Going from console to win32 applications [closed] - c

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After some time coding in c in a simple console, I decided I wanted to try and code an actual Win32 application. However, upon selecting the option, the sheer amount of unknown code that surfaced on my IDE (Visual Studio 2013) just to open a blank window was overwhelming, as I don't understand half of it's meaning or even what to do, since, even simple printf commands yield no result... Can someone point me to a way to understand the differences between console and application? Or at least someway I can insert my current coding knowledge in an application environment?

Working with the Windows API can be quite the experience for a newcomer. The act of opening a window does, certainly, involve a lot of boilerplate code. The good news is a lot of that boilerplate rarely changes, and when it does it'll be for very special circumstances that you can go research. That's why Visual Studio spits the whole mess out for you by default.
There are plenty of resources to learn with, including Microsoft itself: https://msdn.microsoft.com/en-us/library/bb384843.aspx
To help situate you, understand that a lot of what you're looking at that's probably confusing are typedefs used on primitive types. This helps maintain backwards compatibility with programs created for older versions of Windows, and adds semantic meanings to types. A lot of the preprocessor stuff you see in header files is actually conditional compilation - it's checking what environment you're compiling in, what version of Windows, etc. and then providing the correct typedefs so that what actually compiles works on the desired Windows platform. Stuff that's greyed out in VS2013 is stuff that Intellisense sees isn't going to be compiled based on the current #defines and a lot of it may be relatively ancient. A big part of the Windows API for a long time was a strong desire to not break backwards compatibility. This was a huge advantage for Windows, because it means my program you wrote for Windows 3.1 isn't going to be hosed by Windows 95 rolling out. Or XP, 2000, Vista, 7, 8, 10, etc. It does mean a lot of stuff makes it into the API and stays there.
They try to hide a lot of that in the headers, but you'll also see deprecated input variables to functions and the like (this parameter should always be NULL...etc), and you just have to read the documentation. Thank the internet.
For example, an LPCSTR is just a const char*, but the LPCSTR signifies that it's a null-terminated constant string. In fact, you may see that's it's not a const char*, but a CONST CHAR* where CONST and CHAR are #defines themselves to make sure the correct keywords and types are used. In your case it'll probably end up being just normal const char*.
My suggestion, rather than diving into about as complicated a C-API as possible, is to look at something like SDL. SDL is a much simpler C API designed to provide an interface to the operating system's windowing, graphics, and input, while hiding the dirty details of the API, be it Windows, Mac, or Linux. https://www.libsdl.org/
It uses openGL for its graphics. If you're making any kind of game you'll be using some kind of graphics API to talk to the video card. The native Windows graphics API is DirectX, but openGL is the very commonly used cross-platform API. Both APIs allow you to make use of a computer's video hardware to render graphics.
Edit: I'll add, since I went off and voiced an opinion on libraries, which is why these types of questions are probably frowned upon, that I think it's fair to say that SDL is the de facto standard for C third-party multimedia libraries. Also commonly mentioned is SFML, which provides much the same functionality but is more object-oriented and written in C++.

In Visual Studio, when you create a win32 app project, click on next, and click on empty project. This will eliminate all the stuff that Visual Studio creates for a win32 app, but then you start with no files. You'll probably want to start with some simple example C program for windows from a book or web site.

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Styled cross-platform native widgets and windows [closed]

