Being a beginner programmer, how do I start making desktop applications? [closed] - c++

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I'm not sure if I came to the proper website to ask this question, but I'll give it a try...
I'm a teenager (getting 17 this year in June) in high school, where I have been studying the basics of C++ for an year... I want to become a programmer in the future, but I feel sort of... lost when it comes about what I should do next. I'm not satisfied with what they teach us at school.
So my question is: How do I start making simple desktop apps using the C++ programming language?
I'm not that idiotic kid that believes he can make the next big video game over the summer, without any previous programming experience. Nooooo... I'm talking about simple programs, like a text editor, or a drawing application, or maybe a simple Tetris clone...

My suggestions:
Start with simple console programs, get the content working first.
Read up on GUI frameworks. Write a simple program to display a
window. Add simple features after the window is displayed, one a time
after testing.
Read up on multiple threads. This prevents "lock up" on your GUI
while other processing is occurring.
Read up on "Model View Controller" design pattern.
Good Luck!

You tagged C++ so I would check out learncpp.com they have a lot of great content. You'll want to get familiar with classes, variables, functions, memory management, et cetera before you move on to APIs & frameworks in Windows development or iPhone.
After you've got a firm grip on the basics I would pick up a solid book, many of them out there--read the reviews. I personally went on the path of iOS development first and picked up iOS Programming by Big Nerd Ranch.
Again, though pick up the basics first. Good luck, and search this site for answers you'll most definitely have.

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advice for naming GCP projects [closed]

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I am building a mobile dating app and plan to leverage google's cloud infrastructure.
I'm trying to figure out whether the entire application should live in a single GCP project or not.
On reading the best practices documentation I can see they advise the following naming convention:
[company tag]-[group tag]-[system name]-[environment (dev, test, uat, stage, prod)]
So should I split all the core components of the application between different projects? For example one for the data science matching algorithm (fizz-ds-matching-dev) and one for the android application? Or should I jam it all in one project?
Looking to follow best practices...
You're asking for some heat here. What to call things is probably as confrontational as asking vim or emacs!
As an employee of a large company where I oversee like 50 GCP projects my advice would be pick a naming scheme that lets your i-dont-have-time-for-this-kubernetes-gke-yaml-shit developer/pm/boss man find the project they want in 8 key presses or less.
A scheme which has worked well for me is: org-app-environment which is fairly close to what google recommends. I imagine your ops, so dont try to be clever with your naming scheme. Even though your users are dev, they're still users. If it takes them more than 5 seconds to find their project, they will do whatever the equivalent of an Arab spring is in the software world.
You need to find the nirvana of if the new guy is using this, is it easy to filter and find and is it quick to identify wtf is running there.
I recommend org-app-environment. Drop the org if you only have one, otherwise keep it.
Gods speed ops man.

Implement video editor [closed]

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I want to implement a "simple" video editor and since I'm new to the topic, I'm not sure how to start.
The editor should have the following features / components
A timeline for multiple recordings
A video player that plays the edited video in real-time (it should render all added effects and assets)
Assets that can be placed on the timeline such as text elements, arrows and so on
I'd like to start with the video player and then build the other components around it.
Which frameworks would you recommend?
For the player, I'm not sure if DirectShow is the right choice or MediaFoundation would be better. Are there other libraries to consider? FFmpeg?
My recommendation given your interests is to start with Blender
http://www.blender.org
It's written in a combination of C, C++, and Python, has a substantial user community, and has the advantage of open source code so you can see how a real large project looks.
You might end up just contributing to it, or you might lift bits of it to bootstrap your own project, etc. But if you don't know about, it's worthwhile to look at if only to help you refine what you want to work on.

