I am working on an academic project, as part of which I am developing an application that will run on Raspberry Pi (installed with Raspbian Jessy). I am using Qt to create UI for the application that will run on the Raspberry Pi.
I am trying to internationalize the application mentioned above. As part of the localization, Amharic is one of the languages I am working on. Unfortunately, Amharic is not fully supported in the internationalization process by Qt based on the following links below:
http://doc.qt.io/qt-4.8/internationalization.html
http://doc.qt.io/qt-5/internationalization.html
Considering this limitation how can I manage to find an alternative solution to use the Keyman AbysinicalSIL-R.ttf font in my application running on Raspberry pi?
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I am investigating the option of using chromium embedded framework in C++ desktop application to implement new HTML views.
The issue is all the GUI are implemented using QT Framework.
so can chromium embedded framework be used with QT ?
I want some of the views to be implemented using QT while others using Chromium Embedded framework.
First I considered the option of using QTWebEngine but license is not free for commercial use however Chromium embedded framework is an open source
Just have a look at this project,
https://cefview.github.io/QCefView/
QCefView encapsulates CEF and works for all desktop platforms
I'm a C++ developer and I would like to develop applications for OSX and IOS with my Mac.
I'd like to use Xcode to achieve these goals but apparently the best solution (that involves C++) is Qt Creator. (Let me know if I'm wrong)
Can I use the free version of QT Creator (community - no license fee) to code in C++ for iOS/OSX and publish my apps on the Apple Store or do I need the indie mobile license?
Can QT be integrated in Xcode?
Thank you
I'm just getting into OS X and iOS development using Qt 5.3.2. It looks like that you use Qt Creator to create an iOS (or OS X) project. Then, Qt Creator makes use of Xcode for the build.
I've successfully created a OS X project using Qt Creator. It is a QML project with a C++ plugin that I created. So, I believe that you can use Qt Creator to create a pure C++ project for OS X. But give Qt Creator a shot and see if that is true.
Now, for iOS, I think you'll have to create a QML project. You can always use C++ to add functionality. However, I am having trouble getting a C++ plugin to compile in an iOS project. But, I think that it is just a matter of finding the solution.
The workflow for OSX/iOS app development is quite simple. You develop your application as usual in Qt Creator. Each time qmake is called on your code, it created an Xcode project xxx.xcodeproj where xxx is the application name specified in your .pro file.
Hence, when you have completed the development process, you can open such a project and finalize the app packaging/submission via xcode. The created project includes all the necessary framework dependencies and is ready to be archived, i.e. packaged for AppStore submission. The submission is a tedious task, see here for example.
You can absolutely submit the app to the AppStore, even with the community license. Mind that you are subject to LGPL. This aspect is treated in full detail in this recent blog post.
If you're developing for iOS and OS X only - use native tools, i. e. Xcode. Qt library and Qt Creator IDE are best used for cross-platform development, but not for native OS X development.
I have a native C++ application built using using OpenGL (and openFrameworks as well in some core classes). I have been looking for a way to programatically take the screenshot of a website from this desktop application that is to happen on some interaction by the user and save it in a certain path on the computer.
I am fine with installing a separate application to issue commands to it somehow, a command line program, including a small API or library etc. but I have to stick to Windows for this purpose.
I won't be able to include another full framework such as Qt for this purpose (which I believe gives the ability to take a screenshot from native application). I found some solutions for mac and linux but couldn't find anything for windows:
webkit2png : http://www.paulhammond.org/webkit2png/
khtml2png : http://khtml2png.sourceforge.net etc.
I am developing an application and the main IDE is Eclipse Juno(CDT) on Red Hat Enterprise Linux 6.
I have the following constraints:
Application must be developed on Eclipse (Non-GUI part)
Must Use Qt4 for GUI
Application target platform is Red Hat Enterprise Linux Server version 6.3
I am new to Linux Development Environment, Eclipse and Qt.
What I have done:
I have developed the main application on Eclipse.
I have created modules like interacting with hardware as shared libraries.
What I want to do (if possible, and practical):
I want to create the GUI module of the application using Qt Creator, as a library and use it in the main application on Eclipse.
What I am trying:
Created the GUI in eclipse without using any .pro files or Qt Creator. But since I am new to Qt and Eclipse and Linux, and time constraints, I want to make it quicker, easier and well planned approach to complete the tasks. This looks very tedious (obviously) as I am better off using an IDE and visual tools to create GUI.
Can someone help me with the following:
Am I doing the things right, is my approach of creating GUI module as a shared library and using it in another application a naive approach?
If I missed out detailing anything or if you need more info please let me know.
Thanks.
I have been trying to learn to use Ogre3D and have gotten to the stage where I want to start something more serious than the examples it comes with so I found and copied the Basic Ogre Framework
I am using Ubuntu 9.10, but have compiled Ogre 1.7 from the Ogre3D website, I am using the Netbeans 6.8 IDE with the c++ plugin.
The Basic Ogre Framework Demo App compiles and runs, but gets to the main loop where is checks to see if the Render Window is active, otherwise it calls sleep(1000);
The if statement that is checking if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) is always returning false, despite specifically setting the m_pRenderWnd->setActive(true);
From reading the forum posts related to it, nobody else is having this issue, but they are primarily using windows or Mac.
Is there issues with Ogre3D on Ubuntu, or is it possibly a problem with the autogenerated makefiles that netbeans is generating?
Have you configured the application to use the correct video drivers for your system? Since you're on ubuntu you'll need to use OpenGL. I found some drivers didn't work on some systems when using Ogre.