On codeproject there is an example of extending the GDI+ Image class to support animated gif under C++
However, under .Net there is ImageAnimator. While looking at ImageAnimator I noticed that
they show support under 4 languages including C++. Does that mean ImageAnimator is actually
available under C++ as well?
http://msdn.microsoft.com/en-us/library/system.drawing.imageanimator.animate%28VS.71%29.aspx
The reason I ask is, that I don't like reinventing the wheel. Also, the codeproject version is dependant on MFC so if I use that I'll have to strip out the mfc bits. Thought I'd just ask this question before I begin.
Yes, that is exactly what it means. The MSDN page you linked to even has a C++ example of how to use it.
.Net is just another wrapper of GDI+ flat API. The C++ wrapper of GDI+ flat API is here. You get pretty much the same object model, except .Net has some higher classes that do not exist in low level wrappers. For example, to rewrite the ImageAnimator class in native code you need to create your own wrapper around Image::SelectActiveFrame or GdipImageSelectActiveFrame.
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I am a student of programming, and have programmed in many different languages.
However, I have used c++ only once and in a very non-professional way.
I have had no formal training in c++, and yes I am doing something about that, as it causes tons of confusion when things look very different from say Java, which I have had formal training in.
A lot of help I try to find recently has been so non-concrete I have gotten no where with almost all my questions, and here is a very specific one:
I wish to make a very simple game. I have never been shown concretely how to render graphics. I want to use the most basic library I can to render them, which from what I can tell (in Windows that is) is GDI. I found this page: https://msdn.microsoft.com/en-us/library/d420az6e(v=vs.110).aspx
When I try to #include or use the namespace the classes say they are a part of, errors pop up like crazy.
Why is that? How to I import these classes so I can use them?
The link you have is for GDI+, not GDI. Despite almost identical names, they are not the same thing. GDI provides the most basic access to the display, via C calls only (no classes or any other OO stuff) and dates back to Windows 2.0.
GDI+ is more modern and has some improved capabilities, but it's still a bit outdated. As mentioned in the comments to your question, that link is for the .net API, if you're writing a native C++ application you won't be able to use it.
There is a native interface for GDI+, via COM. Take a look at this link.
I'm building a cross-platform mobile application and I was suggested to use OF environment and compile my application using Xcode. I'm a Mac user and I started programming few time ago (so I'm really a beginner).
I need some class to get information about position and rotation so I was thinking to have a look at some SDK such as MoSync or CMDeviceMotion in order to understand which one is the most suitable to my purpose.
I also noted here:
https://developer.apple.com/library/ios/documentation/CoreMotion/Reference/CMDeviceMotion_Class/index.html#//apple_ref/doc/c_ref/CMDeviceMotion
that CMDeviceMotion is written for Obj-C and Swift.
So I have two question:
is it possible add to the main project libraries that are not part of OF?
should I use only C/C++ class?
Thanks.
I'm not sure if stackoverflow is the right place to ask a q like this, since any answer is very much prone to subjectivity.
I don't think there's a lot of valid reasons to even try to connect "MoSync" with OF, since they are both in a way "platforms" for developing apps, supporting different languages (javascript on the first and c++ on the latter). It is possible to mix objective-c (and swift) code with c++, so you can combine CMDeviceMotion with OF.
However to answer your question: It seems that if you want to have device information you don't need to go out of the scope of openFrameworks. Take a look at the "ofxIOSCoreLocation"class of OpenFrameworks/ofxIOS. It provides means for altitude, location, direction and so forth.
It is very possible to cross Objective-C and C++ with what is called Objective-C++ (by standard .mm instead of cpp), in openFrameworks.
Limitations and features: https://en.wikipedia.org/wiki/Objective-C#Objective-C.2B.2B
You can then from the Objective-C++ class (lets say for example ofApp.h), call Objective C delegates and functions directly.
You can not embed swift like this, however you there are some methods of using objective-c middle man class.
With native c++, I mean, not managed c++, not cli, not any special things from microsoft, I can:
1) get high performance
2) use existing c++ code library and engine
3) write cross platform code (for example, for ios and android)
it needn't be fully native c++, I can use managed code to do the ui things, like object-c in ios and java in android, but beside interface, can I use native c++ code?
I suggest you have a look at the presentation here: Using the Windows Runtime from C++ and especially at the comments from Herb Sutter. I quote:
Please answer this question: If I decide to write C++ GUI application
in Metro style am I forced to use all these proprietary ref, sealed,
^, Platform::String^ extensions for GUI components or not?
#Tomas: No, you are not forced to use them. We are providing two
supported ways:
1) These language extensions (C++/CX).
2) A C++ template library (WRL), see
Windows Kits\8.0\Include\winrt\wrl as Yannick mentioned. WRL is a C++
library-based solution sort of along the lines of ATL, which offers
what I think you're looking for -- template wrapper/convenience
classes and explicit smart pointers and such.
Yes you absolutely can, real native C++ is fully supported.