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I'm looking for a reasonably cross-platform way to render windows and widgets and style them the way I want without losing the ability to interface with the OS-preferred ways of doing things like redrawing or text input. I am also keen on knowing how Photoshop did this on Windows, as a concrete example.
I'm writing a program primarily for myself but I want to leave open a possibility to share it with others afterwards if it would be useful for more people. I want to really customize its look-and-feel but would like to keep it using native GUI libraries, such as windows forms or something more specific than just rendering my inerface to X11 windows. As I have to use it both on Windows and X11 the solution would preferably be cross-platform but I'm ready to implement multiple UI front-ends if needed, too, if it would provide reasonably consistent looks on both systems. OSX support is a plus, but really far from mandatory. I don't see myself porting this to OSX quite yet. I have barely started.
The reason I want theming is simple: I like dark themes because they are very relaxing to my eyes. On Windows, Microsoft Visual Studio and Adobe Photoshop (Photoshop as the only one and VS by default) display a dark theme and I find it enjoyable to work with these pieces of software for the sole rest that my eyes get. However, both of these, as it seems, use Windows' native controls (I can get to individual widgets in these using Hawkeye and they seem to have descriptive class names, consistent with what they represent).
I see this done way more on Windows than on X11 systems (GNOME, KDE, XFCE on GNU/Linux), maybe because Windows' theming is as rigid as it can get and on X11 window managers and GUI toolkits (KDE with Qt comes to my mind) are really flexible at that so apps needn't implement their own styles when the user can choose them DE-wide quite freely.
I didn't really do GUI programming at all before so I feel a little lost. I would like to refrain from drawing all GUI in a window with an OpenGL context, because I like the idea of the OS drawing legible, subpixel-level text for me, according to the users' settings, and handling partial window redraws instead of full ones. I would also like to integrate with the operating system with, for example, text input. As I said, I would like to share the software some day, so it'd be nice if I don't have to make fundamental changes beforehand.
I'm using C for core code as I've grown tired of futile OOP (whose most benefits I fail to understand if I'm the only one working on the project) with C++ and just want to write code, but I see that GUI libraries for C are in deficit, so I'm ready to write the GUI front-end in another language and link it against my C object files.
Bottom line, to focus on a multiplatform example, how does Photoshop go about redrawing native Windows widgets? I see it looks very consistent on Windows and Mac. Supporting X11 would be less of a problem, as I wouldn't force my styling in the X11 version, just proxy all through a standard widget library (Gtk+? Qt?) and let the desktop environment/window managers/whatevs style it for me. Though I don't know enough on how window and widget management works on GNU/Linux desktop environments to make assumptions.
Thanks in advance.
NOTE: This is purely anecdotal and based upon my own assumptions.
Due to Photoshop's age, I would assume it uses its own custom, proprietary GUI toolkit. It may use the underlying OS's native toolkit but more than likely it just mimics the look and feel. I know Sublime Text uses a custom toolkit made by the developer.
I have made simple applications with .NET, GTK (PyGTK), and Qt (PySide). If you want to support multiple platforms I'd really recommend using a cross-platform toolkit instead of writing the GUI specific to each OS because of the amount of work involved.
I liked .NET but it's not really cross-platform (I'm not sure what all is supported by Mono).
GTK2 (via PyGTK) was fairly straight forward to us. It looked good on Linux (Ubuntu) but I could not get some custom styles working properly in Windows (unless Windows 95 looks good). I also found PyGTK's documentation lacking. GTK3 is the way forward, but last I knew it was still under heavy development and isn't stable on Windows (yet).
I will say I liked Qt (PySide) the best. I found its documentation and examples better than GTK's. It supports native OS themeing along with custom styles and themes (I don't have personal experience with this though). By default it looks native on both Windows (XP and 7), and Linux (Ubuntu).
I have no experience with wxWidgets so I have no say on it, but it is cross-platform.
I would recommend looking into using Qt, though you would have to use C++ (or a higher-level language with available bindings).

Why there is not a comprehensive c archive network? [closed]

