MFC and Diagramming libraries/ vector graphics? - graphics

Can you recommend good diagramming libraries?
I wish to draw vector graphics and make custom shapes.

Lacking a particular reason to do something else, you typically use MFC itself -- CDC::Polyline, CDC::PolyPolyline, CDC::Arc, CDC::PolyBezier, etc.
Edit: I'm afraid if you want a complete example of a vector drawing program, complete with scaling, editing, saving and opening files, and such, you're probably in the wrong place. I (along with quite a few others here) can and often will answer reasonably specific questions, but if you want examples of relatively large, elaborate programs, some place like Code Project is probably a better bet. I'm not sure they have one, but at least there you'd stand a reasonable chance. About the closest I can advise where would be to the look at the standard Scribble tutorial. It certainly uses vector drawing, and supports saving and loading files. I'm not sure, but I seem to recall it supporting scaling as well.

Related

Implementing a Text Editor

I know this question may be a bit involved, but I would like to know the basic skeleton of how to make a desktop text editor that one can use for coding. Very generally speaking, what tools should I use to display text to a window (how to display that window), and how to handle text (I think this is with a split buffer).
Not looking for any details, just a very broad and general skeleton of how this is done. I am thinking about working in Java or C++. Thanks!
I'm sorry people downvoted you without explaining why you deserve them. I'm guessing people think your question isn't educated enough? But in any case, I'll try to get you started. I am not educated enough to answer your question, but I can show you how you can answer it yourself and probably learn a lot more than you would have gotten from here.
https://github.com/vim/vim/blob/master/src/README.txt -The readme for the vim source code, which is all written in C. Not exactly C++, but the better you are at C, the better you are at certain facets of C++. And if you look at the list of source files in the readme along with their short descriptions, you do kind of get a skeleton.
Notepad++ actually is written in C++, but I suspect the GUI overhead would make it significantly harder to trace. Still, if you want, https://github.com/notepad-plus-plus/notepad-plus-plus/tree/master/PowerEditor/src

Haskell module naming conventions

How should I name my Haskell modules for a program, not a library, and organize them in a hierarchy?
I'm making a ray tracer called Luminosity. First I had these modules:
Vector Colour Intersect Trace Render Parse Export
Each module was fine on it's own, but I felt like this lacked organization.
First, I put every module under Luminosity, so for example Vector was now Luminosity.Vector (I assume this is standard for a haskell program?).
Then I thought: Vector and Colour are independent and could be reused, so they should be separated. But they're way too small to turn into libraries.
Where should they go? There is already (on hackage) a Data.Vector and Data.Colour, so should I put them there? Or will that cause confusion (even if I import them grouped with my other local imports)? If not there, should it be Luminosity.Data.Vector or Data.Luminosity.Vector? I'm pretty sure I've seen both used, although maybe I just happened to look at a project using a nonconventional structure.
I also have a simple TGA image exporter (Export) which can be independent from Luminosity. It appears the correct location would be Codec.Image.TGA, but again, should Luminosity be in there somewhere and if so, where?
It would be nice if Structure of a Haskell project or some other wiki explained this.
Unless your program is really big, don't organize the modules in a hierarchy. Why not? Because although computers are good at hierarchy, people aren't. People are good at meaningful names. If you choose good names you can easily handle 150 modules in a flat name space.
I felt like [a flat name space] lacked organization.
Hierarchical organization is not an end in itself. To justify splitting modules up into a hierarchy, you need a reason. Good reasons tend to have to do with information hiding or reuse. When you bring in information hiding, you are halfway to a library design, and when you are talking about reuse, you are effectively building a library. To morph a big program into "smaller program plus library" is a good strategy for software evolution, but it looks like you're just starting, and your program isn't yet big enough to evolve that way.
These issues are largely independent of the programming language you are using. I recommend reading some of David Parnas's work on product lines and program families, and also Matthias Blume's underappreciated paper Hierarchical Modularity. These works will give you some more concrete ideas about when hierarchy starts to serve a purpose.
First of all I put every module under Luminosity
I think this was a good move. It clarifies to anyone that is reading the code that these modules were made specifically for the Luminosity project.
If you write a module with the intent of simulating or improving upon an existing library, or of filling a gap where you believe a particular generic library is missing, then in that rare case, drop the prefix and name it generically. For an example of this, see how the pipes package exports Control.Monad.Trans.Free, because the author was, for whatever reason, not satisfied with existing implementations of Free monads.
Then I thought, Vector and Colour are pretty much independent and could be reused, so they should be separated. But they're way to small to separate off into a library (125 and 42 lines respectively). Where should they go?
If you don't make a separate library, then probably leave them at Luminosity.Vector and Luminosity.Colour. If you do make separate libraries, then try emailing the target audience of those libraries and see how other people think these libraries should be named and categorized. Whether or not you split these out into separate libraries is entirely up to you and how much benefit you think these separate libraries might provide for other people.

