Can somebody point me to a good tutorial or sample project where MVP pattern has been implemented using Qt C++. I'm new to Qt as I come from VB.NET background. MVP is pretty common in VB.NET. Doing a Google search was not so fruitful either. Please somebody show me some real world example. Like in VB.NET we create complex model with IList of some base model. All these things are important. And what relevant data structures should be used where we used the Collection class for example.
To learn MVP, I suggest reading Michael Feather's article "The Humble Dialog Box":
webarchive link
(This is one specific form of MVP, there are other variants possible.)
The examples in that article are made with C++. There are not made with Qt, but more or less independent of the GUI framework. MVP is about the separation of your code into a framework dependent part and a framework-independent part, which can be learned by using almost any GUI framework.
Related
As a little side project, I thought I'd take a look at creating a simple 3D application. I'm reasonably comfortable creating WPF applications, so the Visual Studio 'DirectX 11 and XAML App (UWP)' caught my eye. It should be mentioned that I am slowly working my way through the canonical book on D3D11, '3D Game Programming with with DirectX 11' by Frank Luna.
Thus, my comfort zone with D3D11 is quite narrow, but I felt confident enough to tackle a simple task. I fell at the first hurdle. What I was trying to do is take the Visual Studio template, add simple UI of a few text boxes to view and edit the model transform.
I came unstuck with how to connect my ViewModel for the UI with my C++/CX object that contains the 3d model, and thus the model transform. My class that defines the property of the 3dmodel is a standard C++ class. I don't seem to to be able to grasp how to marry the two together.
All the tutorials out there that I've come across leave out the most important part of XAML/D3D11 integration and that is data binding to the game/scene objects themselves.
So, the question: How do I tackle the task of bridging the gulf between my C++/CX ViewModel and C++ game objects?
It is just typical that after I post the question that I find direction towards an answer.
Microsoft in their Windows Universal Samples, has a sample 'Simple3DGameXaml'. It does use Xaml, but doesn't use controls and bind to them to game objects.
https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/Simple3DGameXaml
However, it does show an alternative layout of the application that completely removes the confusion I had with connecting two seemingly different parts of the application.
Thanks.
I need to integrate FuseTools animation samples to unity 3d animations. Can you please tell me is it possible and what suitable method should i approach ?
Thanks
I have an interest in FuseTools too. I think one approach would be using the Foreign Code feature to wrap Unity 3D. This wouldn't be an easy task. There are some discussions regarding graphics in the Fuse forums, I would suggest to have a look before venturing further.
It can't be done.
Unity and FUSE(tools) both compiles projects to APPS ready to publish, neither one of them can generate code that can be used or embeded outside their platform.
Unity uses IL2CPP to create C++ code. Fuse(tools) uses UNO for the same purpose.
Maybe if you can unwrap both compiled projects there is a way to mix things, but at the end, it would be easier to code directly on Java or Objective-C | Swift.
I have been learning PHP MVC pattern and it is pretty cool. have almost finished app and I can see how mess you can make a code without good design.
Now can MCV be applied to C++ apps? Where does Plugin manager/Plugins go if that is even possible?In model or controller?
Thanks!
EDIT:
I mean C++ with GUI toolkit like QT/Wxwidgets/GTK+
Also Please help me on how to implement in C++. I have learned how to do it in PHP but as you know the two languages are somehow different!
EDIT2
http://forums.wxwidgets.org/viewtopic.php?f=1&t=30983
how do you actually implement it in C++
make classes in charge of rendering know nothing about application details. Call them SomethingView classes to make this point clear
make your domain objects not know anything about visualization or user interaction. You don't need to call them Model, but you could
create a set of classes in charge of running the role of Controllers: wire somehow dependencies to view and model classes via dependency injection if possible. example: CppInject. In any case, controller classes can know both about model and view classes, so the important part is this: all the coupling between view and model objects is isolated to the controllers.
Also, this implies, that all imperative-style programming should be confined to the controller classes as well: view and model should be declarative-style. That means, they should offer services related to its role, but avoid direct interaction with other objects as side-effects
It is not true you need to implement communication between controllers and the other components with event-style system, although such system is definitely helpful, but certainly not required
surprise! the above applies to any language or framework, except of course languages that somehow already force MVC down your throat from the start, i.e: ruby on rails
MVC is a design pattern not a language specific construct, So yes you can apply it to C++ app as well.
MVC can and should be applied in any language so your User Interface is loosely coupled with the backend & either can be changed with minimum impact on each other.
The MVC pattern provides a clean separation of objects into:
Models for maintaining data,
Views for displaying all or a portion of the data, and
Controllers for handling events that affect the model or view(s).
Yes, MVC can be applied in C++. For example, the MFC framework uses Document/View architecture which is essentially an MVC.
A design pattern isn't a library or class. It's a pattern. So you don't have a generic MVC library for C++.
Use Tree frogs Framework. TreeFrog Framework is a high-speed and full-stack C++ framework for developing Web applications.
MVC is an architectural design pattern (i.e. a way of building software) commonly associated with web applications, but it is applicable in general to any software project in any language. You have to make a little abstraction effort on your project, and identify which piece of software belongs to each part (i.e. a GUI is probably part of View, etc.).
Note that this type of pattern is mainly aimed to separate developement, so that any part of the project can be developed regardless of the others. This can be annoying for a small standalone application, but useful and rewarding on bigger projects.
Personally, I use boost state machines for the logical and boost signals to connect things together.
I wrote a little example that you can analyze here:
https://github.com/edubois/mvp-player
I have a phone-book program written in C++, that uses the MVC model, now what I want is to replace the View component, that's basically the console window, with an MFC. How would I do that?
Following is a schematic representation of MVC. View component is lossely coupled from the Model and the Controller and that is the whole point behind MVC design pattern. Without changing the external interfaces of View, you should be easily able to replace internal implementation by MFC. And that is what you should do.
The question is very broad to answer anything more in detail, If you can post a sample code then probably we can help you better.
I have heard that somewhere # web I'll be able to find good C++ example of Mediator working with GUI components. But I menaged to find only that GoF sample or things from sorcemaking and similar that aren't helpful to me.
So... do you know where that mentioned GUI sample can be found?
Sorry for that kind of question, but that can be useful for others too.
How about this one: http://www.andypatterns.com/index.php/design_patterns/model_gui_mediator_pattern/. It appears the author is applying the pattern specifically to the 'view' part of the GUI functionality (as opposed to the data modeling behind it).
Not sure if that's what you were looking for...