How to program such that debugging is easy? - c

I am trying to develop some very complex applications based on Image processing. I use openCV extensively. However as the complexity of my programs are increasing I am finding it very difficult to debug my programs. Just for debugging I have to develop the same algorithm in Matlab alongside. The main reason for this is that even if there is any error in the matlab code the values of the variables are retained even when the code stops running or when it crashes. Since the values are there I can use different visualization tools to analyse it; like plotting it; showing it as an image. Is there any way or feature which we can implement in C such that we can approach the same kind of behavior.

To debug vision algorithms, I highly recommend to divide your algorithm to different vision steps. Interface each step as a function to a vision environment like matlab, by building your c-program as a plugin. Then program the controller part as a matlab script instead of c. This allows you to view each vision step as an image.
Edit: You can't seem to attach the visual studio plugin using the plugin method I posted, see comment.

Related

How to build GTK GUI application as I want?

Recently I started to have a look at the GTK library in C, and wanted to create GUI application. In fact, I want to create an image application, but I don't know how to make my application looking exactly the same as my drawing, I've looked throught the gtk3-demo and also the widget factory but problems remains;
How to create GUI application, how do I know which container should I use, how do I know what kind of widget ? etc... So I have a picture of what I want to do, but I have absolutly no idea how. What is the process, what question should I ask myself in order to get my GUI application done ? Drawing of my application link
I would very much recommend you play with the Gtk3 GUI using python. You can interactively create windows, containers. Even later, it is much faster to develop the GUI in python, as many have already experienced.
Most of the Gtk3 C/C++ tutorials are available in Python too.
Glade is excellent in many cases - particularly if you want only standard behaviour of the widgets. If you even slightly wander from that straight path, things can get complicated quickly.
If it is really necessary, there are several ways to incorporate C/C++ functions into the Python GUI to make those critical apps go faster.

Making a GUI simulator in C

Hello StackOverflow Community,
I am writing a MicroMouse Simulator in C language. And I wanted something to visualize the way the maze is being solved like this -- http://www.youtube.com/watch?v=N9TkDgJNJso
I've been researching a way to accomplish this, but I haven't found anything with enough documentation to accomplish my goal.
I don't want to implement this using ASCII symbols, to me it doesn't look professional.
Is there any good GUI interfaces that I could use in C to help me accomplish this? And if so, how would I use it? I don't mind having to code in another language like Java or Python to accomplish my goal.
I saw the video that you want to make. After watching the video I feel you don't need a GUI library for this simulator program.
Here is a list of libraries that you can use.
1.OpenGL This is a 3D graphics API which also can be used for 2D and can be used with both c/c++
2.SDL This library is easy to understand for a beginner. For your program this library is better and can be used with both c/c++.
3.winBGIm This is same as the graphics.h that you found and can be used both c/c++ but it is only for windows.
If you are looking for GUI library then here's a short list.
1.GTK This is written in c and is a popular GUI library for c. You can find a GUI editor for gtk forms called glade which enables quick & easy development of user interfaces.
2.WxWidgets This is written in c++ so you have to use c++ rather than c.
3.FLTK
There are many more libraries besides these which you can find in google. You said
I do not mind having to code in another language like Java or Python to accomplish my goal.
Then for java you can use swing and If you are windows developer then use the windows form application in visual c++; then development of your program will be very easy.
SDL is one of candidate for C in order to make GUI Simulation. Lazyfoo is one of the best site I found for beginner.
SDL is strongly portable. It's written in C and there're a lot of documentation and tutorials.

Algorithm Visualization tool for C?

Are there existing algorithm visualization tool for C programs? like visualizing an execution of a C program through animated execution stack.
I recommend ddd for fancy GUI debugging visualizations. It visualizes all the data structures and makes pretty graphs and gives you access to your regular debugger.
Oracle Studio for Linux (former Sun Studio) Performance Analyzer has the timeline feature.
That is exactly an animated stack representation.
Like on this screenshot:
For C++, there are educational program visualizers that you might want to try:
VIP (Visual InterPreter), you should be able to visualize your own code by editing one of the examples on the site. Supports only a C++ subset, though.
The Teaching Machine, can be used as a Java program or an Eclipse plugin.
EDIT: Updated the The Teaching Machine link.
You can try ollydbg with the ollyflow plugin, or have a look at IDA
with its call graphing plugin (there are other plugins along these lines as well).
C Tutor - Visualize C code execution to learn C online
Is a great tool for visualizing the workflow of your C/C++ code - as well as a number of other languages. To my knowledge you cannot enter any command line arguments, but that's the only limitation I can think of. The benefits are that it is free, web based, and very intuitive.

gui in linux using gcc

hi every one i want ask that i have made a program and i have store a data in csv file. now i want a gui which includes buttons which upon pressing opens a a file and plot a graph.is there a way through which i can add gui in my program using gcc.and also i want to ask how can i make a moving graph just like ECG.
thank alot.
Have you looked into using a toolkit like GTK+, if not i would suggest you check it out. GTK+ is written natively in C so i think it should work for you.
Rephrasing your quesiton:
You have a C program that stores data in a csv file. You wish to display this information as a graph but don't know how to build a GUI or graphical display. Further, you want animation (it would be good if you linked to what "ECG" is) probably to display temporal aspects.
If I have this right, I suggest you learn the GTK and Cairo libraries and use those to build your GUI. Build GUI's is tedious and unrewarding work (to me), particularly in C. I'd think hard about if you really want to bother making a GUI instead of doing something simple like calling out to gnuplot to build the graph as a file that the user can open, though this won't get you any animation.
I suggest you switch your project to C++ and use Qt for your GUI.
If gcc is not a requirement, then check out SciPy or Octave.