Why modeling/diagramming?

I'm thinking about general modeling (diagramming) standards and tools such as BPMN, UML, data modeling, etc.
Why do we need modeling?
Usually on what phase is modeling essential for you? communication? document and report?
How can you benefit from them in work or daily life?
Thank you!
You coined the most important word already: communication
Not only with others, but also with your future self. If you write an application now, and return to it after a few months pause, it will be hard to find your way around. Certainly, this depends on the size and complexity of the application in question. But having some visual representation will always be helpful.
Also, diagramming the application before actual development is a great way to wrap you head around everything. Normally, you will detect problems in you initial idea that are easy to fix at that stage. And as said, these diagrams will become helpful in the future.
Showing others how the application works internally is equally important. Everybody has a different way to approach problems. So something that is intuitive for you might seem weird in someone else's eyes. This makes it hard to grasp the concepts of an application someone else has written.
Also remember that only few of us (is any) write perfect code, and do a perfect architecture. We are human, we make errors.
Let's say for example that there is this nifty design pattern you heard of called "decorator", and you want to use it. Naturally, the word "decorator" will appear in your code, and people reading it will think: "Hey, I know this pattern. No need to read the gory details. I'll just handle it as a black-box and use it." But what if you misinterpreted the pattern and implemented it incorrectly. Now the person using it as a black-box will run into problems. These may range from small bugs to non-compiling API-calls. If you have a diagram of the whole thing, it will be much easier to pinpoint the cause.
The biggest problem with modelling is to keep the diagrams in-sync with your code. During the project life-time you will make changes. Small ones and big ones. In a perfect world, you would update the diagrams, think about it, let it sink into your brain, and then implement it. But the world's hardly perfect. So you may end up implementing something before diagramming it (if it's actually diagrammed at all). This whole process is cumbersome. Be it because the diagram software you use is crap or just simply because of time constraints.
Personally, I like to create an initial diagram. And once I'm happy with it, I dive into implementation. I won't revisit the diagram for small changes. Yes, after a while the code will deviate from the diagram, but the Big Picture is still there. If I need to make a bigger architectural change, I will revisit the diagram for sure.
What I will do however is keep the in-code documentation up-to-date. Most documentation extraction tools (like javadoc) give you the possibility to use markup which is useful to make the generated docs readable and usable. Especially when using hyperlinks.
So, coming back to one of your points, where you ask what the benefit is during the daily developer life, I think that the larger diagrams don't make that much of a difference there. Simply because once you grasped the concepts of the project, you will not need the diagram anymore as you peruse the codebase on a daily basis. What comes in handy though are proper code docstrings. Primarily because many IDEs display them while coding, or at least make it easy to jump to them. With diagrams, that's not so much the case.
Diagrams however are useful to get started quickly with a project.
One more thought about flow-charts/activity-diagrams: I find these mostly useless. except for complex algorithms, as it helps you visualize the cyclomatic complexity. But quite honestly, I have never needed to write a complex algorithm myself. I always found ready-to-use implementation in either the standard library or in a third-party library.
And one final note: This question should have been posted on https://softwareengineering.stackexchange.com/ ;)
I can only speak for flowcharts and diagrams for state machines, but the answer might apply also here: If you chart something, you are forced to think about your underlying stuctures. Usually bad structures tend to be more hard / ugly to draw as a diagram.