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There are websites as collections of python/perl/R libraries. Why there is not an equivalent one for c?
I searched the internet and only found a small website calling itself CCAN. There are only a few libraries in that website.
If I need extra libraries for c programming, where can I find them? Is there an well organized website of the c libraries?
Thanks.
If I need extra libraries for c programming, where can I find them? Is there an well organized website of the c libraries?
No known to me outside of CCAN.
The problem here is that C doesn't have any even loose specification for libraries. Compare that to e.g. packages in Java or Python or Perl.
And even then, C is quite bare bone itself leaving many things for libraries to implement themselves. I/O abstraction, memory management, multi-threading, OS integration - minor differences in how libraries work with any of the resources might make them incompatible, preventing them being used in the same project.
I have seen in past some 3rd party commercial libraries for C, covering quite a lot of functionality, but frankly I can't recommend them and honestly do not even remember their names - for they often were causing more problems than really helping. (OK, I'm lying: they were rarely causing unsolvable problems: it's the numerous workarounds which were causing often the problems later.)
Otherwise, for C you might want to check the Glib and (do not get me wrong) to also check the C standard as in my experience few actually know many of the utilities already in the standard library itself. And well, Google is your friend: lots of public domain code is there for you to simply throw as-is into your project.
I don't know of anybody who's studied this in detail, though I would be curious to see the studies. I'm sure it has to do with the nature of the C programming community itself.
I think a large (maybe the primary?) part of the answer is: before the WWW, there was no such thing as a single resource for obtaining libraries for a particular language. People obtained their libraries, and knowledge of libraries, via many different means: through BBSes, mailing lists, newsgroups, and periodicals. The C community dates from this time, of course, and I've noticed a similar difference in culture regarding other languages from this period and before.
I think another part of the answer has to do with the general decentralization of C culture itself. There's no one C compiler, no one C development community, that serves as a hub and a potential point for projects to attach themselves to. And the C development community is huge, which further drives this decentralization and splintering.
In the case of C libraries, OS distributions actually do a pretty good job of collecting useful C/C++ libraries out there. (With the unfortunate exception of Windows, I believe.) They do a better job in these languages than most others, probably since C and C++ are such important systems languages on these platforms.
As far as CCAN goes, I think what would make a more worthwhile project, given the number of different distributors of C code out there, is to have a single site that links to the various libraries on their own native sites, rather than trying to get them to upload straight to CCAN. I think there's a use for this in and apart from Google, which will give you a lot of noise if you try just browsing for libraries. The question is, would you and the bulk of the C communities out there embrace such a site if it existed?
You might be amused to see how CPAN got its start: http://www.brainbell.com/tutors/Perl/CPAN_History.htm
CPAN evolved just as its community did. So the same thing could happen in the C/C++ world if the leadership and interest is there. But it hasn't happened yet.
use http://www.google.com/codesearch?q=lang:%22C%22 variant of http://www.google.com/codesearch
=> i.e. add lang:"C" in the search query
Use these web-sites:
Debian "Testing": Subsection libs
The Free Country: Free C/C++ Libraries
Free Software Directory: Category/Library
SourceForge Software Map: Software Development/Libraries/C
Upstream Tracker: List of C/C++ Shared Libraries
There is a Maven-like repository and dependency management system called Biicode.
There isn't a huge collection of libraries on there yet, but you can add forks of open source projects yourself or inform original authors about it.
EDIT: the company behind biicode is dead
EDIT2: the spiritual successor seems to be conan.io
There is a C package manager which looks promising called CLib:
github:
https://github.com/clibs/clib
tutorial:
https://dev.to/noah11012/clibs-a-package-manager-for-c-4jmi
Why do you need a website for a collection of C libraries? Just use Google.

GUI-Library for microcontroller [closed]

