Book Image

Building Cross-Platform GUI Applications with Fyne

By : Andrew Williams
5 (1)
Book Image

Building Cross-Platform GUI Applications with Fyne

5 (1)
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)
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

Preparing for iOS and iPadOS

Building apps for Apple mobile devices is a little different from compiling your applications for macOS (desktop computers). Firstly, this must be done on an Apple Macintosh computer (iMac, MacBook Pro, and more) due to licensing restrictions.

Secondly, you must have Xcode tools installed (this is somewhat optional for desktop app creation). Lastly, if you want to test on physical devices or distribute to the store, you will need to be signed up to the Apple developer program, which carries an annual cost.

The Xcode installation is described in the Apple macOS section of Appendix A: Developer Tool Installation. If you have previously done iOS development, this will already be set up.

Next, you will need to have an Apple developer account. If you have not done so already, you can sign up at developer.apple.com/programs/enroll/. There is an annual fee, and if you publish apps but fail to renew your membership, they will be removed from the store...