Convert MFC Doc/View to?

My question will be hard to form, but to start:
I have an MFC SDI app that I have worked on for an embarrassingly long time, that never seemed to fit the Doc/View architecture. I.e. there isn't anything useful in the Doc. It is multi-threaded and I need to do more with threading, etc.
I dream about also porting it to Linux X Windows, but I know nothing about that programming environment as yet. Maybe Mac also.
My question is where to go from here?
I think I would like to convert from MFC Doc/View to straight Win API stuff with message loops and window procedures, etc. But the task seems to be huge.
Does the Linux X Windows environment use a similar kind of message loop, window procedure architecture?
Can I go part way? Like convert a little at a time without rendering my program unusable for long periods of work?
Added later:
My program is a file compare program (sounds simple enough.) So, stating my confusion in a simple way, normally a document can have multiple views, but in this app, I have one view with multiple (two) documents (files). I have a "compare engine" that I first wrote back in the DOS days, that is the heart of the program and the view is just looking at the output of that routine. Sometimes I think that some of my "view" code could make sense in a "document" class but I hardly know where to begin to separate it into more classes. I have recently started reading "Programming Windows" 5th Ed. by Charles Petzold, (I know that is quite out of date (C) 1998) hoping to get a better understanding of direct Windows programming.
I get overwhelmed with the proliferation of options like C#, NET, MFC, MVC, Qt, wxWidgets, etc.
I find I am often stuck trying to understand something going on in the MFC framework because something in my code doesn't work as it seems it should, but the problem is that I don't really understand how MFC is handling things in the background. That is why I am trying to learn "straight Windows programming" where my program has all the message passing code that I write. I hope this helps give enough insight into my question so someone can guide me on my way.
X works enough differently that a raw Windows program and a raw X program probably wouldn't be able to share much UI code at all.
If you want portability between the two, chances are pretty good that you want to use something like Qt or wxWidgets. Of the two, wxWidgets is more similar to MFC, so it would probably require less rewriting, but would maintain (more or less) the same "disconnect" you're seeing between what you want and what it provides.
Without knowing more about your application, and why it doesn't fit well with MFC, it's impossible to guess whether Qt would be a better fit or not. An immediate guess would be "probably not".
MFC uses a "document/view" architecture, where Qt uses the original Model-View-Controller architecture. For the most part, MFC's Document class is equivalent basically a Model and a Controller rolled into one -- so if your Document contains nothing useful, in Qt you'd apparently have both a Model and a Controller, neither of which did much that was useful.
That said, I have to raise a question about why your Document currently doesn't do much. The MVC pattern has proven applicable to a wide variety of problems, so while it's possible it can't work well for your problem, it's also possible that it could work well, and you're simply not using it. Without knowing more about what you're doing, it's impossible to even guess at that though.
Edit: Okay, the clarification helps quite a bit. The first thing to realize is that a Document does not necessarily equate to a file. Quite the contrary, a document can perfectly reasonably relate to an arbitrary number of files.
Just for example, consider a web browser. All the data needed to compose the page its currently displaying would reasonably be part of the same document. Depending on your viewpoint, that's either zero files, or a whole bunch of them (it will start as an arbitrary number of files coming from the server(s), but won't necessarily be stored as files locally at all). Storing any of it as a file locally will be a (more or less) accidental by-product of caching, and mostly unrelated to browsing per se.
In your case, you're presumably reading the two (or three?) files into memory and storing them along with some sort of data structure to hold the result of the comparison. After the comparison is complete, you might or might not discard the contents of the files themselves. I think it's safe to say that the "normal" separation of responsibilities would be for that data and the code that produces that data to be in the Document.
The View should contain only the code to take that result from that data structure, and display it on screen. Nearly the only data you normally want to store in the View would be things related to how the data is presented (e.g., things like a zoom level or current scroll position). Likewise, the code in the view should relate only to displaying the result and reacting to user input, NOT to "creating" the data in the first place.
As such, I think your program could be rewritten to use the Document/View pattern more effectively, or could be rewritten to use MVC. That, in turn, means a port to Qt could/would probably work just fine -- provided you're willing to put some time and effort into understanding how it's intended to work and then make what may be fairly substantial changes to your code to work the way it's designed to.
As I commented previously, wxWidgets is more like MFC in this respect -- it uses a Document and View, not a Model, View, and Controller. It's also going to work best if you do some rewriting to separate responsibilities the way it's designed for. The good point is that it's probably a bit easier to do that one step at a time: rewrite the code in MFC, which which you're already familiar, and then port it to wxWidgets -- but given the similarity between the two, that "Port" will probably be little more than minor editing -- often just changing some names from C* to wx* is just about enough. To my recollection, the only place I've run into much work was in creating menus -- with MFC they're normally handled via resources, but (at least a few years ago when I used it) wxWidgets normally directly exposed the code that created the menu entries.
Porting to Qt would probably be more work -- you pretty much have to learn a new framework, and substantially reorganize your code at the same time. The good point is that when you're done, the result will probably be somewhat cleaner, though given what you're doing, the difference may be pretty minor. In a Document/View, the View displays data, and reacts to user input. In a Model/View/Controller, the View only displays data, but user input (that modifies the underlying data) goes through the Controller. Since you (presumably) don't expect to modify the underlying data, the only user input involved probably belongs in the view in any case (e.g., things like scrolling). It's barely possible you might have a few things you could put in the Document/Model that would be open to change (e.g., things like the current font or colors the user has selected).

