Develope an application for windows and Mac OS - c++

I need to develop an application that can be run on both Windows and Mac OS X, is a application "monitor" that needs to display data in real time, connection over ethernet. I'm interested in the performance and graphics. I know very well the c++. can you help me in choosing a development tool?thank you

JUCE is not just about for Music industry. Its for all. I have used it in Music softwares, Image processing and only GUI applications too.
Its a well built library which supports all platform.
you need not to create different project files for the application. JUCE creates it for you.
And its pure C++.

I would say your two choices are Juce or Qt. Juce is geared toward audio and graphics, letting you get your hands on creating fast and powerful DSP algorithms. Although Juce's largest following is with developers making music software, it's fully capable of making general purpose applications with the same ease as Qt. Qt does have advantages resulting from it's greater adoption; you will find plenty of tutorials, books and courses on Qt but hardly much on Juce at the moment.
Hopefully that will change soon as Juce was bought out by ROLI and will likely have more resources soon.

Related

How can i access and control hardware in Qt

I try to developing simple scada system with C++ in Qt. I want to control hardware or get status(or something) of hardware and send to server or router.(actually my application control softwares too)
And in finish: Qt have a good tools for scada systems?
As of QT 5.7 there is a new Serial Bus library for use with protocols such as CAN BUS and MODBUS, you can read more about it here:
http://doc.qt.io/qt-5/qtserialbus-index.html
For your scenario, QT has plenty of Network support that you could use for your interface, depending on what your hardware specification is. QT does not compare to 'out of the box' SCADA solutions such as a Siemens SCADA system, however developing one based on QT could give you much more flexibility. Depending on what you are trying to achieve, this becomes a trade-off between productivity/time to market and flexibility/value add.
Also there is an opensource qt scada toolkit https://github.com/IndeemaSoftware/QSimpleScada, for visualization.

developing GUI application without using GUI toolkit

Is it possible to write GUI application without using GUI toolkit ? As the GUI toolkit like GTK+ itself is written in c language, when there were no such toolkits at starting so how could programmers developed GUI apps only using c or c++ without using such toolkits? How can one write Gui application in c or c++ without using any GUI toolkit?
You can program Windows GUI applications using the Win32 API directly, without using any separate toolkit like GTK+. One reference on how to do that is here: http://www.winprog.org/tutorial/start.html
It's not so common these days, and not for the faint of heart.
Doing GUI stuff at the API level in Windows is not difficult, but involves a lot of work.
As a starting point you can check out my old Windows API programming tutorial “Lessons in Windows API Programming (C++)”.
Going that route you would do well to obtain a copy of the 5th edition or earlier (not 6th or later) of Charles Petzold’s “Programming Windows”, which is considered the Bible on the subject.
You start with a frame buffer for the graphics, upon that you write a set of primitive functions to do basic geometry (lines, circles, polygons, bit copies). Then you create an event queue, and a way to populate it with input events (keyboard, mouse, etc.).
You'll also need to create font and text routines.
Those are the basics upon which any GUI are built, as basic guis are little more than boxes that take click events, and eventually keyboard events.
It's a lot of work.
If you want to look at GUI programming at a lower level, consider looking up are it was originally done in the primitve OSes (such as early Windows, early Mac OS, early X Windows).
Mac OS made much of the work explicit. It offered a Window Manager, and other high level controls, but with a bit of study you can see how these were built on top of Quickdraw (MacOS graphics primitive library).
None of this addresses the modern issue of GPU acceleration and the like, that's a completely different layer of complexity to the problem.

