GTK+ 3.0 and GNOME 3 Programming! Any Blog or Book or Tutorial? [closed] - blogs

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations.
Closed 6 years ago.
Improve this question
I am new to gtk and gnome programming and like to study GTK+ 3.0 and Gnome 3 programming. Since both of these are recent APIs, I can't find a good tutorial or blog post about these topics. The books I found on GTK+ or GNOME programming are very old ones. So I decided to start with the latest gtk tutorial at http://developer.gnome.org/gtk-tutorial/ which currently happened to be about GTK+ 2.90.7.
I need your help to find any tutorial or blogs or any book which cover GTK+ 3.0 or GNOME 3 programming topics. Would you please share any links that you know about these topics and thank you in advance.

Well, you need to start looking here. Second, what was said before is kinda right, there are books about Gtk+ 2.x and you could apply almost everything you learn to Gtk+ 3.x programming. I started by using Gtk+ 2.x and a few time later Gtk+ 3.x went out. I changed to the new version, migrated my old code, and that was how I learn to use Gtk+ 3.x, although have to say that is a process of always learning with Gtk/Glib based programming.
My recommendation: Learn Gtk+ 2.x there's some books, and some tutorials around. I remember this. And your other tool, main tool to is to read Gnome Project code, code from nautilus, gnome-control-center, gnome-utils, etc., almost everything basic you want to make your app do, there's already done by some Gnome module.

I've just seen this book came out: "GNOME 3 Application Development Beginner's Guide"
http://www.packtpub.com/gnome-3-application-development-beginners-guide/book

Check out the 10-minute tutorials on developer.gnome.org. They are designed for GTK 3.0. (Although really not much has changed in the basics between GTK 2 and 3.)

Gtk+ Tutorials & Resources
http://www.gtkforums.com/viewtopic.php?f=3&t=988&p=72088=GTK3+with+CSS#p72088
Scroll down to the links in gtkforums.com Index: Gtk+3.x with CSS
I suggest starting in: Intro and first program
http://www.gtkforums.com/viewtopic.php?f=3&t=988&p=72088=GTK3+with+CSS#p72088
Also under the section GTK+ Programming Tutorials "GUI Toolkit" you'll find:
Official GTK+3.x "Getting Started with GTK+"
http://developer.gnome.org/gtk3/stable/gtk-getting-started.html
Official GTK+3.x "Tutorials, code samples, and platform demos in C"
http://developer.gnome.org/gnome-devel-demos/3.5/c.html.en
Also: GNOME University Project
http://www.gtkforums.com/viewtopic.php?f=3&t=178162

Why don't you start with GTK+ 2.x ? I used GTK+ 2.x for my project and changed it to GTK3+ lately. Most changes are object fields which became private and now have to be accessed via methods. Another big change in GTK3+ is the depreacation of GdkGC. Instead of GdkGC you now have to use Cairo, but cairo is already available in GTK 2.x. In my opinion moving from GTK+ 2.x to GTK3+ at a latter stadium is not a big issue. And since GTK3+ is still pretty new it is not fully supported everywhere. I.e: the latest LTS Ubuntu is 10.10 which does not run GTK3+. Neither is the GTK3+ for Windows fully supported yet.

Related

Is there a platform porting guide for Chilli Source? [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations.
Closed 7 years ago.
Improve this question
I have been planning to start porting Chilli Source to Linux but haven't found clear info on what needs to be done to port Chilli Source to a new platform.
Is there a guide for it explaining how to do it or where to look?
-Where the platform specific implementations get "selected" in the code?
-What are the bare minimum systems that a platform needs to implement and the interface they must implement?
-How to add an extra target to the project generator?
-What needs to be pre-compiled as a library and where to place them?
Basically a guide possibly with one of the existing platforms as an example would be fantastic. If not just some highlights as to where in the git repo to look for answers would be welcomed.
Thank you!
A full tutorial describing how to port the engine to other platforms is a bit beyond the scope of what can be provided here, however I can give a quick overview.
A platform backend essentially consists of:
The entry point to the application
Window creation
OpenGL context creation
An implementation of each platform specific system.
The Windows backend is a pretty good example of this: you can see the entry point to the engine in Main.cpp and the window/context creation (using SFML) in SFMLWindow.cpp.
Platform specific systems are declared abstract, requiring each platform backend to implement their own version of it. All systems are created via the Create() factory method, using the creation of the platform specific concrete system is hidden from the user. A nice clean example of this is the DialogueBoxSystem.
Only default systems require implementation on every platform - those that are created in Application::CreateDefaultSystems(). Current, this would require implementation of:
PlatformSystem
Device
Screen
FileSystem
DialogueBoxSystem
Keyboard (Only required on systems which have hardware keyboards)
PointerSystem
DeviceButtonSystem
TextEntry
The Create() factory method should return nullptr on any platform which doesn't implement the system.
Finally, you'll need to build the CSBase library for the new platform - this provides all of the third party code used by the engine: libPng, rapidxml, etc.
Hopefully that should be enough to point you in the right direction. It's also worth checking out Fzort's fork of CS which he has had running on linux: https://github.com/fzort/ChilliSource