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I want to create a GUI driven application for a micro-controller (Atmel XMEGA) that is connected to a 128x64 dots graphics LCD (EA DOGL128-6) and 4 buttons for navigation.
Controlling the display itself (e.g. drawing pixels and characters) is no problem but in order to prevent me from reinventing the wheel I was googling for a GUI-Library/-Toolkit that is written in c, includes its source code, will run on a 32 MHz 8-bit micro-controller and provides at least the following controls:
panel (to group elements)
menu (scrollable)
icon
label
button
line-graph (optional)
But I didn't find any thing useful. Does anyone know (or better uses) such a library(preferably for free)?
I would consider rolling your own "immediate mode" GUI. Jari Komppa has a good tutorial about them. It's a lot easier than you may think, and you'll probably find most GUI libraries--even those targeting embedded systems--are a bit heavy-weight for your system.
If you insist on using a third-party library, below are a few I found. I've never used any of them and they are probably fairly expensive.
emWin
C/PEG
easyGUI
I personally used PEG (at work), but it is not for free. You just need to write a small layer of adaptation and use it. You can also look at Qt or minigui.
I also wrote a library which supports nearly any display technology: µGUI
http://www.embeddedlightning.com/ugui/
µGUI is a free and open source graphic library for embedded systems. It is platform-independent and can be easily ported to almost every micro-controller system. As long as the display is capable of showing graphics, µGUI is not restricted to a certain display technology. Therefore display technologies such as LCD, TFT, E-Paper, LED or OLED are supported. The whole module consists of two files: ugui.c and ugui.h.
This might be helpful as well
You should take a look at Contiki [wikipedia.org]
Besides being a small and elegant operating system for many 8/16/32-bit microcontrollers, it also features a GUI toolkit. It runs on the Atmel AVR!
For your convenience, here is a direct link to the The Contiki Toolkit (CTK) source code.
In addition to Judge Maygarden's list RAMTEX provide libraries specifically aimed at small graphic LCDs. Again not free, but is this is for commercial use, remember that if you did it yourself, it may take many man hours to achieve a polished product, so consider that before building your own.
At the rates my company accounts for my time (as opposed to my pay rate), if it took more than five hours, I'd be better off buying the Ramtex library (about two days if you only take my pay rate into account). If however you have the time and inclination, it is not a difficult task, and probably fun.
Rich Quinnell mentions
"... I saw a demonstration of Java applications running on an STM32-F3 MCU..."
http://www.microcontrollercentral.com/author.asp?section_id=1741&doc_id=253618
I guess it is what you are looking for?
Atmel (now owned by Microchip) actually makes a GUI library targeted at their microcontrollers.
This is part of the now called Microchip® Advanced Software Framework.
You may want to have a look at the Nano-X framework (formerly known as Microwindows): http://www.microwindows.org/
It claims to support down to a 16-bit DOS system, so I'm not sure if it's suitable for an 8-bit, but maybe the library can be pared down to just what you need.
I haven't used it, but at one point was considering looking into using it for some simple display UI (though on a 32-bit ARM system). Unfortunately, the project shifted gears before I actually did anything with it. I'd be interested in what your take on it is (or how well it works if you decide to try to use it).
We've started using easyGui and it seems good. You design the screens in a PC app then it generates the source code - making the design stage really easy.
It does most of the things on the list. Line graphs are coming soon. You can make up buttons pretty easily as reusable structures.
It comes with template drivers for lots of displays - depending on how closely the template matches your display (colour depth & interface are the biggest issues) you might be able to use the code unmodified or change it to suit.
I have been working on a similar project. Closest thing I could find are in the following links, but I doubt you will find a library with all the features you desire. These will only setup basic drawing functions, but it's a start. There are also some useful tools for bitmap converting and font creators if you dig around.
http://www.siwawi.arubi.uni-kl.de/avr_projects/arm_projects/glcd_dcf77/index.html
http://en.radzio.dxp.pl/
Almost everything else I have seen here is way overkill for what the poster seems to be asking for.
The CodeVisionAVR development environment now has graphical libraries for XMEGA.
The CodeVisionAVR C Compiler features a powerful graphic library for
LCDs with resolutions from 84x48 up to 800x480 pixels.
However, it is not free.
You can use the "Microchip Graphics Library" for free.
This includes GUI tool "Graphics Display Designer X" for designing screens and this outputs the "C" files for your designed screen.
I am using this tool which is very user friendly, but some of the widgets what you are looking you may not find.
Here is the link for GUI tool:
Click here!
NuttX is a real-time operating system for microcontrollers. The author has starting a developing some gui primitives for LCD displays for it.

Cross Platform C library for GUI Apps? [closed]

