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Mastering Qt  5

Mastering Qt 5

By : Guillaume Lazar, Robin Penea
3.1 (8)
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Mastering Qt  5

Mastering Qt 5

3.1 (8)
By: Guillaume Lazar, Robin Penea

Overview of this book

Qt 5.11 is an app development framework that provides a great user experience and develops full capability applications with Qt Widgets, QML, and even Qt 3D. Whether you're building GUI prototypes or fully-fledged cross-platform GUI applications with a native look and feel, Mastering Qt 5 is your fastest, easiest, and most powerful solution. This book addresses various challenges and teaches you to successfully develop cross-platform applications using the Qt framework, with the help of well-organized projects. Working through this book, you will gain a better understanding of the Qt framework, as well as the tools required to resolve serious issues, such as linking, debugging, and multithreading. You'll start off your journey by discovering the new Qt 5.11 features, soon followed by exploring different platforms and learning to tame them. In addition to this, you'll interact with a gamepad using Qt Gamepad. Each chapter is a logical step for you to complete in order to master Qt. By the end of this book, you'll have created an application that has been tested and is ready to be shipped.
Table of Contents (16 chapters)
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15
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Creating a drum track

Let's buckle up and do this project! Create a new Qt Widgets Application project named ch11-drum-machine. As usual, add the CONFIG += c++14 in ch11-drum-machine.pro.

Now, create a new C++ class named SoundEvent. Here is SoundEvent.h stripped of its functions:

#include <QtGlobal> 
 
class SoundEvent 
{ 
 
public: 
    SoundEvent(qint64 timestamp = 0, int soundId = 0); 
    ~SoundEvent(); 
 
    qint64 timestamp; 
    int soundId; 
}; 

This class contains only two public members:

  • timestamp: A qint64 (of the long long type) that contains the current time of the SoundEvent in milliseconds since the beginning of the track
  • soundId: The ID of the sound that has been played

In recording mode, each time the user plays a sound, a SoundEvent is created with the appropriate data. The content of the SoundEvent.cpp file is so boring that we will not inflict...

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