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)

Other examples

Maybe they didn't catch your eye, but in the preceding chapters we have already seen some examples of performance improvements that can be achieved in real life systems, such as the following:

  • Decreasing locking granularity in Windows' kernel scheduler in Chapter 5, An In-depth Guide to Concurrency and Multithreading
  • Replacing a game engine's data structures with more efficient and cache-friendly ones in Chapter 4, Using Data Structures and Algorithms Efficiently
  • Using Data-Oriented Design (DOD) to reimplement a CSS animation system in Chapter 4, Using Data Structures and Algorithms Efficiently
  • Flattening data structures in a game, also in Chapter 4, Using Data Structures and Algorithms Efficiently

We won't go over them again here just turn back a couple of pages and reread the appropriate subsections.

As we move on in this book, we...