2D game development basics

I would like to write some simple Mario-like game from scratch using language C. But honestly I have no idea how to do so, and I canĀ“t find any good tutorial for this, which is for free.
But to the actuall question, I have only written WinAPI programs so far, so all event handling and user input was handled by OS, with minimum work, But to develope game, with for example menus with non-rectangular buttons, animations, and so, I guess, there is no such thing in WinAPI taht could help me with this more than just some basic routines mouse pointer location and keypresses.
So, is the right way to write your game to write entire draw part of game engine by manipulating objects for player, enemies, and even background yourself, and than just use directdraw for output to screen?
EDIT:
I actually want to learn how to write games from scratch, becouse it must be great programming experience, and if you consider games like Commander Keen on DOS, created with no framework or libraries, but still so great.
A good approach to this would be to have a look at the SDL library. I'm not saying it's necessarily the best library for 2D games, but it's easy to get started with and the web is flooded with tutorials and open source code samples for simple homebrew 2D games written using SDL.
I do recommand the SDL too, but you should definitely have a look on lazyfoo tutorial, which is just great.
When I started programming I started doing it with Allegro, back in the good old DOS days. It was the first usable library which worked with SVGA libraries, and had a good sprite support. Then version3 came and they added support for windows (using GDI and Directy X, you could choose at runtime which engine to use). The linux port came to life, and all is good.
It's a very basic 2D library, and it will teach you the very basics of graphics and animations. Now it even contains audio support which is a very needed addition (well, I still remember V 2.9X...). They are in betas for version 5, and I think this is an interesting project for you to look into.
http://www.talula.demon.co.uk/allegro/
What are you guys talking about, the WinAPI has low level drawing routines.
Although using an established library like SDL is probably a better idea you could create your own abstractions to the WinAPI drawing routines without too much difficulty.
Then it's just a matter of creating the while loop that has all the drawing instructions and interpreting input. For 2D games this isn't too difficult.
I also used SDL, but try to look at HGE. It requires at least DirectX 8.0 so your applications will work only on Windows but on their forum you will find many topics on how to port it to OpenGL. In my opinion HGE will be easier to learn than SDL, because SDL is a low level library and you will have to learn how to handle many things by yourself. HGE is more ready to start just out of the box.
In short, yes - there's nothing in the WinAPI that will help you much. However, there are dozens of game engines that you could build your game on that would take a huge amount of gruntwork out of creating the game itself. A bit of Googling will help you.
(Personal recommendation: although it's technically a 3D engine, something like Unity is an excellent engine that includes tutorials for creating 2D games. Unity isn't C, but it does make your life a lot easier...)
EDIT: I actually want to learn how to write games from scratch, becouse it must be great programming experience, and if you consider games like Commander Keen on DOS, created with no framework or libraries, but still so great.
This is actually not quite right. Commander Keen (and any DOS games) do use libraries: the ones provided by DOS, BIOS, etc. Without libraries of one form or another, you wouldn't be able to do anything useful with C. For game programming, you really do want to leave all the low level details to someone else.
I'd recommend Allegro as a beginning game programming library.
Check out this one Game dev starting
They have realy a big resource related to game programming and a lot of beginner stuff. SDL is good, but you should consider about learning basic game techniques before start coding and even before start thinking about the api/libs you use.
Clear out how much "intelligence" you need (Ki), consider about loading/Saving a an early time, ... so much things that you should keep in mind if you want to finish your project.
Do you need a game editor? (Also..work) What about sound/graphics? Writing all this stuff on your own will take a lot of time (if you do not have experience). Creating the content is another big issue which can consume a lot of time, if you make it at all.
Maybe it will help you to have a look on some dev kids, because that will give you the idea how their engine works. Like this one (outdated) Dev kid
I've just started a similar project a few days ago, you can check it out over at GitHub.
It should give you some ideas about how the game is structured. As well as some details on a scrolling 2D map with collision (which turns out to be quite complicated if you want to get it 100% bug free). Oh, and it's using SDL as many here have already suggested.
As for me, this is my first C project. But I'll have to admit that I've done similar stuff in Java and Python before, so this was a good way for me to quickly learn C. And since it's learning and not any productive stuff, I'm using plain C99, which makes the task even "funnier".
But back to the game, you really need to think about your design before you start coding, write it down on a sheet of paper, or if you're like me and you don't have tree stuff in reach write it in pseudocode.
Think about as many possible game states as you can, nothing's worse than having to re-implement the whole player/map/whatever stuff from scratch just because you did not think about feature XYZ before.
Design is very important, if you don't have a goal to begin with, your project will reach a point where it fails, just like my Tuff did, well it also failed due to missing music and somebody who would have designed enemies, etc.
Speaking of graphics and such, bear in mind that the game will consist of much more than just the plain code. If you aren't good in graphics then take that into account while designing. Because you will quickly lose your motivation when the only things on the screen are colored rectangles.
Action Arcade Adventure Set (originally published as a book) is probably one of the most complete tutorials on how to write a 2D side-scrolling game. Although an older reference, many fundamentals for developing a 2D side-scroller have not changed.
Full source code examples and some tools to develop a side-scroller are provided as downloads. There is only one external library used to handle graphics primitives. As this is an older DOS program, you may have to use a DOS emulator like DOSBox or modify the examples for more modern environments.
I suggest you skim chapters 1 to 9 and focus on chapters 10 to 17.

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