Programming in c graphical interface. Creating a GUI with Qt

Good day! In this tutorial, we will create your first GUI application in MS. visual studio. It will be a kind of "Hello World" for graphical applications. I will say right away that Windows usage Forms is not the only way for C# programmers to create graphical applications (applications with a graphical user interface), but it's a good place to start learning. And so, we launch Visual Studio.

Launched? Then to business! We go to the main menu and select the item "File - New - Project", as shown in the figure below.

In the window that appears:

  • on the left side, select "Templates - Visual C # - Windows";
  • in the main area, select the element "Windows Forms Application";
  • in the lower part of the window, enter the name of the project and indicate its location on the disk.

In general, as shown in the figure below.

Did you specify what you need? Then click on the "OK" button. Now you should see something like this (the main areas are highlighted with rectangles):

In the image above, I've labeled the main areas: the designer area (top left), the solution explorer area (top right), and the properties area (bottom right). These are the areas we will work with most often.

In the designer area, there is now an empty “form”, this is the so-called window, in this case, the main window of our program. The properties area displays the properties of the element selected in the designer, in this case, our form, but the solution explorer area contains project files, including those related to the forms (windows) of the program. And now, let's change our form a bit, and run this first application.

To do this, select the form in the designer (for this, you can simply left-click on the form) and go to the properties block, in which we find the line "Text" (the word is text, we are looking for it in the left column), as shown in the figure below.

Property "Text" of the main form of the application

Please note that the left column shows the name (property name), and the right column shows its value.

In this case, we are dealing with a text property, and its value is displayed in the window title, so let's now put something of our own there, for example, something like: "Main window", as shown in the figure below:

Now, you can build the project and run it. To do this, go to the main menu and select "Build - Build Solution". And then we launch the application, for this we select the item "Debug - Run without debugging" in the main menu. As a result, you should see the following window.

In the next lesson, we'll look at simple job with the form designer, and setting up GUI elements, and this lesson came to an end, we created the first graphical application, built it and launched it.

Hello everyone. In my previous lessons, I talked about creating console applications in the Borland C++ Builder environment. Starting from this lesson, we will learn C++ using graphical applications as an example. Who wants to learn how to create consoles. Can read the book "The Art of Building Console Applications in C++". Our first application will be a program that displays a random number. We open borlandyayu, just do not create a console application. After launch, the following form will appear on the screen:

At the top there will be a toolbar:

On the right, the Object Inspector and the Form List:

Components (unlike BASIC) are already divided into tabs. By name, it is not difficult to guess what type of components are placed on the tab. Open the standart tab and place the components on the form like mine:

The button will be labeled Button1. She needs to be changed. In the lower left window of Borland, the properties of the components are shown; they must be changed to ours:

At the button Caption (Inscription) change to Generate

For label Label1, change the Caption property to Number

In Edit1, the Text property (the text in the edit itself) is simply erased.

After these manipulations, the form will look like mine:

We've finished with the visual style, by the way, most of the properties in Borlyad look like BASIC or Delphi. Experiment with them.

Now let's talk about events. Each component has events, they contain code that will be executed when certain conditions are reached. For example, for a button, the code in the Click event will be executed when we click on it, etc.

Today we will only use the Click event. Click twice on the button and get into the code window:

The Click event for the button was automatically generated. The code, like a console application, is placed between curly braces. We write the code:

Void __fastcall TForm1::Button1Click(TObject *Sender) ( double aaa; //Put the number generated by the processor here String count; //Write the same number, but reduced to a string randomize; //This is necessary so that the numbers do not repeat aaa=random (34)*43646; //Generate any number count=FloatToStr (aaa); //Translate the number into a string using the FloatToString function Edit1->Text=count; //Output a string variable into the text window)

The algorithm is simple, we declare a variable to store a fractional number in it, and a variable for the number in string form. The fact is that the immediately generated number cannot be displayed in a text box (there will be an error. A text was expected and a number was received), so using the FloatToStr function we translate the number into a string and display it in a text box. For output, we turn (using the -> sign (similar to a dot in vb)) to the Edit1 text property and display the text there. That's all for now.

By the way, a backfilling question: who breeds faster computer viruses, Chinese, or rabbits?


Comments()

Vitay

artyomka

"randomize; //This is necessary so that the numbers do not repeat." I still keep repeating. what to do?

Andrey

There are 2 options 1-use "randomize();" or in line 6 complicate the function e.g. add more seconds

Andrey

"seconds" or the result of adding two pseudo-random numbers divided by seconds - the more factors, the more unpredictable the number is

artyomka Alexey(alex13sh)

randomize
this is so that the numbers do not repeat when the program is turned on
well, that is. turned on the program, press the button several times
1)5
2)47
3)86
this is me in whole numbers
well, if you turn off the program and turn it on again, when the button is pressed serially, there will be the same numbers with the same sequences
this is without randomize, but this will not be removed

And what is repeated in this way
1)3
2)69
3)1
4)3
5)8
6)1
THIS DOES NOT APPLY TO randomize
to avoid this Andrey already answered))

Begzod

I have visual c++.net on my computer. I can not find textbooks, source codes for it. Help pzhs.

