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ویرایش: سری: ISBN (شابک) : 9781800563162 ناشر: سال نشر: تعداد صفحات: 318 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 4 مگابایت
در صورت تبدیل فایل کتاب Building Cross-Platform GUI Applications with Fyne: Create beautiful, platform-agnostic graphical applications using Fyne and the Go programming language به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب ساختن برنامههای رابط کاربری گرافیکی متقابل پلتفرم با Fyne: با استفاده از Fyne و زبان برنامهنویسی Go، برنامههای گرافیکی زیبا و مبتنی بر پلتفرم ایجاد کنید. نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Copyright Dedication About PACKT Contributors Table of Contents Preface Section 1: Why Fyne? The Reason for Being and a Vision of the Future Chapter 1: A Brief History of GUI Toolkits and Cross-Platform Development Understanding the history of the graphical user interface Popularity of the desktop computer Moving to the web Smartphones and mobile apps Exploring the evolution of GUI toolkits Platform-specific toolkits Cross-platform toolkits Hybrid apps Comparing native graphical apps to web UIs Development speed versus delivery Visual style Technical constraints Options for cross-platform native toolkits Visual style Compiled versus interpreted Interpreted options Compiled options (C-based) Compiled options (other languages) Summary Chapter 2: The Future According to Fyne Technical requirements Starting with a clean slate Designing for modern devices Parallelism and web services Building for any device Best practices have moved on How Go is a great fit for this challenge Simple cross-platform code Standard library Concurrency Web services High level with system access Looking good with Material Design Color palette Standard icons Designing APIs for simplicity and maintainability Semantic API Modular Testable Extensible A vision of the future Beautiful apps Simple to learn Platform-agnostic Distribution to all platforms Summary Further reading Section 2: Components of a Fyne App Chapter 3: Window, Canvas, and Drawing Technical requirements Anatomy of a Fyne application Application Window Canvas Container Understanding CanvasObject and the canvas package Canvas demo Adding objects to our window Combining elements Scalable drawing primitives Coordinate system Pixel output – rendering images Images Raster Gradient Animating a transition Looping animations Implementing a simple game Adding a timer to move the snake Using keys to control direction Animating the movement Chapter 4: Layout and File Handling Technical requirements Laying out containers Manual layout Using a layout manager Hidden objects Standard layouts MaxLayout CenterLayout PaddedLayout BoxLayout FormLayout GridLayout GridWrapLayout BorderLayout Combining layouts Using the container package Cross-platform file handling URI Reading and writing User file selection ListableURI Implementing an image browser application Creating the layout Listing a directory Loading the images Loading the app faster Creating a custom layout for the image elements Changing a directory Summary Chapter 5: Widget Library and Themes Technical requirements Exploring the design of the Widget API Focus on behavior Rendering a widget Card Check Entry FileIcon Form Hyperlink Icon Label Pop-up menu ProgressBar RadioGroup Select SelectEntry Slider TextGrid Toolbar Grouping with the collection widgets List Table Tree Adding structure with container widgets AppTabs Scroll Split Using common dialogs ColorPicker Confirmation File selection Form Information Custom dialogs Understanding themes Built-in themes User settings Included icons Application override Implementing a task list application Designing the GUI Defining the data Selecting tasks Filling in the details Summary Chapter 6: Data Binding and Storage Technical requirements Binding data to widgets Understanding data binding Supported data types Creating, reading, and writing bound data Listening for changes Using data with standard widgets Adapting data types for display Formatting types into strings Parsing values from the string type Propagating changes through conversions Binding complex data types Using lists of data Using data maps Mapping structs to a data binding Storing data using the Preferences API Get and set values Supported types Fallback values Removing old data Binding to preferences Implementing a water consumption tracker Constructing the user interface Binding data to the UI Storing with preferences Summary Chapter 7: Building Custom Widgets and Themes Technical requirements Extending existing widgets Overriding widget functions Adding new behavior Creating a component from scratch Implementing the theme interface Providing customizations to the standard theme Implementing a chat app user interface Creating a message widget Summary Section 3: Packaging and Distribution Chapter 8: Project Structure and Best Practices Technical requirements Organizing your project Starting simple Adding new types Splitting code into packages Test driving your development Designed to be tested Testing our GUI logic Verifying that the output is being rendered Continuous integration for GUIs Managing platform-specific code Summary Chapter 9: Bundling Resources and Preparing for Release Technical requirements Bundling assets Including multiple assets Automating bundle commands Checking for UI hints Choosing metadata, icons, and app IDs Application icons Describing your app Application identifier (appID) Packaging applications (desktop and mobile) Packaging for your current computer Packaging for a mobile device Installing your application Installing on your current computer Installing on a mobile device Cross-compiling with ease Using installed toolchains Using the fyne-cross tool Summary Chapter 10: Distribution – App Stores and Beyond Technical requirements Building your application for release Running the release command Sharing your app on the web Distributing apps to desktop app stores Mac App Store Microsoft Store Linux and BSD distributions Uploading apps to Google Play and the iOS App Store iOS App Store Google Play Store Summary Appendix A: Developer Tool Installation Installing on Apple macOS Installing on Microsoft Windows Appendix B: Installing Mobile Build Tools Preparing for Android Preparing for iOS and iPadOS Appendix C:Cross-Compiling Manually installing compilers Cross compiling for macOS Cross compiling for Windows Cross compiling for Linux Using fyne-cross Installing fyne-cross Using fyne-cross Other Books You May Enjoy Index