You do however mostly have to use the new WinRT libraries to do an user interface or system calls and although they are native code and fully callable from C++ directly the interface to them makes it very painful indeed to do so, as everything is a reference counted COM object and in addition it's not so easy to create instances of them as just calling "new" so you have to write a lot of ugly code to do so.
As the earlier answer said, microsoft provide two ways to help with this. One is via language extensions to c++ and the other is a c++ template library. Personally I consider both to be rather ugly for doing something as simple as calling an API but that's just me :)
But to answer your question, it's completely possible to write your application in real native c++. You won't need to use managed code at all for anything. But you'll probably want to use either the language extensions or the template library to make calling the API more easy.
Personally I'm hoping someone writes a wrapper for WinRT that exposes the most necessary functionality as a more usable c++ native library and then everyone can just use that from c++ instead...
is there anything similar to unity but with the difference that instead of javascript I can use C++?
It is funny, I was looking to learn a little bit of unity as I seen it as requirement for some postings... and I found this question.
I think Ogre3D is great... it may be what you are looking for.
here is the link ogre3d.org
Ogre3D is what I used. http://www.ogre3d.org/
It is somewhat of a misconception that Unity uses Javascript. The so-called Javascript used in Unity is actually a dialect of Javascript that is CLI-compatible and is not exactly the same as the official Javascript. Also, you are not limited to using Javascript in Unity. You can also use C#, which is similar to C++ and Java in some ways or the less commonly used Boo script.
Personally, I would recommend using C# in Unity because it is very powerful and allows calling of native C/C++ functions via P/Invoke. Here is a link to the use of plugins:
http://unity3d.com/support/documentation/Manual/Plugins.html
Link to list of Game Engines. Please take your time to read and consider them:
http://en.wikipedia.org/wiki/List_of_game_engines
If you want accessibility offered by Unity, C++ is certainly wrong choice. Much better would be interpreted/script language, such as Python. They are more flexible in terms of working in web browser/many os-es.
If you're interested in targetting mobile platforms then Marmalade might be a good fit.
Panda3D It's not a think compared to Unity, but it can work as a web plugin, cross-platform. It has a lack of IDE, but it is opensource.
As far as I know, there is no need to use JavaScript or Boo with Unity, and there is nothing wrong with C# acting like script language ( which is really hard with C++ ).
as a unity developer, I liked to add c++ to by knowledge base as all AAA games are made by C++ and I was looking for something like unity but for CPP. the only good cpp engine is unreal that doesn't really support c++. the language is a dialect of c++ and there are big differences. like very
rare usages of pointer and references
more syntaxes like c# attributes(cpp has not attribute)
...
so you don't learn memory management. the nearest thing that I could find was COCOS2dx as the whole framework is written in pure standard c++ and many libraries like UI and Physics are already added. you can write your own engine and editor with it.
Unreal Engine uses C++
default standard is C++14
https://www.unrealengine.com
Are their any libraries which provide functionality similar to mono but for the c++ language? I know boost exists, but I like mono much more than boost.
I'm looking to do more than what's available in the base library set, like play sound more easily (crossplatform), GUI, load images, time, etc. I guess I am looking for what people might consider an engine or a large library.
Mono is a .NET implementation. Mono is NOT a library.
There is NO Mono for C++. At least, not yet.
I think you want a multi-platform framework, such as Qt
If you're wanting to work with Managed C++ a la .Net, then you would just use Mono. They have a page describing how to go about it. The only catch is that you have to compile on Windows, as there is not yet any flavor of GCC that outputs .Net CLI for C++.
To be honest, though, if you're going to use Mono, you might as well move into C#. It's a much cleaner language, IMO.
CLI is only able to host C++ compiled code on all supported platforms as long as the compiled code only contains CIL not native code.
for more detail visit
http://www.mono-project.com/CPlusPlus
I'm not sure about your precise requirements, but in terms of large multi-purpose packages: Qt has been mentioned by a few folks. wxWidgets (formerly wxWindows) is another option. GTK is multiplatform.
As you use the word "engine" (often a game-related term), you might be interested in SDL, which has been used by numerous games, professional and amateur alike. SFML is an option. ClanLib is another long-lived library I've heard of, though I'll admit to knowing little about it.
Try the STL collections...Has nothing to do with .NET, but they are a nice collection of collections (lol) and make C++ life easier.
It sounds like what you are really looking for is a C++ framework that offers the kinds of functionality found in the .NET/Mono framework. Qt is a popular choice.
On the topic of C++ interoperability, Mono has recently made some pretty big strides with CXXI.
(From this posting): The short story is that the new CXXI technology allows C#/.NET developers to:
Easily consume existing C++ classes from C# or any other .NET
language
Instantiate C++ objects from C#
Invoke C++ methods in C++ classes from C# code
Invoke C++ inline methods from C# code (provided your library is compiled with -fkeep-inline-functions or that you provide a surrogate
library)
Subclass C++ classes from C#
Override C++ methods with C# methods
Expose instances of C++ classes or mixed C++/C# classes to both C# code and C++ as if they were native code.
CXXI is the result of two summers of work from Google's Summer of Code towards improving the interoperability of Mono with the C++ language.