Ali05

I saw in the bookstore a textbook on Visual C ++.Net "Nikita Kultin Programming Basics in Microsoft Visual C++ 2010", it just shows how to create graphic applications under Windows (WinForms).

Coolhacker Nintendo

I wonder what is his "bad"?

Coolhacker

In the absence of the ability to properly present the material and accustoming you, gentlemen, to a bad programming style, a la transliterated variable/function names.

Edward Coolhacker

Ministry of Education and Science of the Russian Federation

Federal State Budgetary Educational Institution

higher professional education

"UFA STATE OIL

TECHNICAL UNIVERSITY"

Department of Computer Science and Engineering Cybernetics

Creating a GUI Application in Microsoft Visual Studio 2010

Teaching aid

for laboratory and practical classes

with students of the direction

230100 (09.03.01) "Informatics and Computer Engineering"

The teaching aid provides theoretical information, tasks for practical and laboratory work of the course "Programming".

The manual is addressed to teachers of the discipline, as well as students of the direction: 230100 "Informatics and Computer Engineering".

Compiled by: Gabdullina A.A., Art. lecturer at the department VTIK

Druzhinskaya E.V., Art. lecturer at the department VTIK

Reviewer: Filippov V.N., Ph.D., Associate Professor of the Department. VTIK.

1. Theoretical information 4

1.1. Basic concepts 4

1.2. Acquaintance with Windows application Form in Microsoft Visual Studio 2010 4

1.3. Form 7 control

1.5. MessageBox 9 function

1.6. TextBox Control 10

2.Practical task. Introduction to Windows Form Application in Microsoft Visual Studio 2010 12

2.1. Assessment structure for completed work 12

2.2. Procedure for performing practical work 12

3. Laboratory work. Application Development in Microsoft Visual Studio 2010 16

3.1. Lab order 16

3.2. Task 1. Tabulation of a function and calculation of its values ​​in the specified interval with a given step 16

3.3. Individual tasks 19

3.4. Task 2. Processing two-dimensional arrays 21

3.5. Individual tasks 27

  1. Theoretical information

  1. 1.1. Basic concepts

Automation of information processes is currently represented, first of all, by the development of a software application with a graphical user interface (GUI) that manages data flows.

Graphical User Interface (GUI) is a system of means for user interaction with a device based on the presentation of all system objects and functions available to the user in the form of graphical screen components (windows, buttons, scroll bars, etc.).

Most often, the interface elements in the GUI are implemented on the basis of metaphors and display their purpose and properties, which makes it easier for unprepared users to understand and master programs. Thus, the user's work is carried out with screen forms containing control objects and toolbars with action buttons for processing.

A standard graphical user interface must meet a number of requirements:

Maintain the information technology of the user's work with the software product;

Focus on the end user who communicates with the program at the external level of interaction;

Satisfy the “six” principle, when no more than 6 concepts are included in one menu bar, each of which contains no more than 6 options;

    maintain a standardized purpose of graphic objects and, if possible, their location on the screen.

In object-oriented programming, we deal with classes and objects. Objects are composite data types: they combine multiple values ​​into a single unit and allow us to write and store those values ​​by name. In other words, an object is an unordered collection of properties, each with a name and a value. The named values ​​contained in an object can be either primitive types, such as numbers or strings, or other objects.

When developing non-console applications, the main concept is the Form.

A form is a container for hosting design environment controls.

Properties - the ability to access information stored in this element.

Methods are a set of actions that an object can perform.

An event is an action recognized by an object (for example, a mouse click, a key press), for which a response can be programmed, i.e. object's response to the event.

Last update: 05/26/2019

In Xamarin.Forms, the visual interface is made up of pages. The page is an object of class Page , it occupies the entire screen space. That is what we see on the screen mobile device is a page. An application can have one or more pages.

The page accepts one of the layout containers as content, which in turn contains standard visual elements such as buttons and text fields, as well as other layout elements.

Let's take the HelloApp project created in the previous topic (or create a new one). By default, the entire interface is created in the App class, which is located in the App.xaml.cs file and represents the current application:

Its default code is:

Using System; using Xamarin.Forms; using Xamarin.Forms.Xaml; namespace HelloApp ( public partial class App: Application ( public App() ( InitializeComponent(); MainPage = new MainPage(); ) protected override void OnStart() ( // Handle when your app starts ) protected override void OnSleep() ( / / Handle when your app sleeps ) protected override void OnResume() ( // Handle when your app resumes ) ) )

The App class starts with the constructor, where the InitializeComponent() method is first called, which initializes the object, and then the MainPage property is set. Through this property, the App class sets home page applications. In this case, it is defined by the HelloApp.MainPage class, which is the class defined in the MainPage.xaml and MainPage.xaml.cs files.

But this path is not the only one. Xamarin.Forms allows you to create a visual interface either using C# code or declaratively using the xaml language, similar to html, or a combination of these approaches.

Creating an interface from C# code

Let's add a regular C# class to the HelloApp project, which we'll call StartPage .