Tutorials on Adobe Gaming SDK [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations.
Closed 8 years ago.
Improve this question
I wanted to learn game development with Adobe Gaming SDK. I have never used any of the tools before but I have good programming experience.
I am confused on how to start learning Adobe Gaming SDK. I couldn't find any tutorials or books on Adobe Gaming SDK. There is lot of information on Flash.
If I start learning Flash will I be learning Adobe Gaming SDK? What’s the difference?
Can anyone tell me, how to start learning Adobe Gaming SDK?
Is there any books or tutorials that I could use?
Note: As of September 2017 (probably earlier) the adobe gaming section of the adobe site appears to be mostly offline/dead. As such archive links have been added alongside the now-dead links.
Did you go through the official website. Look here http://www.adobe.com/devnet/games/getting-started-games.html
Link is dead: Archived version
Here's list of SDK s that might be useful for you to get started http://gaming.adobe.com/technologies/gamingsdk/
Link is dead: Archived version
This answers your Flash question
There are plenty of materials about game development in Flash/Actionscript3, but I would recommend you to learn about a game engine first. It will make your life easier and will help you make a game faster (which will boost your motivation).
Two famous Flash game engines are Flixel and Starling. Start by checking these GamedevTuts+ guides: how to learn Flixel and how to learn Starling (there is an article about how to learn Flash/AS3 too).
I would recommend you to take a look at GamedevTuts+. It has several resources about game development, from simple concepts to more advanced things. You will find articles for people with no programming experience at all. It's a great place to start as a novice game developer.
You could also use Phaser to create your games. It's an easy to learn HTML5 game engine, it doesn't require several tools to develop with (all you need is a code editor and a web server) and your game will run on any modern browser.

Open Source Alternative for Documentum [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations.
Closed 7 years ago.
Improve this question
Is there any open source alternative to Documentum CMS. While doing the evaluation for this I came across Alfresco, Nuxeo and Apache Jackrabbit. I would like to know if I missed something and If there are any other products that I missed.
Thanks in advance.
Regards
Ajai G
You pretty got the point.
Nuxeo is based on Open Source but you have to pay the license, and is pretty expensive (at this point, Documentum is better anyway.
Apache Jackrabbit, I personally never saw in action, so I don't have a clue. Apache is a strong Open Source mass of projects, so I think for a Java developer is a great point to start.
Alfresco, at last, is the best choice here, 'cuz you have Enterprise and Community versions, if you want to pay for support or note. Here, if you are/have Java developers in team, you can create a pretty nice web-app with some great tools like sharing content/workflow/full text indexing and so on.
I think it's the most complete system out there, and it really have great potential.
I work for a company that is making business with this product, and I have to say we're very happy about it.
So full disclosure - I work for Nuxeo. But I want to clear up a misconception: Nuxeo is fully open source, and does not charge for licenses. The code's on GitHub. There's only one version - no enterprise / community versions. We charge for a subscription to support, maintenance, and a customization tooling.
This is pretty much these ones, AFAIC I would go with Nuxeo
#Alch3mi5t Nuxeo is completely opensource and free (LGPL), even more than Afresco:
There is no difference between a Community and a Enterprise version, it's just the same. Customers who are paying have the same product than any other people.
What are they paying for ?
Nuxeo Studio, a online graphical tool to easily customize Nuxeo without having to edit xml nor having to write java code.
Support to get answers to questions
Hot fixes on a specific release can be easily installed from the admin center. (sources are available in github, if you are not a Nuxeo Customer, and you can rebuild these one with maven)
If you need to do more complex customization, here is where Java developers would be happy. Nuxeo has a
pluggable architecture with plugins and extension points, almost anything in nuxeo can be overridden in Nuxeo with extension points: UI, server and feature configuration, core configuration, document structures, rest services, backend DB, etc ... it's quite powerful.
There is a free and opensource plugin for eclipse to help java developers: Nuxeo IDE
don't hesitate to ask any questions on the irc channel: #nuxeo in freenode

