Book Image

Cross-Platform Development with Qt 6 and Modern C++

By : Nibedit Dey
Book Image

Cross-Platform Development with Qt 6 and Modern C++

By: Nibedit Dey

Overview of this book

Qt is a cross-platform application development framework widely used for developing applications that can run on a wide range of hardware platforms with little to no change in the underlying codebase. If you have basic knowledge of C++ and want to build desktop or mobile applications with a modern graphical user interface (GUI), Qt is the right choice for you. Cross-Platform Development with Qt 6 and Modern C++ helps you understand why Qt is one of the favorite GUI frameworks adopted by industries worldwide, covering the essentials of programming GUI apps across a multitude of platforms using the standard C++17 and Qt 6 features. Starting with the fundamentals of the Qt framework, including the features offered by Qt Creator, this practical guide will show you how to create classic user interfaces using Qt Widgets and touch-friendly user interfaces using Qt Quick. As you advance, you'll explore the Qt Creator IDE for developing applications for multiple desktops as well as for embedded and mobile platforms. You will also learn advanced concepts about signals and slots. Finally, the book takes you through debugging and testing your app with Qt Creator IDE. By the end of this book, you'll be able to build cross-platform applications with a modern GUI along with the speed and power of native apps.
Table of Contents (17 chapters)
Section 1: The Basics
Section 2: Cross-Platform Development
Section 3: Advanced Programming, Debugging, and Deployment

Optimizing graphical performance

We discussed graphics and animation in Chapter 8, Graphics and Animations. In this section, we will explore factors that impact performance in graphics and animation. Graphics performance is essential in any application. If your application is poorly implemented, then users may see flickering in the UI or the UI may not update as expected. As a developer, you must make every effort to ensure that the rendering engine maintains a 60 frames-per-second (FPS) refresh rate. There are only 16 milliseconds (ms) between each frame in which processing should be done at 60 FPS, which includes the processing necessary to upload the draw primitives to the graphics hardware.

To avoid any glitch in graphical performance, you should use asynchronous, event-driven programming wherever possible. If your application has huge data processing requirements and complex calculations, then use worker threads to do the processing. You should never manually spin an event...