Re: [Development] GIMP QML exporter script (project not on Gerrit)

2015-01-08 Thread William Hallatt
Thanks for all the assistance folks.  Finally managed to submit to Gerrit
and sort out all the sanity bot's reviews :)

Have a good weekend,
William.

On 8 January 2015 at 07:37, William Hallatt goblincod...@gmail.com wrote:

 Shot, thanks Robert!  I'm making progress.

 Kind regards.
 William.

 On 7 January 2015 at 16:40, Robert Löhning 
 robert.loehn...@theqtcompany.com wrote:

 Hi William,

 you can let the commit-msg hook do that for you, see
 http://qt-project.org/wiki/Setting-up-Gerrit

 Best Regards,
 Robert


 Am 07.01.2015 um 14:56 schrieb William Hallatt:
  Hi Jens,
 
  That is exactly what I did (amongst some other, minor syntactic and
 layout
  stuff).
 
  Feel free to have a look:
  https://github.com/goblincoding/qt-labs-gimp-qmlexporter
 
  For now I am battling to figure out how to add Change-Id's with 'git
 rebase
  -i' so that I can push to Gerrit...so far no luck (it is a bit of a
  learning curve for me, my git exposure to date has involved little more
  than pushing, pulling and committing to my own personal repo's).
 
  Thanks so much for the epic work you did on this script!  It has saved
 me a
  lot of pain and suffering.
 
  Kind regards,
  William.
 
 
 
  On 7 January 2015 at 13:49, jen...@gmail.com wrote:
 
  I would actually be curious as to what functionality you are planning
 on
  adding aside from obviously updating it to Qt 5. The main reason I
  abandoned the plugin 5 years ago was the lack of support for grouped
 layers
  in Gimp at the time. I know this is no longer an issue so it should be
  possible to use layer groups in order to create and keep a hierarchy
 of QML
  items now. At least this would make it significantly better suited for
 QML
  exports.
 
  Regards,
  Jens
 
 
  On 07 Jan 2015, at 10:42, William Hallatt goblincod...@gmail.com
 wrote:
 
  Thanks for the replies!  I am making progress...now to figure out how
 to
  get the Change-Id's in after the fact...  :)
 
  On 7 January 2015 at 10:42, Liang Qi cavendish...@gmail.com wrote:
 
  I guess you mean this on github,
  https://github.com/qtproject/qt-labs-gimp-qmlexporter
 
  Then please contribute to
 
 https://codereview.qt-project.org/#/admin/projects/qt-labs/gimp-qmlexporter
 
  Good luck!
 
  Regards,
  Liang
 
  On 7 January 2015 at 08:33, William Hallatt goblincod...@gmail.com
  wrote:
 
  Good day,
 
  I forked and made some changes to Jens Bache-Wiig's original QML
  exporter script (GIMP only) on GitHub and was wondering if I could
 simply
  create a pull request for my changes?
 
  I have searched for the project on Gerrit, but it does not seem to
 exist
  there.
 
  Advice would be appreciated.
 
  Kind regards,
  William Hallatt
 

 --
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Re: [Development] Adding new third party component three.js to Qt?

2015-01-08 Thread Knoll Lars
On 08/01/15 18:05, Thiago Macieira thiago.macie...@intel.com wrote:

On Thursday 08 January 2015 12:47:04 Keränen Pasi wrote:
 Size without minification is 824kBytes. Unfortunately minification
 currently fails due to the placeholder TypedArray wrappers in Qt
Canvas3D.

Minification is to be done by the buildsystem. We need to ship the source
in 
the format that developers prefer to make modifications to.

Yes, agree. We should ship the full source if we add it.

License and size is ok for me, so feel free to add it to canvas3d. Just
add me as reviewer when you have the patch.

Cheers,
Lars

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Re: [Development] GIMP QML exporter script (project not on Gerrit)

2015-01-08 Thread Turunen Tuukka

Thanks, William.

If some of the instructions were misleading, hard to find or inadequate, please 
let us know. Intention is to make it straightforward to contribute. In addition 
to your contribution we value your feedback for improving the instructions.

