UI

Carl Engh

Built with Qt: Episode II – Driving the Automotive Industry

Published Thursday June 8th, 2017 | Comments Off on Built with Qt: Episode II – Driving the Automotive Industry
Posted in Automotive, Biz Circuit, Declarative UI, Embedded World, Qt 3D Studio, SDK, UI, Wayland

Qt is putting the pedal to metal within the automotive industry with our Qt Automotive Suite offering and we have a lot of interesting automotive related #BuiltwithQt cases, videos and demos. We are attending TU Automotive in Detroit this week, where both our partners and The Qt Company will have booths displaying the latest and […]

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Carl Engh

Ready-made UI controls with Qt Quick Controls 2 – A summary

Published Wednesday May 31st, 2017 | 2 Comments on Ready-made UI controls with Qt Quick Controls 2 – A summary
Posted in Biz Circuit & Dev Loop, Declarative UI, Design, Qt Quick Controls, UI

Designing UIs with buttons, switches, dials, sliders and other UI controls is made easy with Qt Quick Controls and QML. Qt Quick Controls provides ready-made UI controls that speed up the creation of great looking user interfaces. Qt Quick Controls has a selection of built-in styles based on various design guidelines allowing you to create […]

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Carl Engh

Multiple UI processes with Qt Wayland – A summary

Published Wednesday May 31st, 2017 | 8 Comments on Multiple UI processes with Qt Wayland – A summary
Posted in Automotive, Biz Circuit & Dev Loop, Embedded, UI, Wayland

Creating multi-process UIs is a requirement for a broad range of systems across many industries, and there are a variety of use cases available. Everything from fully leveraging your hardware in a digital automotive cockpit — unifying the user experience across all screens on a single SoC, through to separating out critical safety features in medical […]

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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 […]

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Eskil Abrahamsen Blomfeldt

How to shoot yourself in the foot using only a scene graph (neat optimization trick inside)

Published Thursday January 19th, 2017 | 9 Comments on How to shoot yourself in the foot using only a scene graph (neat optimization trick inside)
Posted in Declarative UI, Dev Loop, Graphics, OpenGL, Performance, Qt, Qt Quick 2, Text and font handling, UI

I am trying to get into the habit of blogging more often, also about topics that may not warrant a white paper worth of text, but that may be interesting to some of you. For those of you who don’t know me, I am the maintainer of the text and font code in Qt, and recently I came across a curious customer case where the optimization mechanisms in the Qt Quick scene graph ended up doing more harm than good. I thought I would share the case with you, along with the work-around I ended up giving to the customer.

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Josh Clark, UX Strategist & Founder, Big Medium

Make It Magic – User Experience and the Internet of Things

Published Tuesday October 11th, 2016 | 1 Comment on Make It Magic – User Experience and the Internet of Things
Posted in Biz Circuit, Internet of Things, UI

Our interfaces are leaping off screens and onto our bodies, into our living rooms, and steadily into the most intimate spaces of our lives. There’s huge opportunity here, but also significant risk. Will the technology bend to our lives, or will it be the reverse? With a word or a gesture, we’re now able to […]

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