And define the following content in this class:

Using Xamarin.Forms; namespace HelloApp ( class StartPage: ContentPage ( public StartPage() ( Label header = new Label() ( Text = "Hello from Xamarin Forms" ); this.Content = header; ) ) )

This class represents a page, so it inherits from the ContentPage class. The constructor creates a label with text, which is set as the content of the page (this.Content = header).

To designate MainPage as start page, change the App class:

Using Xamarin.Forms; namespace HelloApp ( public partial class App: Application ( public App() ( InitializeComponent(); MainPage = new StartPage(); ) protected override void OnStart() ( // Handle when your app starts ) protected override void OnSleep() ( / / Handle when your app sleeps ) protected override void OnResume() ( // Handle when your app resumes ) ) )

The MainPage property now points to the newly created StartPage.

It is also worth noting that Visual Studio has a ready-made template for adding new page classes with the simplest code. So, to add a new page, you need to select the Content Page (C#) template when adding a new element:

This class is added to the main project of the solution (in this case it is HelloApp).

The added page class will have the following code:

Using System; using System.Collections.Generic; using System.Linq; using System.Reflection.Emit; using System.Text; using Xamarin.Forms; namespace HelloApp ( public class Page1: ContentPage ( public Page1() ( Content = new StackLayout ( Children = ( new Label ( Text = "Hello Page" ) ) ); ) ) )

This class will also inherit from the base ContentPage class and will have almost the same organization as the MainPage class created above.

And also in the application class, we can set this page as the start page:

Using Xamarin.Forms; namespace HelloApp ( public partial class App: Application ( public App() ( InitializeComponent(); MainPage = new Page1(); ) //........... ) )

5

I have made many different sections of the Nintendo DS GUI system like buttons and textboxes and checkboxes but I need a way to hide these classes in one Gui class so that I can draw everything on the screen all at once and check all the buttons at once to check if any buttons are pressed. My question is what is the best way to organize all classes (like buttons and textboxes) into a single GUI class?

Here's one way I thought, but it doesn't seem right:

Edit: I am using C++.

Class Gui ( public: void update_all(); void draw_all() const; int add_button(Button *button); // Returns button id void remove_button(int button_id); private: Button *buttons; int num_buttons; )

This code has a few problems, but I just wanted to give you an idea of ​​what I want.

  • 5 responses
  • Sorting:

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2

This question is very similar to the one I was about to post, only mine is for Sony PSP programming.

I've been looking for something for a while, I've consulted some books and VTMs, and so far this is a rough idea of ​​simple ui systems.

Class uiElement() ( ... virtual void Update() = 0; virtual void Draw() = 0; ... ) class uiButton() public: uiElement ( ... virtual void Update(); virtual void Draw() ; ... ) class uiTextbox() public: uiElement ( ... virtual void Update(); virtual void Draw(); ... ) ... // Other ui Elements class uiWindow() ( ... void Update (); void Draw(); void AddElement(uiElement *Element); void RemoveElement(uiElement *Element); std::list elements; ... ) void uiWindow::Update() ( ... for (list ::iterator it = Elements.begin(); it != Elements.end(); it++) it->Update(); ... ) void uiWindow::Draw() ( ... for (list ::iterator it = Elements.begin(); it != Elements.end(); it++) it->Draw(); ... )

princple is the creation of the window and the attact elements user interface to it, and call the draw and update methods from the corresponding main functions.

Nothing works for me yet, as I'm having problems with the drawing code. With various APIs on PC and PSP, I'm looking at wrapper code for OpenGL and psp gu.

Hope this helps.

0

One useful strategy to keep in mind could be the composite pattern . At a low level, it can allow you to more easily handle all GUI objects (and collections of objects) once they've been created. But I don't know anything related to GUI design, so one place to find general inspiration is in the source code of an existing project. WxWidgets is a cross-platform GUI with an accessible source code. Good luck with your project!

0

3

For those interested, here is my open source, BSD-licensed GUI toolkit for the DS:

Subject2k's answer is pretty good, but I would seriously recommend having code that contains child interface elements in the uiElement base class. This is the pattern I followed in Woopsie.

If you Not support this in the base class, you will run into serious problems when trying to implement anything more complex than a text box and a button. For example:

  • Table bars can be modeled as multiple buttons grouped under a single parent UI element that provides mutual exclusivity of selection;
  • Groups of radios (over time);
  • Scrollbars can be represented as a slider/gutter element and an up/down button;
  • Scroll lists can be represented as a container and several user interface elements.

Also, it's worth remembering that the DS has a 66 MHz processor and 4 MB of RAM, which is used both to store your program and to run it (DS disks are loaded into RAM before they run). You really should consider it as an embedded system, which means there is no STL. I removed the STL from Woopsi and managed to save 0.5MB. Not much by desktop standards, but it's 1/8 of the total available DS memory consumed by STL garbage.

I detail the whole process of writing a user interface on my blog:

It includes a description of two algorithms I came up with for screen redrawing, which is the tricky part of creating a GUI (one just breaks rectangles up and remembers visible areas, and the other uses BSP trees, which is much more efficient and easier to understand), optimization tips, etc. d.



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