From 6392f5a9dfce2bf83617d49bb7f332181ec6004e Mon Sep 17 00:00:00 2001 From: Michele Calgaro Date: Sun, 25 May 2014 15:37:31 +0900 Subject: Revert "Finish renaming tdevelop components" This reverts commit 722ce1efbac31c61b1d4b13f7e075c9f311e3e73. --- doc/tde_app_devel/index.docbook | 1549 --------------------------------------- 1 file changed, 1549 deletions(-) delete mode 100644 doc/tde_app_devel/index.docbook (limited to 'doc/tde_app_devel/index.docbook') diff --git a/doc/tde_app_devel/index.docbook b/doc/tde_app_devel/index.docbook deleted file mode 100644 index e212e4e6..00000000 --- a/doc/tde_app_devel/index.docbook +++ /dev/null @@ -1,1549 +0,0 @@ - -TDevelop"> - - - -]> - - - - -The &tdevelop; Programming Handbook - -2002-12-05 -2.0 - - - -Ralf -Nolden -
Ralf.Nolden@post.rwth-aachen.de
-
- -Caleb -Tennis -
caleb@aei-tech.com
-
-
- - -1999 -Ralf Nolden - - -2002 -Caleb Tennis - - - - -&FDLNotice; - - -The User Guide to C++ Application Design for the Trinity Desktop Environment (TDE) with -the &tdevelop; IDE - - - -KDE -TDevelop -IDE -development -programming - - -
- - -Introduction - -As Unix Systems are becoming more and more popular to even beginners working with computer machines -due to its advantages in regards of stability and functionality, most are somehow disappointed, because -those applications don't have a consistent look and each one behaves different from another. With KDE, -developers have an almost perfect way to create first-class applications for Unix desktop systems to get -a wider user community by the mere quality their applications have to offer. Therefore, KDE becomes more -and more popular as a base for programming design, and developers want to take advantage of the -possibilities that the system has to offer. - - - -What you should know already - -For making the best use of this programming handbook, we assume that you already know about the -C++ programming language; if not, you should make yourself familiar with that first. Information about -C++ is available through various sources either in printed form at your local bookstore or by tutorials -found on the Internet. Knowledge about the design of Graphical User Interfaces is not required, as this -handbook tries to cover the application design for KDE programs, which also includes an introduction into -the Qt toolkit as well as the KDE libraries and the design of User Interfaces. Also, you should have made -yourself comfortable with &tdevelop; by reading The User Manual to &tdevelop;, which contains a descriptive -review of the functionality provided by the IDE. - - - - -About this Handbook - -This handbook has been written to give developers an introduction into KDE application development by -using the TDevelop Integrated Development Environment. - - -The following chapters therefore give an introduction on how to create projects, explains the sourcecode -already generated and shows how to extend the given sources on various topics such as toolbars, menu bars -and view areas. - - -Then the dialogeditor is discussed in detail, explaining how widgets are created and covers widget -properties settings in detail for all provided widgets. - - -Finally, you will learn about several topics that will complete your knowledge in regards of project design -and helps you work out additional issues besides coding such as adding API documentation and extending -online-manuals. - - -In the next chapter - -We'll take a look at the Qt and KDE libraries, showing basic concepts and why things are the way they are. -Also, we will discuss how to create the tutorial applications provided with the Qt toolkit by using -tdevelop;, so beginners can already see first results with a few steps, and thereby will learn how to make -use of some of &tdevelop;'s best features. - - - - -In the following chapters - -You will learn how to: - -create an application with the KAppWizard -What the project skeleton already provides -What the code already create means -How to create your own views -How to extend your application's functionality by dialog, menu bars, and toolbars -How to make your application user friendly by providing help functions -How to write online documentation - - - - - - - -Additional Information - -Additional information about Qt/KDE programming is available by various sources: - -Programming with Qt by Matthias Kalle Dalheimer -The User Manual to TDevelop, provided with the TDevelop IDE -The Online Reference to the Qt library -The KDE Developer web site - - - -Additionally, you should look for help by subscribing to the various mailing lists, whose addresses -are available on the mentioned web sites, and on the Usenet newsgroups dedicated to users of KDE and -Unix Systems as well as about the C and C++ programming language. - - -For obtaining help about the TDevelop IDE, you should send requests to our mailinglist at -kdevelop@kdevelop.org. Mind that the TDevelop team is dedicated to provide the means to enable you to -program applications and therefore is not intended as a technical support team in cases where the -applications you're developing don't work due to implementation errors or misconfigurations of your -operating system. By this, we ask all users to take advantage of the mailinglist in any case you're running -into problems with the use of the IDE itself, as well as for bug reports and suggestions for improving the -functionality of the development environment. - - - - - - -The KDE and Qt Libraries - -The Norwegian company TrollTech (http://www.trolltech.com) -provides a so-called GUI toolkit, named Qt. GUI means "Graphical User Interface", and therefore, Qt-based -applications represent themselves with buttons, windows etc, allowing user input by visualizing the functions -an application provides. Such a toolkit is needed for developing graphical applications that run on the X-Window -interface on Unix Systems, because X does not contain a pre-defined user interface itself. Although other -toolkits are also available to create User Interfaces, Qt