Best thing for 3D and raytracing

I want to play around with some graphics stuff. Simple animations and things. I want to fool around with raytracing too. I need help finding a library that will help me do these things. I have a few requirements:
Must be able to do raytracing
Must be for a high level language (python, .NET, etc.). Please no C/C++
Must have good documentation, preferably with examples.
Does anyone know of a good library i can use to fool around with?
Have a look at blender.org - it's an open-source 3d project with python scripting capabilities.
First thing that come to my mind is the popular open source P.O.V Raytracer (www.povray.org). POV scenes are defined entirely with script files, and some people made Python code to generate them easily.
http://code.activestate.com/recipes/205451/
http://jabas-unblog.blogspot.com/2007/04/easy-procedural-graphics-python-and-pov.html
I'm not aware of any libraries that satisfy your request (at least not unless I decide to publish the code for my own tracer...).
Writing a tracer isn't actually that hard anyway. I'd strongly recommend getting hold of a copy of "An Introduction to Ray Tracing" by Glassner. It goes through the actual math in relatively easy to understand terms, and also has a whole section on "how to write a ray tracer".
In any event, a "library" isn't all that much use on its own - pretty much every ray tracer has its own internal libraries but they're specific to the tracer. They typically include:
a base class to represent 3D objects
subclasses of that for each geometric primitive
vector and matrix classes (3D and 4D)
texturing functions and/or classes
light classes of various types (point light, spot light, etc)
For my own tracer I actually used the javax.vecmath packages for #3 above, but had to write my own code for #1 and #2 based on the Glassner book. The whole thing is well under 2k lines of code, and most of the individual classes are about 40 lines long.
I believe there are few people putting together ray-tracers using XNA Game Studio.
One example of this with code can be seen over at:
Bespoke Software ยป Ray Tracing - Materials
The well developed raytracers that are open source are
Yafray
Povray
For realtime 3D (it will be language dependant of course) there is JMonkeyEngine (Java) not sure whether that meets your "high level language" requirement.
You could consider a 3D game scripting language too, like GameCore or BlitzBasic

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