Resources for Programming the Linux X-Server

Are there any out there that are easy to get ahold of? Preferably free, as I don't have any money to spend right now.
What I'm trying to Accomplish
Basically, I'm writing a multi-platform application in native C/C++, and now that I have Linux installed, I feel as though I'm truly ready to make the "multi-platform" development go. Before anyone says "use SDL" or "Qt", note that I'm doing this for an application which I plan to go commercial with (Qt costs money for commercial applications). While SDL is good, I'm also looking to learn about window managers in general. I feel as though the best way to learn how to communicate directly with the operating system is to write the application yourself.
So, are there any resources out there?
First of all X-Windows has nothing to do with Linux.
X-Windows is both a graphical protocol and a GUI system built up around it. X runs on most OSes including Windows and Mac. The most typical scenario is for an X application to run on a multiuser computer running a UNIX-like OS (for instance Linux) and for the users to interact with it using an X-server which runs on either an X-terminal or a desktop OS. The X-Server is a standard piece of the X-System. If you install an X-Server on Windows then you will be able to interact with graphical applications running on one or more other computers.
It sounds like you want to focus on building the X applications, not the device drivers or the server or any other part of the X-system. Linux is as good a choice as any, but the books and documents that you need were likely written using Solaris or BSD UNIX. But it's the same API.
Since X has been widespread since at least the early 90's, look for books in secondhand shops and university jumble sales. Advertise on Craigslist for X related books.
The lowest level API for X is called Xlib. Toolkits like GTK and QT are layered on top of this so studying their code is a good way to learn how to do things. But there is also something called the X-Toolkit that runs over Xlib and used to be the foundation layer for GUI toolkits like Motif and others. If I were you I would start with X-Toolkit, to get familiar with all the component parts of X and how they interact. For instance, it will take you a while to get used to the fact that a window manager which manages the windows on an X-Server display, doesn't run on the X-server but runs on a remote system. Or that you can have apps running on Linux and OS/X and Solaris all displaying their windows on the X-server on a single Windows box.
Google X Toolkit intrinsics to get all kinds of info including free reference manuals.
As you read more about it you will come across a lot of other unique terms that you can google to get additional info and a broader perspective. Don't spend too much time with old toolkits like Athena Widgets or Motif.
Since there were more people programming X in the early days of the Internet than today, the USENET FAQs are still a good source of introductory tips, e.g. http://www.faqs.org/faqs/Xt-FAQ/
You can write your app as a server in C. Call it Engine. No need to think about the User Interface. After that you can create interface in Qt. The communication protocol will be public (or private) and your Qt application will be open-source. Later if you like you can create many more interface to your application. Such as web interface, Gnome interface, C#.NET interface etc.

C++ UI framework from scratch?

I want to create a C++ UI framework (something like QT or like ubuntu unity Desktop)
How is programmed , is it using OpenGL or lets take plasma ui of QT (how is this programmed )?
Direct answers , reference links anything will be helpful.
Some interesting opengl based UI I founf on the web
LiquidEngine
http://www.youtube.com/watch?v=k0saaAIjIEY
Libnui
en.wikipedia.org/wiki/Libnui
Some UI frameworks render everything themselves, and work based on some kind of clipping-window-within-the-host-systems-screen. Non-display aspects (such as input event handling) have to be translated to/from the host systems underlying APIs.
Some UI frameworks translate as much as possible to some underlying framework.
wxWidgets can do both. You can choose a native version (e.g. wxMSW if you're on Windows) and most wxWidgets controls will be implemented using native Windows controls. Equally, you can choose the wxUniversal version, where all controls are implemented by the wxWidgets library itself.
The trouble is that typical GUI frameworks are huge. If you want a more manageable example to imitate, you might look at FLTK. I haven't got around to studying it myself, but it has a reputation for being consise.
There are also some GUI toolkits that are specifically aimed at games programming, such as Crazy Eddies GUI. My guess - these are probably as idependent of the underlying API as possible, so that particular applications can implement the mapping to whichever underlying API they happen to target (OpenGL, DirectX, SDL, whatever) and can be the boss of the GUI rather than visa versa.
http://www.wxwidgets.org/
http://www.fltk.org/
http://www.cegui.org.uk/wiki/index.php/Main_Page
"no really, don't write your own wm or toolkit"
The #Xorg-devel guys on irc.freenode.org
doing one anyway means that you have to test against a wide range of more or less buggy WMs and X implementations, and that you have to frequently update to be compatible with the latest Xorg server and X protocol features (like Xinput 2.1)
understandably, the Xorg people are tired to support old, unmaintained toolkits and applications. They already have enough bugs.
The GUI frameworks are very dependant on a windows system, which dictates what is allowed and how windows are created and rendered. For example, pass a specific option to create a borderless or full-screen window.
Since you mentioned opengl and ubuntu, I guess you want to start on a linux platform. You should study xlib, for which you can find reference here.
Since the qt library is open source, you can download it and peek into it's sources.
A UI library isn't developed from scratch. It relies on the OS' windowing system, which relies on the driver from your graphics adapter, which relies on the OS kernel, which relies on... and so on.
To develop any software "from scratch", you can start by writing your own BIOS. Once you're done with that, move on to writing an OS, and then you should be just about ready to write the software you wanted. Good luck.
And this is assuming you're willing to cheat, of course, and use a compiler you didn't write from scratch.
Before you do that, it's worth that you spend one week on thinking:
1, Do you really know how to do it? I doubt that.
2, Do you really need to do it? I doubt that too.

