Book Image

Hands-On High Performance Programming with Qt 5

By : Marek Krajewski
5 (1)
Book Image

Hands-On High Performance Programming with Qt 5

5 (1)
By: Marek Krajewski

Overview of this book

Achieving efficient code through performance tuning is one of the key challenges faced by many programmers. This book looks at Qt programming from a performance perspective. You'll explore the performance problems encountered when using the Qt framework and means and ways to resolve them and optimize performance. The book highlights performance improvements and new features released in Qt 5.9, Qt 5.11, and 5.12 (LTE). You'll master general computer performance best practices and tools, which can help you identify the reasons behind low performance, and the most common performance pitfalls experienced when using the Qt framework. In the following chapters, you’ll explore multithreading and asynchronous programming with C++ and Qt and learn the importance and efficient use of data structures. You'll also get the opportunity to work through techniques such as memory management and design guidelines, which are essential to improve application performance. Comprehensive sections that cover all these concepts will prepare you for gaining hands-on experience of some of Qt's most exciting application fields - the mobile and embedded development domains. By the end of this book, you'll be ready to build Qt applications that are more efficient, concurrent, and performance-oriented in nature
Table of Contents (14 chapters)

Further reading

Real-Time Rendering, 4th Edition by T. Akenine-Möller et al. CRC Press (2018) is a very comprehensive, 1,000 page long treatment of the subject of 3D graphics and rendering. It starts with the basics and discusses every facet of graphics programming, ending with a discussion of graphics hardware. It also boasts quite an extensive list of online resources including additional downloadable chapters.

Game Engine Architecture, 3rd Edition by J. Gregory, CRC Press (2018), has a chapter on rendering that includes a discussion of the rendering pipeline, so to say condensing the 1,000 pages of the previous book to about 100. It is also a classic introduction to game programming in general.

There's also NVIDIA's book series: GPU Gems 1, GPU Gems 2, and GPU Gems 3 that are laudably and freely accessible online at https://developer.nvidia.com/gpugems/GPUGems...