contents (18 chapters)
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1
Section 1: Why Fyne? The Reason for Being and a Vision of the Future
4
Section 2: Components of a Fyne App
10
Section 3: Packaging and Distribution

Managing platform-specific code

Back in Chapter 2, The Future According to Fyne, we saw that the Go compiler has built-in support for the conditional inclusion of source files based on a system of environment variables and build tags. As an application adds more functionality, especially from a platform integration perspective, it is possible that the toolkit will not provide all of the functionality you are looking for. When this happens, the code will need to be updated to handle platform-specific functionality. To do so, we will use a variation of the conditional build – using well-named files instead of build tags. This is easier to read at the project level and should clearly indicate which files will be compiled for which platform.

Let's create a simple example: we want to read text out loud, but our code only has the ability to do so on macOS (Darwin). We will set up a simple say() function that does what we want in the say_darwin.go file:

package main
import...
CONTINUE READING
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Tech Concepts
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Programming languages
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Building Cross-Platform GUI Applications with Fyne
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