Book Image

Flutter Cookbook, Second Edition - Second Edition

By : Simone Alessandria
5 (3)
Book Image

Flutter Cookbook, Second Edition - Second Edition

5 (3)
By: Simone Alessandria

Overview of this book

Are you ready to tap into the immense potential of Flutter? With over 1,000 new mobile apps published every day on the Apple and Google Play stores, Flutter is transforming the landscape of app development. It's time for you to join the revolution. Introducing the second edition of Flutter Cookbook, a step-by-step guide designed exclusively for you. Whether you're a seasoned developer or just starting your coding journey, this book is your ultimate companion. Dive into the latest features of Flutter 3.10 and unlock the secrets to building professional-grade, cross-platform applications. With our recipe-based approach, we'll not only show you how to implement Flutter's features but also explain why they work. Through practical examples and real-world execution, you'll gain a deeper understanding of Flutter's inner workings. From crafting stunning UI/UX with widgets to leveraging hot reload and restart techniques, we'll equip you with best practices and invaluable knowledge. As you progress, you'll learn to efficiently manage data, add interactivity and animations, and integrate essential Flutter plugins like maps, camera, voice recognition and more. And let's not forget the dedicated chapter on implementing MLkit powered by TensorFlow Lite. We'll guide you through building custom machine learning solutions, expanding the capabilities of your apps. By the time you reach the end of this comprehensive Flutter book, you'll have the skills and confidence to write and deliver fully functional apps.
Table of Contents (19 chapters)
17
Other Books You May Enjoy
18
Index

Designing animations part 3 — Using curves

Linear movement exists only in theoretical physics. Why not make the movement a bit more realistic with ease-in and ease-out curves?

In general, CurvedAnimations provide a more realistic and visually appealing movement, and a variety of pre-built curves to choose from, like ease-in, ease-out, and bounce.

In this recipe, you will add a curve to the animation you built in parts 1 and 2 of Designing animations, so that the ball will start moving slowly, then increase its speed, and then slow down again before stopping.

By the end of this recipe, you will understand how to add curves to your animations, making them more realistic and appealing.

Getting ready

To follow along with this recipe, you need the app built in the previous two recipes: Designing animations part 1 — VSync and the AnimationController and Designing animations part 2 — Adding multiple animations.

How to do it...

In this recipe...