Yours,

Tuukka

From: William Hallatt goblincod...@gmail.commailto:goblincod...@gmail.com
Date: Friday 9 January 2015 07:02
To: William Hallatt goblincod...@gmail.commailto:goblincod...@gmail.com
Cc: development@qt-project.orgmailto:development@qt-project.org 
development@qt-project.orgmailto:development@qt-project.org
Subject: Re: [Development] GIMP QML exporter script (project not on Gerrit)

Thanks for all the assistance folks.  Finally managed to submit to Gerrit and 
sort out all the sanity bot's reviews :)

Have a good weekend,
William.

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[Development] Upgrading the sources to C++11 keywords (Q_NULLPTR, etc.)

2015-01-08 Thread Thiago Macieira
Hello

I think it's time to institute a policy that we should fix our sources to use 
the new C++11 keywords. I'd like to propose the following.

Policy per keyword:

 * Q_NULLPTR - strongly encouraged

Use it whenever your literal zero is a null pointer. You can leave it out when 
it cannot be mistaken for a zero and it would otherwise make the source code 
harder to read.

Note that Qt still compiles with C++98, so you can't use Q_NULLPTR for 
disambiguation. For example, the new QIODevice::readLine overloads

QByteArray readLine(qint64 maxSize);
bool readLine(QByteArray *line, qint64 maxSize = -1);

In C++11, you could write
if (dev.readLine(Q_NULLPTR))// read a line and discard

But the code above would be ambiguous in C++98, so you can't use it.

Special: update code using Q_NULLPTR as you would update whitespace.

 * Q_DECL_EQ_DEFAULT - really discouraged

I can't think of any case where you could use this and let the code still 
compile in C++98, so don't use it

 * Q_DECL_EQ_DELETE - strongly encouraged, use with care

Let's the compiler print an error instead of allowing a linker error for an 
unresolved symbol.

 * Q_DECL_CONSTEXPR / Q_DECL_RELAXED_CONSTEXPR - strongly encouraged

Use where it makes sense. If possible, use the C++11 restricted constexpr as 
we have still too few compilers with C++14 relaxed constexpr support (Clang 
3.5, GCC 5), but feel free to use Q_DECL_RELAXED_CONSTEXPR when there's benefit 
for constexprness but impossible to solve in C++11

 * Q_DECL_FINAL - optional, use with care

There's a small benefit in optimisation by devirtualising calls. Use it with 
care.

Use in public classes is discouraged, since people can compile with a C++98 
and derive / override what they shouldn't.

 * Q_DECL_OVERRIDE - required in new code, don't add to old code

Always add Q_DECL_OVERRIDE for any override in new classes you write. This 
supersedes the need for the virtual keyword -- add it or not, it's up to 
you.

DO NOT add to existing classes, including for new overrides to existing 
classes. Clang 3.6 has a new warning about inconsistent use of this keyword, 
so adding to one place requires adding to all overrides in that class. 
Therefore, this needs to be done fully in each class and that's not a 
whitespace correction error.

 * Q_CONSTEXPR - use only where required

You probably don't need this. You'll need it when accessing const data from a 
Q_DECL_CONSTEXPR function. Otherwise, you won't need it.

You could use this to create a static-initialisation-time const variable of a 
non-POD type, but since our sources still compile in C++98 and we still have a 
rule against non-POD statics, you should not do this.

 * Q_DECL_NOTHROW / Q_DECL_NOEXCEPT - strongly encouraged

To public functions (all modules); any function in modules compiled with 
exception (QtCore, QtXmlPatterns, QtConcurrent).

You probably want Q_DECL_NOTHROW instead of Q_DECL_NOEXCEPT.

Do not add to functions that:
 * allocate memory
 * call functions that may throw, especially user functions
 * call POSIX cancellation points
 * have narrow contracts -- that is, you could conceivably add a Q_ASSERT on 
   input parameters

If the function is an inline template function and the exception depends on 
the template argument, use Q_DECL_NOEXCEPT_EXPR.

