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Download Fundamentals of X Programming: Graphical User Interfaces and by Theo Pavlidis PDF

By Theo Pavlidis

This e-book offers an outline of the X Window method targeting features that experience major effect at the improvement of either program courses and widgets. We pay specified realization to purposes that transcend graphical person interfaces (GUIs); as a result we talk about concerns affecting games, visualization and imaging courses, and designing widgets with a fancy visual appeal. whereas the ebook doesn't imagine prior wisdom of X, it truly is meant for knowledgeable programmers, specifically those that are looking to write courses that transcend uncomplicated GUIs. X is the dominant window method below Unix, and X servers can be found for Microsoft home windows, therefore permitting pictures over a community within the notebook global. whereas Java deals an it sounds as if common snap shots library (the summary window toolkit), the truth is sort of various: For high quality portraits and picture exhibit, we needs to software at the goal platform itself (X or considered one of Microsoft’s APIs) instead of depend on Java peer gadgets. X is an unlimited topic, so it really is most unlikely to supply a whole insurance in a couple of hundred pages. hence we chosen subject matters which are primary to the method, in order that the reader who masters them will be capable of learn the documentation of the various libraries and toolkits. accordingly we offer documentation at the most vital Xlib and X toolkit capabilities only.

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Extra info for Fundamentals of X Programming: Graphical User Interfaces and Beyond

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2. 1 a single event loop is expected to handle any kind of input. This is the rule in most window programs, not only in X. 2). Such programs are called modal or said to accept modal input. The most common use of modal input is for temporary windows (popups) that usually contain a message describing the next user action. Such windows are often called dialog boxes. 2 goes into a waiting loop only when it expects a particular event; it exits the loop when the event occurs. This approach is convenient for programs that do significant computation but only occasionally look for user input.

X has an additional complication because screens can be referred to either through an integer (the screen number) or by a pointer to a screen structure. The latter specifies a screen by itself, the former only with respect to a particular display. For example to find the bit pattern corresponding to black color, we may use either of the two following macros: BlackPixel(display_pointer, screen_number) or BlackPixelofScreen(screen_pointer) The screen number is obtained using the macro: screen_number=DefaultScreen(display_pointer); 18 FUNDAMENTALS OF X PROGRAMMING The screen pointer using the macro screen_pointer=DefaultScreenOfDisplay(display_pointer); A macro also converts the screen pointer into the screen number: screen_number=XScreenNumberOfScreen(screen_pointer); Chapters 8 and 9 give examples of programs with such macros when we discuss drawing operations in X as well as additional display hardware issues.

0110. Notice that not all symbolic constants can be used as masks. Masks are quite often used for selecting members of structures. We illustrate that use with a nonX example to keep things simple. Suppose we are dealing with points in the space, where each point has three coordinates and a color: typedef struct { int x, y, z; unsigned char * c; } Point; We can create a single routine for copying points and use a flags to determine which coordinates are actually copied, for example: #define Xcoord #define Ycoord #define Zcoord #define ALLCoord #define Color 1 2 4 7 8 /* /* /* /* /* or OR or or or (1L) */ (1L<<1) */ (1L<<2) */ Xcoord YCoord (1L<<3) */ Zcoord */ copy_paint (Paint *src, Paint *dest, long mask) { if (mask & Xcoord) dest->x=src->x; if (mask & Ycoord) dest->y=src->y; if (mask & Zcoord) dest->z=src->z; if (mask & Color) dest->c=src->c: } Note: The if statements contain the bitwise AND operator (&), not the logical AND operator (&&).

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