C++

Frederik Gladhorn

Fixing a flaky test – how hard can it be?

Published Friday May 12th, 2017 | 1 Comment on Fixing a flaky test – how hard can it be?
Posted in C++, Debugging, Dev Loop, Qt, Random, Test | Tags: , , , , ,

Flaky tests are a pain point for any reasonable continuous integration system. And by flaky I refer to tests that sometimes pass and sometimes fail. Lately I’ve been bothered by a lack of data and metrics when it comes to discussions around the topic of flaky tests (it pops up regularly on the Qt development […]

Read More
Eric Bader, Product Manager, Esri [Qt Customer]

ArcGIS Runtime SDK 100.0 by Esri is here

Published Wednesday April 12th, 2017 | 1 Comment on ArcGIS Runtime SDK 100.0 by Esri is here
Posted in Biz Circuit, Biz Circuit & Dev Loop, C++, cross-platform, Customers, Dev Loop, Qt 3D | Tags:

In 100.0, Qt developers have even more capabilities for adding mapping and geographic analysis to native apps than ever before. 3D geographic visualization, 2D vector tiled basemap support, enriched error handling in the API, and additional geoprocessing tools are just a few of the new highlights. Esri is proud to announce the commercial release of ArcGIS […]

Read More
Laszlo Agocs

Building the latest greatest for Android AArch64 (with Vulkan teaser)

Published Friday February 24th, 2017 | Comments Off on Building the latest greatest for Android AArch64 (with Vulkan teaser)
Posted in Android, C++, Dev Loop, Graphics, Mobile, OpenGL, QPA, Qt

Let’s say you got a 64-bit ARM device running Android. For instance, the Tegra X1-based NVIDIA Shield TV. Now, let’s say you are also interested in the latest greatest content from the dev branch, for example to try out some upcoming Vulkan enablers from here and here, and want to see all this running on […]

Read More
Laszlo Agocs

OpenGL Core Profile Context support in QPainter

Published Friday January 27th, 2017 | 2 Comments on OpenGL Core Profile Context support in QPainter
Posted in C++, desktop, Dev Loop, Graphics, macOS, OpenGL, Painting, Qt, UI, Windows

As many of you may know, QPainter has a multi-backend architecture and has two main paint engine implementations under the hood in Qt 5: the raster paint engine and the OpenGL2 paint engine, designed for OpenGL ES 2.0. The GL Paint Engine While in many ways the raster paint engine can be considered one of […]

Read More
Jesús Fernández

Connecting your Qt application with Google Services using OAuth 2.0

Published Wednesday January 25th, 2017 | 13 Comments on Connecting your Qt application with Google Services using OAuth 2.0
Posted in C++, Cloud, Dev Loop, Internet, Internet of Things, Network, Qt, Releases, Tutorial | Tags:

With the Qt 5.8 release, we have added QtNetworkAuth as a Technology Preview module. It is focused on helping developers with this auth******** madness. Currently, it supports OAuth1 and OAuth2. In the future, it will feature more authorization methods. This post is a first glance of the OAuth2 support in Qt, it covers how to use Google to authorize an application. Your application […]

Read More
Laszlo Agocs

Inside QImage (with a touch of Qt Quick and OpenGL)

Published Friday January 20th, 2017 | 4 Comments on Inside QImage (with a touch of Qt Quick and OpenGL)
Posted in C++, Dev Loop, Graphics, OpenGL, Painting, Qt Quick | Tags: ,

QImage is the most common container for image data in Qt applications. Getting a QImage that contains the pixel data of an image loaded from a file is fairly self-explanatory: QImage img; img.load(“some_image.png”); This can then be used with QPainter, can be passed to widgets, and can also be utilized in Qt Quick scenes via […]

Read More
Tuukka Turunen

Qt Roadmap for 2016

Published Monday February 22nd, 2016 | 68 Comments on Qt Roadmap for 2016
Posted in Biz Circuit & Dev Loop, C++, Qt, Releases, Roadmap

The year 2016 is very exciting for Qt as we will publish three important Qt releases: Qt 5.6 in March, Qt 5.7 targeting May and Qt 5.8 targeting October. I’ll walk you through the most important content of the releases, and explain the rationale behind our roadmap. Overall Strategy and Focus Areas The overall Qt […]

Read More
Laszlo Agocs

Integrating custom OpenGL rendering with Qt Quick via QQuickFramebufferObject

Published Monday May 11th, 2015 | 7 Comments on Integrating custom OpenGL rendering with Qt Quick via QQuickFramebufferObject
Posted in C++, Embedded, Graphics, OpenGL, Qt Quick

Integrating custom OpenGL rendering code, for example to show 3D models, with Qt Quick is a popular topic with Qt users. With the release of Qt 5.0 the standard approach was to use the beforeRendering and afterRendering signals to issue the custom OpenGL commands before or after the rendering of the rest of the scene, […]

Read More
Laszlo Agocs

Qt Quick with the power of OpenCL on Embedded Linux devices

Published Monday April 20th, 2015 | 9 Comments on Qt Quick with the power of OpenCL on Embedded Linux devices
Posted in C++, Embedded, Graphics, Multimedia, OpenGL, Qt Quick

Many Qt users encounter a need to integrate GPU compute solutions into their Qt-based applications. What is more, with the advent of compute API implementations and powerful GPUs on embedded devices, using OpenCL or CUDA on an Embedded Linux device is a reality now. In a previous post we looked at NVIDIA’s Jetson TK1 board […]

Read More
Kai Koehne

Qt Weekly #13: QStringLiteral

Published Friday June 13th, 2014 | 13 Comments on Qt Weekly #13: QStringLiteral
Posted in C++, Qt | Tags: , ,

QStringLiteral is a macro that allows you to create QString objects from string literals with little to no runtime overhead. However, its usage can be tricky especially in code that must compile with different compilers, like the Qt code itself. This blog post lists some guidelines to help you avoid the pitfalls. QString is the […]

Read More
Get started today with Qt Download now