Non-C++11 but also useful:

 * Q_DECL_{PURE,CONST}_FUNCTION - encouraged

A pure function is a function that will return the same value if called twice 
with the same parameters. Pure functions are allowed to read from pointers 
passed to it, including the this pointer. Pure functions are not allowed to 
have observable side-effects (rule of thumb: no writing to dereferenced 
pointers or to global variables).

A const function is a function that is pure and does not dereference any 
pointers.

Quite by definition, const and pure functions cannot return void. Any such 
calls would be discarded by the compiler.

-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center

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Re: [Development] Adding new third party component three.js to Qt?

2015-01-08 Thread Keränen Pasi
Size without minification is 824kBytes. Unfortunately minification
currently fails due to the placeholder TypedArray wrappers in Qt Canvas3D.


Pasi

On 08/01/15 12:52, Hausmann Simon simon.hausm...@theqtcompany.com
wrote:

On Wednesday 7. January 2015 06.03.14 Keränen Pasi wrote:
 Hi,
 
 I¹d like to open the discussion on including the three library as part
of
 Qt 5.6 and onwards. Mainly because this would give our users a better
 experience if we¹d bundle the right, tested version of Three.js together
 with the Qt version it was tested on.
 
 I¹ve been pushing the Qt Canvas3D component onwards and timewise it
should
 be landing to Qt 5.5 release. The WebGL-like API (non-conformance
tested)
 it offers is very low level and most users will not like to work on that
 level. To that end I¹ve ported the WebGL based Three.js scenegraph
library
 available at http://threejs.org on top of Canvas3D. You can find the
 latest version from master branch at https://github.com/tronlec/three.js
 
 The reason for picking this particular library over others are:
 * It¹s one of the most active WebGL scene graph projects out there.
 * It¹s well done, with examples, API documentation etc.
 * It has excellent support form community in the form of tutorials,
 websites, discussion forums etc.
 * It is available under permissive MIT license:
 https://github.com/mrdoob/three.js/blob/master/LICENSE
 
 In Qt 5.5 we¹ll include a few examples that will have this library as
part
 of the examples.
 
 The library will for now at least need some porting effort to make it
run
 on top of Canvas3D as there are some HTML depencencies that need to be
 handled, plus V4VM has a few quirks that need to be accounted for.
 Hopefully some of the V4VM quirks are bugs and will be fixed in due
time,
 but the HTML dependencies do remain. And my current experience with
 graphics APIs is that you want to test the whole stack together. If we
 e.g. add support for new extensions in Canvas3D, that can activate new
 codepaths in Three.js that again need testing and possibly new Qt
specific
 delta must be added to the three.js for those parts.
 
 
 Comments? Thoughts?

Sounds like a good idea to me. What's the size (lines of code) that we
are 
talking about here? Is it just one big minified .js file?


Simon

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Re: [Development] HEADS UP: Qt 5.4.1 release coming

2015-01-08 Thread Heikkinen Jani
Hi!

And Happy New Year to you all!

'5.4.1' branch is now available, please start using it for the changes targeted 
to Qt5.4.1 release. As written below we will merge '5.4' branch to '5.4.1' 
Friday 16th January so there should be enough time to finalize ongoing changes 
in '5.4'. All new changes for Qt5.4.1 should be done in '5.4.1' branch from now 
on.

Br,
Jani


From: development-bounces+jani.heikkinen=theqtcompany@qt-project.org 
[mailto:development-bounces+jani.heikkinen=theqtcompany@qt-project.org] On 
Behalf Of Heikkinen Jani
Sent: 22. joulukuuta 2014 8:05
To: development@qt-project.org
Cc: releas...@qt-project.org
Subject: [Development] HEADS UP: Qt 5.4.1 release coming
Importance: High



Hi all,



Unfortunately there has been some severe issues in Qt 5.4.0 release so we need 
to start preparing Qt 5.4.1 release a bit earlier than planned. We are hoping 
we could put 5.4.1 out already during January and so on we need to branch 
'5.4.1' from '5.4' latest 16.1.2015.



