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)

Chapter 8

  1. Which OpenGL version will be used if your application uses the ANGLE driver? And what is an ICD?
    It will be OpenGL ES 2.0, which is actually an embedded standard, but it will also be used on a desktop if your Windows installation doesn't have an OpenGL driver properly installed! An ICD denotes an Installable Client Driver, which will hook itself in Window's libopengl32 library to provide an OpenGL implementation better than the supported OpenGL 1.1.
  1. Which draw calls of QPainter are safe to use in the critical path?
    Simple compositions, simple transformations, rectangle fills, rectangular clipping, and drawPixmap().
  2. You can see the following OpenGL code we used in one of the examples:
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(-0.5, -0.5, 0);
...

What is your reaction?
Come on, that's some deliberate, possibly deprecated OpenGL 1.0 stuff...