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Free of charge, simple to learn/use, Cross Platform C library for GUI Apps? Am I looking for Qt?
Bonus question: Can I develop with the said library/toolkit on Mac then recompile on PC/Linux?
Super Bonus Question: Link to tutorial and/or download of said library.
The truth is that I'm in the process of catching up on the C family (coming from web development - XHTML/PHP/MySQL) to learn iPhone development.
I do understand that C is not C++ or ObjectiveC but I want to keep the learning curve as simple as possible. Not to get too off topic, but I am also on the lookout for good starter books and websites. I've found this so far.
I'm trying to kill many birds with one stone here. I don understand that there are platform specific extensions, but I will try to avoid those for porting purposes
The idea is that I want to write the code on one machine and just compile thrice. (Mac/Win/Linux) If Objective C will compile on Windows and Linux as well as OS X then that's good. If I must use C++, that's also fine.
If you are looking for a C++ library, then Qt basically does what you are looking for. If you want to stick to pure C, then Qt is not an option.
As a C framework you could use GTK+, it works on Linux, Windows and OS X.
Take a look at the IUP Toolkit. It is written largely in C, and is also easily bound to Lua.
To complete this post Allegro has to be here =)
http://www.talula.demon.co.uk/allegro/
Allegro Game Library, have many graphics functions and a basic GUI library
And an explicit gui (and very simple) Allegro based library
http://cgui.sourceforge.net/index.html
Both multi-platform
Another option is Tk, which is a GUI library written in C. It comes with Tcl, a scripting language also written in C. These were designed from the ground up to be embedded in C programs.
One that I have considered using was the EFL, as it's quite fast, simple, small, but powerful. I would recommend diving into Elementary, their simplest GUI toolkit, and then later on, once you get comfortable with it, move to EDJE, which is not as simple, but much more powerful.
Qt is a C++ library. Other cross platform libraries that you might consider are wxWidgets (C++), and GTK (C).
All three of the presented libraries are fully cross platform. You can also look at Tcl/Tk, but that's a toolkit :).
You tagged this question about qt, which is a tag I follow. However, you are also asking with regards to c programming.
If for some strange (or domain-enforced) reason you feel you must use C and not C++, then Qt is not for you. It was designed from the ground-up as a C++ library.
Yet I'd strongly suggest questioning why your project would need to be in C. There are many benefits to C++, and the idea that C performs intrinsically better is mostly a myth. For some hard data on that, check out Bjarne Stroustrup's Learning C++ as a New Language.
If you must stick to C then there's always GTK. The underlying API of GTK+ is C, but bindings also exist for C++ called GTKmm. I'm not a big fan of it from a design perspective, but historically powered the Gnome desktop (Ubuntu's default)...and Google chose it for their version of Chrome for Linux. So it has some cred and support there.
But do note that Ubuntu is choosing Qt5 to implement their next version of "Unity" in the desktop:
https://askubuntu.com/questions/281092/why-is-canonical-choosing-qt-over-gtk-for-unitys-next-generation
EDIT: You added:
If I must use C++, that's also fine.
"Must" is a strong word, but there is practically no comparison between C++/Qt vs. C/GTK. And the latter is becoming a thing of history.
Take a look at the Ecere SDK. It offers a cross-platform GUI toolkit, and gives you eC, an object-oriented language derived from C (with all of its functionality) that is just great for building GUIs.

What is the best IDE for C Development / Why use Emacs over an IDE? [closed]