offers some technical advantages that make -application design very easy. Additionally, the Qt toolkit is also available for Microsoft Windows systems, -which allows developers to provide their applications for both platforms. - - -The KDE Team (http://www.kde.org) joined together with the goal -to make using Unix Systems more friendly, and decided to use the Qt toolkit for the development of a window -manager on X-Windows, plus a variety of tools included with the KDE packages. The K Desktop Environment -therefore contains the window manager kwm, the file manager kfm and the launch panel kpanel as the main -components plus a variety of first-class utilities and applications. After KDE was out, a lot of developers -turned their eyes towards the new environment and what it has to offer them. The KDE libraries are providing -essential methods and classes that make all applications designed with them look similar and consistent, -so the user has the great advantage that he only has to get accustomed with an application's specific -usage, not with handling dialogs or buttons. Also, KDE programs integrate themselves into the desktop and -are able to interact with the file manager via drag'n drop, offer session management and many more, if all -features offered by the KDE libraries are used. Both, the Qt toolkit and the KDE libraries, are implemented -in the C++ programming language; therefore applications that make use of these libraries are also mostly -written in C++. In the following chapter, we'll make a short trip through the libraries to see what already -is provided and how Qt and TDE applications are created in general. - - -Both, the Qt toolkit and the KDE libraries, are implemented in the C++ programming language; -therefore applications that make use of these libraries are also mostly written in C++. In the following -chapter, we'll make a short trip through the libraries to see what already is provided and how Qt and KDE -applications are created in general. - - - -The Qt GUI Toolkit - -As said, the Qt library is a toolkit that offers graphical elements that are used for creating GUI -applications and are needed for X-Window programming. Additionally, the toolkit offers: - -A complete set of classes and methods ready to use even for non-graphical programming issues -A good solution towards user interaction by virtual methods and the signal/slot mechanism -A set of predefined GUI-elements, called "widgets", that can be used easily for creating the visible elements -Additional completely pre-defined dialogs that are often used in applications such as progress and file dialogs - - - -Therefore knowing the Qt classes is very essential, even if you only want to program KDE-applications. -To have an impression on the basic concept how GUI-applications are constructed and compiled, we'll first -have a look at a sample Qt-only program; then we'll extend it to a KDE program. - - - -The first Qt Application - -As usual, programs in C++ have to contain a main() function, which is the starting point for application -execution. As we want them to be graphically visible in windows and offering user interaction, -we first have to know, how they can show themselves to the user. For an example, we'll have a look -at the first tutorial included with the Qt Online Reference Documentation and explain the basic execution -steps; also why and how the application window appears: - -#include <qapplication.h> -#include <qpushbutton.h> - -int main( int argc, char **argv ) -{ -QApplication a( argc, argv ); - -QPushButton hello( "Hello world!", 0 ); -hello.resize( 100, 30 ); - -a.setMainWidget( &hello ); -hello.show(); -return a.exec(); -} - - - -This application merely paints a window containing a button with "Hello world" as its text. As for -all Qt-based applications, you first have to create an instance of the class QApplication, represented by -variable a. - - -Next, the program creates an instance of the class QPushButton called hello, this will be the button. -The constructor of hello gets a string as a parameter, which is the contents of the widget visible as -the buttons text. - - -Then the resize() method is called on the hello button. This changes the default size a widget -(which is in this case the QPushButton) has when created to the length of 100 pixels and the height of -30 pixels. Finally, the setMainWidget() method is called for a and the show() method for hello. The -QApplication is finally executed by a.exec(), enters the main event loop and waits until it has to return -an integer value to the overlaying Operating System signaling that the application is exited. - - - - -The Reference Documentation for Qt - -Now, let's have a quick look at the reference documentation of the Qt library. To do this, start -&tdevelop; and select "Qt" from the tree in the Documentation tab. The documentation browser opens -and shows you the start page of the Qt reference. This will be your first place to get information -about Qt, it's classes and the available functions they provide. Also, the above program is the first -that is included in the tutorials section. To get to the classes we want to have a look at, -QApplication and QPushButton, select "Alphabetical Class List" -and search for the according names. Follow either of them to have a look at the class documentation. - - -Alternatively, you can use the online documentation from Trolltech's Qt Documentation - - -For QApplication, you will see the constructor and all other methods that this -class provides. If you follow a link, you will get more information about the usage and meaning of the -methods, which is very useful when you sometimes can't detect the correct use or want to have an example. -This also counts for the KDE library documentation, which uses a similar documentation type; therefore -this is almost all you have to know about using the class-references with the documentation browser. - - -Interpretation of the Sample - -Starting with QApplication, you will find all the