fast way to get graphic output in c++ eclipse - c++

Im currently working on an excercise about lagrange interpolation. I'm on the point where i would like to plot my data. So I thought there must be a quick and easy way to generate a window and draw some points in eclipse.
Well seams like I thought wrong. I searched on google and I found a shitload of different libarys, all of them either outdated, useless or with a really long installation guide.
The graphic output is really just to test my interpolation, so I want to spend as less time as possible with it. I remeber that there was a libary for java which was pretty simple. You could just import the libary, make a command to initialise a window, and then draw in it. There was no need for a installation and going from zero to a window with a circle was about three commands.
Is there really nothing like that for C++? What could I do to keep it as simple and fast (to install) as possible?
Thanks

Is there really nothing like that for C++?
Not really. C++ includes the "standard library" and that's it. The functionality you're looking for is provided by third-party libraries, as you've already found.
Asking for library recommendations is specifically off-topic on StackOverflow, by the way.

Related

Rudimentary 3D graphics in C++ .NET

I am looking to implement an extremely rudimentary FPS game with extremely rudimentary 3D graphics using C++ .NET and DirectX.
I'm not interested in any third party libraries or anything special like that.
Having never done graphics based programming besides 2D stuff I don't really know where to get started or even how to find the right resources online.
I have a few weeks to build this game so im trying to keep it simple.
Can anyone give me a little guidance on how to get started?
This looks as though it may give you a push in the right direction:
http://zophusx.byethost11.com/tutorial.php?lan=dx9&num=0
I always found that OpenGL was easier to learn though. So unless it's necessary for you to use DirectX, I'd suggest you have a quick look at GL and see what you think.
If you download DirectX SDK you can find plenty of samples there in C++ and C#.
May I recommend "Introduction to Game Programming in DirectX 9" by "Wordware" Publishing. I know you just want something very simple like the rotating cube classic, so do not be put off by the 'game' element. I got 3/4 the way through and wrote a screen saver! DX10 is now available but I stick to 9 - card backward compatibility.
The maths can get silly in 3D, but if you can get the basics, the rest will follow very quickly.
If you haven't done so already the "DirectX SDK" download is also a must - it contains (most important) the help files for the methods, functions etc. and a few not so helpful getting started stuff.
You might want to have a look at SlimDX, even if you're not interested in third-party libraries.
Although I don't have Visual C++ 2008/2010 Express installed, you could add SlimDX as a reference to your project. Be sure you check out the tutorial section, even though it's in C#, but if you know C++/CLI pretty well, you should be able to convert the code to C++/CLI.

Problem with displaying graphs on a Qt canvas

Let's say I'm a Qt newbie.
I want a good Qt library for displaying simple graphs. I've found the quanava library. But there is a problem. When I compiled a basic example it looks like graph edges are not painted properly when moving nodes. I don't have any idea where is a bug but this code seems to be rather simple. I think this is a problem with paint method in NodeItem class. Maybe someone has already solved this problem because this library is quite popular.
I usually go for Qwt for my graphing needs - a bit technical for "office graphs", but still, it works.
+1 for Qwt. It gets the job done, and is pretty configurable. The documentation is weak, but the number of examples are extensive enough to make up for it.
Ok, first of all saying graph i mean mathematical concept G=(V,E).
I improved quanava library, which is a very good starting point for graph visualization.

3d max integration with c++, Cal3D where to start?

okay i'm making a game using c++ (for the engine) and openGL, now i've had lots of trouble using cal3d library for importing my 3d max models into my c++ project,
as a matter of fact i dunno where to even start, i can't find any decent guide and their documentation is pure shit really. i've been searching and trying stuff in this for over a month, but i don't even understand the file structure it uses so far :S
i really need some help, r there any other libraries? any decent guide i can use? i'm stuck
thnx alot
Rather than write your own exporter, consider using one of the built-in exporters for FBX, COLLADA, Crosswalk (.XSI), the Quake/Doom3 .MD3/.MD4 format, or even OBJ. It'll be much easier to parse the resulting file format on your end than to write and maintain a brand-new exporter.
Max is a complete pain for any kind of scripting or plugin. I'd suggest using maya instead if at all possible. You'll get better results for animation and rigging, too. I know it's not a direct answer to your question but part of the problem is the info for stuff like this is not easy to come by.

