Cross platform gui programming with wxwidgets file download






















This already works today with wxButton and all the derived classes , wxStaticBitmap and wxToolBar and all the other classes using bitmaps will support the new API in wx 3. The next big addition to the API is the wxUILocale class , which provides a new and more flexible way to get locale-specific information than the old wxLocale. It also uses BCP like identifiers for the locale instead of wxLanguage enum, which allows it to cover all the languages supported by the OS and not just those known to wxWidgets, and provides a new CompareString function which compares strings using language-specific rules.

It is recommended to use this class rather than wxLocale in all new code, especially for applications targeting macOS, as using the old class results in a bad bug under macOS As many of you might have heard, the Freenode IRC network changed management a week ago, in what can only be described as a hostile takeover. A brief history; the wxWidgets community; the license; wxWidgets ports and architecture explained.

A small wxWidgets sample: the application class; the main window; the event table; an outline of program flow. Event tables and handlers; how a button click is processed; skipping events; pluggable and dynamic event handlers; defining custom events; window identifiers. The main features of a window explained; a quick guide to the commonest window classes; base window classes such as wxWindow; top-level windows; container windows; non-static controls; static controls; menus; control bars.

Device context principles; the main device context classes described; buffered drawing; drawing tools; device context drawing functions; using the printing framework; 3D graphics with wxGLCanvas.

Handling mouse and mouse wheel events; handling keyboard events; keycodes; modifier key variations; accelerators; handling joystick events. Layout basics; sizers introduced; common features of sizers; programming with sizers. The OpenGL Programming Guide by Dave Shreiner - Addison-Wesley Professional Clear explanations of OpenGL functionality and basic computer graphics techniques, such as building and rendering 3D models; viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism.

The tutorials increase in difficulty, and later tutorials build on the lessons in previous ones. This book covers everything from dialog boxes to drag-and-drop, from networking to multithreading. It includes all the tools and code you need to get great results, fast. With this book, you can, too. The 88 revised full papers were selected from submissions. He also guides users through the software development process, good programming practices, not shunning from explaining low-level features and the programming tools.

Score: 1. Long-time Mozilla and Netscape developer Syd Logan systematically addresses all the technical and management challenges associated with software portability from planning and design through coding, testing, and deployment. Drawing on his extensive experience with cross-platform development, Logan thoroughly covers issues ranging from the use of native APIs to the latest strategies for portable GUI development.

Along the way, he demonstrates how to achieve feature parity while avoiding the problems inherent to traditional cross-platform development approaches. The hierarchical scales of these textiles and the structural elements at the different levels are analysed and the methods for their modelling are presented.

The author reports about problems, methods and algorithms and possible solutions from his twenty year experience in the modelling and software development of CAD for textiles.



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