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Foundations of Qt Development-The Expert's Voice

Foundations of Qt DevelopmentPART 1 Getting to Know Qt - In the first few chapters of this ebook, you will get acquainted with the Qt way of doing things—including using available classes as well as creating your own classes that interact with the existing ones. You will also learn about the build system and some of the tools available to help make the lives of Qt developers easier.
Chapter 1 The Qt Way of C++  - This chapter starts by taking an ordinary C++ class and integrating it with Qt to make it more reusable and easier to use. In the process, you have a look at the build system used to compile and link Qt applications as well as installing and setting up Qt on your platform.
Chapter 2 Rapid Application Development Using Qt - This chapter goes from the original idea all the way to a working application in a few easy steps.
Chapter 3 Widgets and Layouts  - The chapter alternates between using code directly and using Designer to visually build the user interface, which will teach you to understand the code that Designer generates.
Chapter 4 The Main Window - A main window is the top-level window around which an application is based. It can have a menu bar, toolbars, a status bar, and areas in which toolboxes and other supporting windows can be docked.
PART 2 The Qt Building Blocks - This part looks at the key parts of Qt in depth. The classes and techniques presented here enable you to create and modify the Qt building blocks and create custom components for your own applications.
Chapter 5 The Model-View Framework - Models and views are design patterns that frequently occur in software of all types. By separating the data into a model and rendering that model to the users through views, a robust and reusable design is created.
Chapter 6 Creating Widgets - This chapter shows you how to tweak and create widgets to suit your own needs.
Chapter 7 Drawing and Printing - All painting in Qt is performed through the QPainter class in one way or another. Widgets, pictures, delegates—everything uses the same mechanism. There is actually one exception to the rule (to use OpenGL directly), but you’ll start with the QPainter class.
Chapter 8 Files, Streams, and XML
Chapter 9 Providing Help
Chapter 10 Internationalization and Localization
Chapter 11 Plugins
Chapter 12 Doing Things in Parallel
Chapter 13 Databases - In this chapter you’ll learn how to integrate both the MySQL and SQLite databases with your Qt applications.
Chapter 14 Networking  - This chapter starts with a discussion of client-side protocols and how they can be used for downloading data. You will also have a quick look at the QUrl class, which is used for handing URLs and their different parts.
Chapter 15 Building Qt Projects - This chapter introduces some of the most common features you’ll need when you want to create more sophisticated Qt projects.
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