Stock Charts in C++

I am trying to create some charts of data (eg http://www.amibroker.com/). Is there a C++ library that can do this without a lot of extra work? I'm thinking Qt or wxWindows would have something like it, but it wasn't immediately obvious.
Thanks!
FLTK is a light and portable C++ toolkit for GUI. There's a chart class. Sample.
Qwt does at least some of the things you are trying to achieve (basic plots, bar charts and so on), and integrates well with Qt.
I think you need to pick your GUI framework first, then find a charting control for the given framework, since that affects what charting controls you could feasibly use. For example, must this be portable?
For the project I'm working on (a large MFC application) we use Cedric Moonen's ChartCtrl. We've had a pretty good experience with it so far.
I've done some graph plotting with gnuplot lately, which is quite powerful. Although I think it is Linux only, which may or may not be a problem.
Also, believe it or not, some amazing things can be done with LaTeX. I've used the tkz (tikz) library to produce some awesome graphs.
Both solutions plot to a file which you can include in your interface.
They aren't C++ libraries but you can easily create the datafiles and call the necessary programs from within your C++ program (Being creative with system() and possible some shell scripts).

GUI system development resources? [closed]

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Could someone recommend any good resources for creating Graphics User Interfaces, preferably in C/C++?
Currently my biggest influence is 3DBuzz.com's C++/OpenGL VTMs (Video Training Modules). While they are very good, they cover a large area of graphics programming, so only skim the surface of GUI programming.
This question does relate to "How do I make a GUI?", where there is also a rough outline of my current structure.
Any response would be appreciated.
Edit:
I've just read some of the answers and spotted that I've missed some points. I had to type the question twice as I caught the wrong button and lost it.
I missed two important points, first: This will be used cross platform including homebrew on a Sony PSP. Second: I want to create a GUI system not use an existing one.
Edit 2: I think some of you are missing the point, I don't what to use an existing GUI system I want to build one.
Qt in it's current form is not portable to the PSP, never mind the overkill of such a task.
That said I've decided to create an IM-GUI, and have started to prototype the code.
I wouldn't use OpenGL for the GUI unless you are planning for hardware accelerated and/or 3D effects that you don't think you would get with a more traditional GUI toolkit (e.g Qt, wxWidgets, GTK, etc). If you just need a quick simple GUI for hosting your OpenGL graphics then FLTK is a nice choice. Otherwise, for rendering the GUI directly in OpenGL their are libraries like Crazy Eddie's GUI that do just that and provide lots of skinnable widgets that you won't have to reinvent. The window and OpenGL context could then be provide with a portable library like SDL.
EDIT: Now that I've gone back and taken at look your other post I think I have a better understanding of what you are asking. For a GUI on an embedded system like the Nintendo DS, I would consider using an "immediate mode" GUI. Jari Komppa has a good tutorial about them, but you could use a more object-oriented approach with C++ than the C code he presents.
http://www.fox-toolkit.org has an API reference, if you're looking how to work with a specific framework. Or were you more interested in general theory or something more along the lines of how to do the low-level stuff yourself?
For more information about "immediate mode" GUI, I can recommend the Molly Rocket forums. There's a good video presentation of the thinking behind IM-GUI, along with lots of discussion.
I recently hacked together a very quick IM-GUI system based on presentation on Jari's page, and in my case, where I really just wanted to be able to get a couple of buttons and boxes on the screen, and more or less just hard code the response to the inputs, it really felt like the right thing to do, instead of going for a more full blown GUI-architecture. (This was in a DirectX-application, so the number of choices I had was pretty limited).
One of the fastest ways is to use python with a gui binding like pyQt, PyFLTK, tkinter, wxPython or even via pygame which uses SDL.
Its easy fast and platform independent.
Also the management of the packages is unbeatable.
See:
http://wiki.python.org/moin/PyQt
http://www.fltk.org/
(tkinter is default and already packaged with python)
http://wxpython.org/
http://www.pygame.org/news.html
For a platform like the PSP, I'd worry slightly about the performance of an IM GUI solution. With a traditional retained mode type of solution, when you create a control, you can also create the vertex buffer/display list or what-have-you required to render it. With an immediate mode solution, it seems to me that you'd need to recreate this dynamically each frame.
You might not care about this, if you're only doing a few buttons, or it's not going to be used in-game (assuming you're making a game) but, especially if you have a fair bit of text, the cost of rendering might start to hurt if you can't find a way to cache the display lists somehow.
Have a look at Qt. It is an open source library for making GUI's. Unlike Swing in Java, it assumes a lot of stuff, so it is really easy to make functional GUI's. For example, a textarea assumes that you want a context menu when you right click it with copy, paste, select all, etc. The documentation is also very good.
I'll second Qt. It's cross platform, and I found it much easier to work with than the built in Visual Studio GUI stuff. It's dual-licensed, so if you don't want your code to be GPL you could purchase a license instead.
I've had a look at the Video from Molley Rocket and Looked through Jari Komppa's cached tutorials.
An IM-GUI seems the best way to go, I think it will be a lot more streamlined, and lot quicker to build than the system I originally had in mind.
Now a new issue, I can only except one Answer. :(
Thanks again to Monjardin and dooz, cheers.
thing2k
I'd have a look at GLAM and GLGooey