We will use 'soft branching' scheme like we did with 5.4.0 meaning Qt 5.4.1 
branch will be created (latest) during week 2/2015 and downmerge from '5.4' to 
'5.4.1' will be done Friday 16th January 2015.  That way everyone should have 
enough time to finalize ongoing changes in '5.4' branch  start using '5.4.1' 
branch for the changes targeted to Qt 5.4.1 release. After 16th Jan '5.4' is 
for changes targeted to 5.4.2.



And remember, we are doing patch level release now meaning do not put any new 
features / nice to have fix in it! There has been discussions with the 
developers that each change in the patch level release should have own change 
log entry as well. If change doesn't need change log entry then it doesn't 
belong to patch level release at all ;)



Please make sure all issues blocking the Qt 5.4.1 release are linked to blocker 
meta bug: https://bugreports.qt-project.org/browse/QTBUG-43201

Also make sure all those are fixed early enough. We are already creating 
snapshots for 5.4.1 in http://download.qt.io/snapshots/qt/5.4/5.4.1/ for your 
testing  verification purposes.



br,
Jani


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Re: [Development] [QtIFW] Offline from online?

2015-01-08 Thread Konstantin Podsvirov


17.12.2014, 12:53, Koehne Kai kai.koe...@theqtcompany.com:
  - Original Message-
 From: development-bounces+kai.koehne=theqtcompany.com@qt-
 Subject: [Development] [QtIFW] Offline from online?
 What about the creation of the offline installers based on shared in the 
 online repository
 components?

 So far the IFW doesn't offer such functionality out of the box. Could you 
 elaborate a bit on the use case you have in mind?

When developing a large project consisting of several modules (for example, Qt 
Framework) that accompanies each module can build and upload a compressed 
binary repository on the server to use this module, developers of other modules.

Now the developers of the modules do not need to build third-party modules to 
develop your module.

So. For each module there is an online repository. All happy.

But, we still need to create the offline installer to install the project on a 
separate machine without access to the online repository. To create such an 
installer, we need not compressed packages of each module. We take all of these 
packages and will be compressed in to record installerbase. Why?
Each module has already been built and compressed. It seems to me online 
repository contains enough information to create the offline installer.

You only need to teach binarycreator as the option to take some components are 
not from the folder with the packages (option-p), and from an online repository.

I believe that this functionality will be in demand.

Kai, what do you think? It is difficult to do it?

Regards,
Konstantin Podsvirov
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Re: [Development] A better headersclean test

2015-01-08 Thread Curtis Mitch
 -Original Message-
 From: development-bounces+mitch.curtis=theqtcompany@qt-project.org
 [mailto:development-bounces+mitch.curtis=theqtcompany@qt-project.org]
 On Behalf Of Thiago Macieira
 Sent: Tuesday, 6 January 2015 4:53 PM
 To: development@qt-project.org
 Subject: Re: [Development] A better headersclean test
 
 On Tuesday 06 January 2015 10:14:35 Curtis Mitch wrote:
   For development I usually do debug builds, so it would be nice to
 avoid
   the extra build time (and extra nagging during the build) most of
 the
   time, and just let CI enforce it, as long as that is reliable.
  +1
 
 So I guess both of you are ok with having the option to opt-out with the
 default being to compile headers.

Yeah, that's fine.

 --
 Thiago Macieira - thiago.macieira (AT) intel.com
   Software Architect - Intel Open Source Technology Center
 
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Re: [Development] Adding new third party component three.js to Qt?

2015-01-08 Thread Al-Khanji Louai
 On Wednesday 7. January 2015 06.03.14 Keränen Pasi wrote:
  Hi,
 
  I¹d like to open the discussion on including the three library as part of
  Qt 5.6 and onwards. Mainly because this would give our users a better
  experience if we¹d bundle the right, tested version of Three.js together
  with the Qt version it was tested on.
 