Application GUI development platform

Coming from C++ & MFC background, is there any better (maintainability/customization) platform in developing application GUI ?
We are developing industrial applications (machine vision), where :
-Performance-critical (mostly image processing in CPU atm, but GPU is up next)
-Low level hardware interfacing (inhouse PCI device, frame grabber, motion card)
-Real-time data visualization (images / statistical graph)
-Future roadmap includes networkability for distributed processing and remote access.
Cross-platform will not be important for us since the system runs in controlled-environment (customer only cares whether the system runs and they got their output).
There are also concerns on migration cost (3rd party dependencies, training cost for developers and service personnel)
Edit
Clarification on the "image processing" mentioned above:
I'm referring to "picture" (2D information in matrix format) rather than graphic (commonly 3D vectorized). Currently we uses 3rd party imaging library (for spatial domain processing like segmentation, OCR/OCV, morphology, pattern match) and incorporate our result logic.
If you need performance-critical graphics processing, then C++/DirectX or C++/OpenGL are your best bets, hands down. C++/DirectX is arguably the more maintainable of the two.
That said... depending on the actual processing you're doing, you might consider moving portions of your UI to a more maintainable platform. The .NET framework / WPF can do some pretty amazing things, and with good implementation of patterns like MVVM and can be amazingly maintainable. Ditto the networking side; WCF abstracts a lot of common protocols away from the code, making for cleaner, more maintainable networking code. You can even write your translation layer between your unmanaged processing and your managed layer in C++/CLI.
That said, it's all very subjective. I can't tell enough from your bullet points to make a good judgement on whether or not you can offload some or even all of your processing to .NET/C#. It's worth considering, but my gut tells me that it's probably not your best bet.
As a fan of Qt I would be remiss not to mention it.
Although cross-platform is not one of your criteria, it is a nice bonus.
Qt also has good video hardware support through OpenGL (I'm not sure that it will help with capture hardware though).
It is open-source so you can get your hands as dirty as you like.
It is highly customizable.
It is actively developed and has a large community.
MFC programmers should not have much trouble coming up to speed.
You should also read through some of these questions and answers:
Good C++ GUI library for Windows
https://stackoverflow.com/questions/610/gui-programming-apis
What I had did before when developing a C++ scientific application is that, it will develop it completely under console based application. The console based application will able accept various type of command from user keyboard, and perform action accordingly. For example :
image_processor > load input.png
image_processor > save out.png
The good thing on this is, I can 100% in concentrating my algorithm design, without worry much on how to fit into the GUI framework. Either they are MFC or QT.
At the end of day, instead of taking input from keyboard input stream, I will just simply hook my console based application's STDIN, to the GUI application communication channel. My GUI application will then string based command, to talk and receive feedback from the console application.
Guess what I use to develop the GUI? Java Swing :)
I guess I am taking Unix people approach. See what Joel says :
Suppose you take a Unix programmer and a Windows programmer and give them each the task of creating the same end-user application. The Unix programmer will create a command-line or text-driven core and occasionally, as an afterthought, build a GUI which drives that core. This way the main operations of the application will be available to other programmers who can invoke the program on the command line and read the results as text. The Windows programmer will tend to start with a GUI, and occasionally, as an afterthought, add a scripting language which can automate the operation of the GUI interface.
I realize by taking Windows approach, you will end up with a more user friendly application. However, if your main concern is to get the sophisticated algorithm written well and GUI is the secondary, I would suggest that you go for Unix approach.