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Game Programming Using Qt Beginner's Guide

You're reading from   Game Programming Using Qt Beginner's Guide A complete guide to designing and building fun games with Qt and Qt Quick 2 using associated toolsets

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781782168874
Length 512 pages
Edition 1st Edition
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Authors (2):
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Lorenz Haas Lorenz Haas
Author Profile Icon Lorenz Haas
Lorenz Haas
Witold Wysota Witold Wysota
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Witold Wysota
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Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to Qt FREE CHAPTER 2. Installation 3. Qt GUI Programming 4. Qt Core Essentials 5. Graphics with Qt 6. Graphics View 7. Networking 8. Scripting 9. Qt Quick Basics 10. Qt Quick A. Pop Quiz Answers Index

Improvements

The example we explained uses a nonblocking, asynchronous approach. For example, after asynchronous calls such as connectToHost(), we do not block the thread until we get a result, but instead, we connect to the socket's signals to proceed. On the Internet as well as Qt's documentation, on the other hand, you will find dozens of examples explaining the blocking and the synchronous approaches. You will easily spot them by their use of waitFor...() functions. These functions block the current thread until a function such as connectToHost() has a result—the time connected() or error() will be emitted. The corresponding blocking function to connectToHost() is waitForConnected(). The other blocking functions that can be used are waitForReadyRead(), which waits until new data is available on a socket for reading; waitForBytesWritten(), which waits until the data has been written to the socket; and waitForDisconnected(), which waits until the connection has been closed...

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