Are there a good examples of using 'scala.swing'? [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations.
Closed 7 years ago.
Improve this question
I don't know Java or Swing, but I'm quite familiar with Scala, and I have no problems using it for my purposes. But when I try to implement a GUI, I get a lot of problems/bugs that documentation can't easily solve. I guess scala.swing examples could help a lot!
Are there any small but not trivial and well written applications using scala.swing that I could learn from?
There are many good examples in sources. I recommend checking it out.
Also, Ingo posted a nice intro to the scala.swing design.
I found that reading the sources wasn't so hard and helped a lot.
Here's a short presentation by Ken Scambler (slides here) in which he explains the basic idea of scala.swing and does some nice tricks using mixin composition to paint components.
The official scala.swing description has a number of good examples. Also, there are examples in the Programming in Scala book by Martin Odersky and others.
The last chapter (Ch. 33) in Odersky's Programming in Scala goes through the process of making a simple, but certainly non-trivial GUI spreadsheet program using Scala. It's a pretty rich GUI application and the source (as well as explanation) is all there. The chapter before it details GUI programming using scala.swing and is full of examples, but it doesn't have very many complete ones.
Scala isn't used too heavily in creating desktop applications, but it certainly can be done. If you want a GUI with a Scala application, Swing definitely does the trick (it's used in its Java form in a number of popular desktop applications, like Eclipse, and scala.swing is just a wrapper for javax.swing).
scala.swing comes with examples, likely matching "small but not trivial". This is a link to the GitHub home of Scala Swing, /test folder.
It's not enough, but it is the best start.
The Stack Overflow question Tutorial on Swing in Scala? has a reply pointing to a German tutorial, with examples (no need to speak German, keep pushing the buttons).
This tetrix example is not trivial but GUI-simple.
package root is not answering the question directly, but in these circumstances the API is a good start.

Code auto completion in an IDE [closed]

Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations.
Closed 7 years ago.
Improve this question
I use Microsoft’s Visual Studio, and find the IntelliSense code auto completion feature very useful.
Are there any alternative open source IDEs that offer a similarly useful feature? How do they compare?
I would think that an IDE that did not offer some completion capabilities would have low market acceptance.
In the Java world, Eclipse has code completion.
Eclipse does quite a good job for Java development. Actually, it does a very good job.
PHP and Python plug-ins are available too. Probably other languages as well - you didn't mention any language in particular.
Edit: According to people more experienced than myself, Eclipse can be extended to provide "VERY VERY" good support for C and C++, too.
There are many other IDEs that are open source, and most (if not all) of them feature some kind of auto completion.
Here's a link to Wikipedia's "Comparison of IDEs", which might help.
You can also probably just search Stack Overflow for "Best IDE for x development" (x being the language you work with), and you'll find many options, all of them likely to have auto-completion.
One little "plug" for my favorite: Eclipse has much more than just auto-completion. If you're developing Java, it really opens your eyes to what kinds of things an IDE can do to help you out (compiling as you write and underlining errors, giving you a one-click way to make the IDE try and fix the problem for you, which it often does, etc...).
I think you are refering to .NET IDEs as you mentioned Visual Studio.
SharpDevelop is an .NET development software that indeed offer code completion. By the way, they use a full feature open-source text editor for that called ICSharpCode.TextEditor. I extended this text editor last year to support code-completion for database queries and it was very easy.
Scintilla is what you are looking for. It is a drop in replacement for an edit control. It has auto-complete capabilities as well as a host of other goodies. It is designed for C++ though, so it may not be an option, as you didn't specify a language.