  I¹ve been pushing the Qt Canvas3D component onwards and timewise it
 should
  be landing to Qt 5.5 release. The WebGL-like API (non-conformance tested)
  it offers is very low level and most users will not like to work on that
  level. To that end I¹ve ported the WebGL based Three.js scenegraph library
  available at http://threejs.org on top of Canvas3D. You can find the
  latest version from master branch at https://github.com/tronlec/three.js
 
  The reason for picking this particular library over others are:
  * It¹s one of the most active WebGL scene graph projects out there.
  * It¹s well done, with examples, API documentation etc.
  * It has excellent support form community in the form of tutorials,
  websites, discussion forums etc.
  * It is available under permissive MIT license:
  https://github.com/mrdoob/three.js/blob/master/LICENSE
 
  In Qt 5.5 we¹ll include a few examples that will have this library as part
  of the examples.
 
  The library will for now at least need some porting effort to make it run
  on top of Canvas3D as there are some HTML depencencies that need to be
  handled, plus V4VM has a few quirks that need to be accounted for.
  Hopefully some of the V4VM quirks are bugs and will be fixed in due time,
  but the HTML dependencies do remain. And my current experience with
  graphics APIs is that you want to test the whole stack together. If we
  e.g. add support for new extensions in Canvas3D, that can activate new
  codepaths in Three.js that again need testing and possibly new Qt specific
  delta must be added to the three.js for those parts.
 
 
  Comments? Thoughts?
 
 Sounds like a good idea to me. What's the size (lines of code) that we are
 talking about here? Is it just one big minified .js file?
 
 
 Simon

Out of curiosity, how large are the changes that were required to port the 
library?

-- Louai

 

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Re: [Development] Adding new third party component three.js to Qt?

2015-01-08 Thread Simon Hausmann
On Wednesday 7. January 2015 06.03.14 Keränen Pasi wrote:
 Hi,
 
 I¹d like to open the discussion on including the three library as part of
 Qt 5.6 and onwards. Mainly because this would give our users a better
 experience if we¹d bundle the right, tested version of Three.js together
 with the Qt version it was tested on.
 
 I¹ve been pushing the Qt Canvas3D component onwards and timewise it should
 be landing to Qt 5.5 release. The WebGL-like API (non-conformance tested)
 it offers is very low level and most users will not like to work on that
 level. To that end I¹ve ported the WebGL based Three.js scenegraph library
 available at http://threejs.org on top of Canvas3D. You can find the
 latest version from master branch at https://github.com/tronlec/three.js
 
 The reason for picking this particular library over others are:
 * It¹s one of the most active WebGL scene graph projects out there.
 * It¹s well done, with examples, API documentation etc.
 * It has excellent support form community in the form of tutorials,
 websites, discussion forums etc.
 * It is available under permissive MIT license:
 https://github.com/mrdoob/three.js/blob/master/LICENSE
 
 In Qt 5.5 we¹ll include a few examples that will have this library as part
 of the examples.
 
 The library will for now at least need some porting effort to make it run
 on top of Canvas3D as there are some HTML depencencies that need to be
 handled, plus V4VM has a few quirks that need to be accounted for.
 Hopefully some of the V4VM quirks are bugs and will be fixed in due time,
 but the HTML dependencies do remain. And my current experience with
 graphics APIs is that you want to test the whole stack together. If we
 e.g. add support for new extensions in Canvas3D, that can activate new
 codepaths in Three.js that again need testing and possibly new Qt specific
 delta must be added to the three.js for those parts.
 
 
 Comments? Thoughts?

Sounds like a good idea to me. What's the size (lines of code) that we are 
talking about here? Is it just one big minified .js file?


Simon
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Re: [Development] GIMP QML exporter script (project not on Gerrit)

2015-01-08 Thread jensbw
I would actually be curious as to what functionality you are planning on adding 
aside from obviously updating it to Qt 5. The main reason I abandoned the 
plugin 5 years ago was the lack of support for grouped layers in Gimp at the 
time. I know this is no longer an issue so it should be possible to use layer 
groups in order to create and keep a hierarchy of QML items now. At least this 
would make it significantly better suited for QML exports.