How to learn qt, entirely in C++ - without touching qt designer? [closed]

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So i am basically a newbie when it comes to qt. I want to learn it ,but entirely in C++ and without even touching desinger because for me it's not coding anymore. The problem is that every single tutorial/guide/book uses it and the API documentation is just (for me) overwhelming - i dont know where to start.
These references are useful if you have a background in C++ or a similar syntax language, like Java or Javascript. Of course having the Qt Libraries and Qt Creator on your computer is an important pre-step, too.
Many different options have worked well for me:
Youtube - One pretty high quality one I found called VoidRealms did a good job of explaining what he was doing while he was doing it. There may be other channels out there of similar quality, this is one that I've seen. I don't remember if he spends a lot of time in Qt Designer or not, but he does show other methods, too.
https://www.google.com/search?q=voidrealms+qt&safe=active&tbm=vid
https://www.youtube.com/playlist?list=PL2D1942A4688E9D63
The Qt Conference Video Archive - At the Qt Conferences they record the slides and what was taught/discussed. A number of these have great info on best practices with Qt. Each video is about an hour long and goes pretty in depth.
https://www.google.com/search?q=qt%20developer%20days%20videos
Welcome Tab > Examples - There are tons of well written and well documented examples. I would pick one of those and make tweaks to it and see what happens... see what builds and what doesn't.
http://doc.qt.io/qt-5/qtexamplesandtutorials.html
Here is a really comprehensive example. There are many other quality ones, too.
http://doc.qt.io/qt-5/qtwidgets-mainwindows-application-example.html
Read The Fine Manual. Qt has set a high bar in excellence in its documentation. When digging through someone else's code or the examples you click on any "Q" and press F1, and you get high quality information in plain english... or even any of the methods coming off of any of the instances of any of the functions. I think the doxygen project was started trying to model its output after the Qt documentation.
http://doc.qt.io/
http://doc.qt.io/qt-5/gettingstarted.html
The broad topics that come out are really good, too.
http://doc.qt.io/qt-5/overviews-main.html#best-practices
Stackoverflow. Sorting answers by votes yields a great source of FAQ's with quality answers.
https://stackoverflow.com/questions/tagged/qt?sort=votes&pageSize=50
Read a book; the books for Qt development are well organized and written for learning it from scratch; most of the authors have many years of experience with it.
https://wiki.qt.io/Books
As you start down the path of Qt/C++, awareness of the QML/Qt Quick/Javascript side is important, too. Qt Cascades Book has a lot of quality information.
https://qmlbook.github.io/ (getting the zip of examples for each chapter out takes a few minutes to find)
Take a class, online or at a college.
Ask questions to a co-worker or professor or TA that has experience with it.
Hope that helps.

Design Pattern for In-Game UI [closed]

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I'm currently developing a game with friends. We are searching for informations about design patterns for User Interface in order to implement a simple UI including: buttons, progress bar (for health, exp, mana, ...), text, views/subviews, and scroll views.
The first goal is to have something simple but working. We are not looking for patterns about making an UI loading from XML/JSON files, we just need information about the inheritance of our classes and their relationship.
While it doesn't matter while we talk about design patterns and algorithms, we develop in C++, using SFML/OpenGL 2.x for rendering.
Any additional information about implementation in C++/OpenGL are welcome :)
EDIT: I already know about the common design patterns and the MVC architecture, but I look for a far more simple alternative since our goal is not to recreate Qt or Cocoa.
My question is more about an alternative and how to organize these patterns.
I suggest you go over this site, it has a great example from "Gang of 4" (look it up)
great web for design patterns
and there is also a great tutorial in youtube
http://www.youtube.com/user/derekbanas

How to create a Playstation Portable (PSP) Homebrew App [closed]

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I'm having some trouble starting out with PSP Homebrew. I purchased a PSP 1001 model and successfully hacked it, but I'm having some trouble getting some information about how to start out creating a custom homebrew app.
I want to create an app that mimics the 'TV-B-Gone' - essentially, it just goes through each of the codes for turning TV's off, or on, and throws the code out through the IR reciever on the 1000 model.
I've found information that you can use Javascript, but don't get any REAL native functions, Actionscript, Lua, and C/C++. I know C and C++, and both apparently offer the ability to access all aspects of the hardware.
I was wondering if anyone would have any advice on how to create a homebrew app. I've created some C++/C applications, but am I able to just put those onto my PSP, or is there a sdk or protocol I have to go through?
I've done some looking around, and all of the sites that people recommend are a couple of years old, and most are now owned by different people and don't offer the tutorials anymore.
Also, would anyone know how to code the transmission out through the IR transceiver on PSP?
Thanks a ton guys, I know this is an old topic that not many people are looking into currently, so any help is appreciated.
TL:DR - Does anyone know any good tutorials for starting PSP homebrew app creation in C++ or C, and does anyone know how to send a code out of the IR module on PSP 1000's in C++ or C?