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Closed 10 years ago.
so as per one of my previous questions, I'm brushing up on my C skills.
My question is, what do people use for developing C?
Lots of people use Emacs, and have done so for years, but is it better to learn emacs than just use an IDE such as Geany or KDevelop?
Would also be interested to hear from those still using emacs, and why they use it over other apps?
Please note that I'm only really interested in the free IDEs / editors.
EDIT:
Thanks for posting links which answer some of my questions, but I guess what I'm really wondering about is:
Whether learning to edit using emacs / vim and compiling / debugging using the gcc-toolchain is worth it instead of just using an IDE, and why?
What are peoples reasons for not migrating to an IDE?
Has anyone moved from terminal-centric development to IDE development, and why did they move?
I started off by using IDEs, Microsoft or not. Then, while working on QNX some long time ago, I was forced to do with a text editor + compiler/linker. Now I prefer this simple combination––a syntax highlighting editor + C compiler and linker cli + make––to any IDEs, even if environment allows for them.
The reasons are, for me:
it's everywhere. If you program in C, you do have the compiler, and usually you can get yourself an editor. The first thing I do––I get myself nedit on Linux or Notepad++ on Windows. I would go with vi, but GUI editors provide for a better fonts, and that is important when you look at code all day
you can program remotely, via ssh, when you need to. And it does help a lot sometimes to be able to ssh into the target and do some quick things there
it keeps me close to CLI, preferably UNIX/Linux CLI. So all the commands are on my fingertips, and when I need them I don't have to go read a reference book. And UNIX CLI can do things IDEs often can't––because their developers didn't think you'd need them
most importantly, it is very much like seeing the Matrix in raw code. I operate files, so I'm forced to keep them manageable. I'm finding things in my code manually, which makes me keep it simple and organized. I do Config Management explicitly, so I know when I'm synced and how. I know my Makefiles because I write them, and they only do what I tell them to
(if you wonder if that works in "really big projects"––it does work, and the bigger the project the more performance it gains me)
when people ask me to look at their code, I don't have to learn the IDE they use
I've moved from a terminal text-editor+make environment to Eclipse for most of my projects. Spanning from C and C++, to Java and Python to name few languages I am currently working with.
The reason was simply productivity. I could not afford spending time and effort on keeping all projects "in my head" as other things got more important.
There are benefits of using the "hardcore" approach (terminal) - such as that you have a much thinner layer between yourself and the code which allows you to be a bit more productive when you're all "inside" the project and everything is on the top of your head. But I don't think it is possible to defend that way of working just for it's own sake when your mind is needed elsewhere.
Usually when you work with command line tools you will frequently have to solve a lot of boilerplate problems that will keep you from being productive. You will need to know the tools in detail to fully leverage their potentials. Also maintaining a project will take a lot more effort. Refactoring will lead to updates in make-files, etc.
To summarize: If you only work on one or two projects, preferably full-time without too much distractions, "terminal based coding" can be more productive than a full blown IDE. However, if you need to spend your thinking energy on something more important an IDE is definitely the way to go in order to keep productivity.
Make your choice accordingly.
Emacs is an IDE.
edit: OK, I'll elaborate. What is an IDE?
As a starting point, let's expand the acronym: Integrated Development Environment. To analyze this, I start from the end.
An environment is, generally speaking, the part of the world that surrounds the point of view. In this case, it is what we see on our monitor (perhaps hear from our speakers) and manipulate through our keyboard (and perhaps a mouse).
Development is what we want to do in this environment, its purpose, if you want. We use the environment to develop software. This defines what subparts we need: an editor, an interface to the REPL, resp. the compiler, an interface to the debugger, and access to online documentation (this list may not be exhaustive).
Integrated means that all parts of the environment are somehow under a uniform surface. In an IDE, we can access and use the different subparts with a minimum of switching; we don't have to leave our defined environment. This integration lets the different subparts interact better. For example, the editor can know about what language we write in, and give us symbol autocompletion, jump-to-definition, auto-indentation, syntax highlighting, etc.. It can get information from the compiler, automatically jump to errors, and highlight them. In most, if not all IDEs, the editor is naturally at the heart of the development process.
Emacs does all this, it does it with a wide range of languages and tasks, and it does it with excellence, since it is seamlessly expandable by the user wherever he misses anything.
Counterexample: you could develop using something like Notepad, access documentation through Firefox and XPdf, and steer the compiler and debugger from a shell. This would be a Development Environment, but it would not be integrated.
I have used Eclipse with the CDT plug in quite successfully.
Emacs would be better if it had a text editor in it... :-)
Use Code::Blocks. It has everything you need and a very clean GUI.
Netbeans has great C and C++ support. Some people complain that it's bloated and slow, but I've been using it almost exclusively for personal projects and love it. The code assistance feature is one of the best I've seen.
How come nobody mentions Bloodshed Devc++? Havent used it in a while, but i learnt c/c++ on it. very similar to MS Visual c++.
If you are looking for a free, nice looking, cross-platform editor, try Komodo Edit. It is not as powerful as Komodo IDE, however that isn't free. See feature chart.
Another free, extensible editor is jEdit. Crossplatform as it is 100% pure Java. Not the fastest IDE on earth, but for Java actually very fast, very flexible, not that nice looking though.
Both have very sophisticated code folding, syntax highlighting (for all languages you can think of!) and are very flexible regarding configuring it for you personal needs. jEdit is BTW very easy to extend to add whatever feature you may need there (it has an ultra simple scripting language, that looks like Java, but is actually "scripted").
If you're on Windows then it's a total no-brainer: Get Visual C++ Express.

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