Regards,
Jens


 On 07 Jan 2015, at 10:42, William Hallatt goblincod...@gmail.com wrote:
 
 Thanks for the replies!  I am making progress...now to figure out how to get 
 the Change-Id's in after the fact...  :)
 
 On 7 January 2015 at 10:42, Liang Qi cavendish...@gmail.com 
 mailto:cavendish...@gmail.com wrote:
 I guess you mean this on github, 
 https://github.com/qtproject/qt-labs-gimp-qmlexporter 
 https://github.com/qtproject/qt-labs-gimp-qmlexporter
 
 Then please contribute to 
 https://codereview.qt-project.org/#/admin/projects/qt-labs/gimp-qmlexporter 
 https://codereview.qt-project.org/#/admin/projects/qt-labs/gimp-qmlexporter
 
 Good luck!
 
 Regards,
 Liang
 
 On 7 January 2015 at 08:33, William Hallatt goblincod...@gmail.com 
 mailto:goblincod...@gmail.com wrote:
 Good day,
 
 I forked and made some changes to Jens Bache-Wiig's original QML exporter 
 script (GIMP only) on GitHub and was wondering if I could simply create a 
 pull request for my changes?
 
 I have searched for the project on Gerrit, but it does not seem to exist 
 there.
 
 Advice would be appreciated.
 
 Kind regards,
 William Hallatt
 
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http://www.cutehacks.com http://www.cutehacks.com/
Cross Platform Apps and Services

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Re: [Development] C++ QML Interface thoughts

2015-01-08 Thread Luke Parry
Hi Bo,

Thank you for your advice. I think one fault lies is my confidence of
whether QML is right for the job due to my inexperience.

Currently my GUI is QML which is fantastic but I'm still unsure on the best
approach I will take for the backend. The motivation for the question is
justifying the long term design, such as potentially supporting other
language bindings, user defined scripting / implementations.One case study
that made me think of using this approach, is from a talk at Dev Days 2012
for Ipo.Plan (https://www.youtube.com/watch?v=kvWeE3kurEQ)

I know my reply isn't technical but perhaps someone knows a good resource
that may help?

Also, would you be happy to send a pdf of your slides from the talk you
held Qt Dev Days?

Huge Thanks,
Luke

On 7 January 2015 at 12:17, Bo Thorsen b...@vikingsoft.eu wrote:

 Den 06-01-2015 kl. 12:47 skrev Luke Parry:
  I am having issues trying to implement a c++ qml interface/wrapper that
  supports virtual overrides. Something functionally similar to
  boost::python would be excellent.
 
  This should be generic enough to also support non-QObject classes too so
  it rules out signals and slots. On first glance, it is fairly trivial to
  implement a wrapper that calls methods for the pointer, however
  implementing virtual overrides soon becomes difficult.
 
  I want to achieve something like this ( http://pastebin.com/t3k957Hf )
  In principle, this would work creating instances in QML but not the
  other way  transforming from a c++ instance.
 
  Is this feasible with QML without some compromise?  I would like to
  think I'm missing something subtle or something blatantly obvious.

 Sounds to me like you're basically recreating the QObject based
 connection between QML and C++ without using QObject.

 That seems silly to me. If you're going to do this, accept that you're
 using QObject based subobjects and then you don't need to do this at all.

 Anyway, if you insist on doing this, the trick would probably be to make
 the QObject wrapper object have a pointer to the real non-QObject
 object. Use aggregation instead of inheritance.

 Bo Thorsen,
 Director, Viking Software.

 --
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 Qt and C++ developers for hire
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Re: [Development] Adding new third party component three.js to Qt?

2015-01-08 Thread Thiago Macieira
On Thursday 08 January 2015 12:47:04 Keränen Pasi wrote:
 Size without minification is 824kBytes. Unfortunately minification
 currently fails due to the placeholder TypedArray wrappers in Qt Canvas3D.

Minification is to be done by the buildsystem. We need to ship the source in 
the format that developers prefer to make modifications to.

-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center

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