methods used in our first example: - -the constructor QApplication() -the setMainWidget() method -the exec() method - - - -The interpretation why we use these methods is very simple: - -Create an instance of the class QApplication with the constructor, -so we can make use of the GUI elements provided by Qt -Create a widget which will be the contents of our program window -Set the widget as the main widget for a -Execute the a instance of QApplication - - - -The second object of our program is the pushbutton, an instance of the class QPushButton. -From the two constructors given to create an instance, we used the second: this accepts a text, -which is the label contents of the button; here, it is the string "Hello world!". Then we called the -resize() method to change the size of the button according to it's contents - -the button has to be larger to make the string completely visible. - - -But what about the show() method? Now, you see that like most other widgets, -QPushButton is based on a single inheritance, the documentation says, Inherits -QButton. Follow the link to the QButton class. -This shows you a lot of other widgets that are inherited by QPushButton, -which we'll use later to explain the signal/slot mechanism. Anyway, the show() -method is not listed, therefore, it must be a method that is provided by inheritance as well. The class -that QButton inherits is QWidget. Just follow the link -again, and you will see a whole bunch of methods that the QWidget class provides; including -the show() method. Now we understand what was done in the sample with the button: - -Create an instance of QPushButton, use the second constructor to set the button text -Resize the widget to its contents -Set the widget as the main widget of the QApplication instance a -Tell the widget to display itself on the screen by calling show(), an inherited method from QWidget - - - -After calling the exec() method, the application is visible to the user, -showing a window with the button showing "Hello world!". Note: GUI programs behave somewhat differently -than procedural applications. The main thing here is that the application enters a so-called -"main event loop". This means that the program has to wait for user actions and then react to it, also -that for a Qt application, the program has to be in the main event loop to start the event handling. -The next section tells you in short what this means to the programmer and what Qt offers to process -user events. - - -For already advanced users: The button has no parent declared in the constructor, therefore it -is a top-level widget alone and runs in a local event loop which doesn't need to wait for the main -event loop. See the QWidget class documentation and The KDE Library Reference Guide - - - - - - -User Interaction - -After reading the last sections, you should already know: - -What the Qt-library provides in terms of GUI applications -How a program using Qt is created and -Where and how to find information about classes that you want to use with the documentation browser - - - -Now we'll turn to give the application "life" by processing user events. Generally, the user has two ways -to interact with a program: the mouse and the keyboard. For both ways, a graphical user interface has to -provide methods that detect actions and methods that do something as a reaction to these actions. - - -The Window system therefore sends all interaction events to the according application. The -QApplication then sends them to the active window as a QEvent -and the widgets themselves have to decide what to do with them. A widget receives the event and processes -QWidget::event(QEvent*), which then decides which event has been executed -and how to react; event() is therefore the main event handler. Then, -the event() method passes the event to so-called event filters -that determine what happened and what to do with the event. If no filter signs responsible for the -event, the specialized event handlers are called. Thereby we can decide between: - - -Keyboard events -- TAB and Shift-TAB keys: - -virtual void focusInEvent(QFocusEvent *) -virtual void focusOutEvent(QFocusEvent *) - - - - -All other keyboard input: - -virtual void keyPressEvent(QKeyEvent *) -virtual void keyReleaseEvent(QKeyEvent *) - - - - -Mouse movements: - -virtual void mouseMoveEvent(QMouseEvent *) -virtual void enterEvent(QEvent *) -virtual void leaveEvent(QEvent *) - - - - -Mouse button actions - -virtual void mousePressEvent(QMouseEvent *) -virtual void mouseReleaseEvent(QMouseEvent *) -virtual void mouseDoubleClickEvent(QMouseEvent *) - - - - -Window events containing the widget - -virtual void moveEvent(QMoveEvent *) -virtual void resizeEvent(QResizeEvent *) -virtual void closeEvent(QCloseEvent *) - - - - - - -Note that all event functions are virtual and protected; therefore you can re-implement the events -that you need in your own widgets and specify how your widget has to react. QWidget -also contains some other virtual methods that can be useful in your programs; anyway, it is sufficient -to know about QWidget very well. - - - -Object Interaction by Signals and Slots - -Now we're coming to the most obvious advantages of the Qt toolkit: the signal/slot mechanism. -This offers a very handy and useful solution to object interaction, which usually is solved by -callback functions for X-Window toolkits. As this communication requires a strict programming and -sometimes makes user interface creation very difficult (as referred by the Qt documentation and explained -in Programming with Qt by K.Dalheimer), Troll Tech invented a new system where objects can emit signals -that can be connected to methods declared as slots. For the C++ part of the programmer, he only has to know -some things about this mechanism: - - -the class declaration of a class using signals/slots has to contain the Q_OBJECT macro at the beginning -(without a semicolon); and have to be derved from the QObject class - - -a signal can be emitted by the keyword emit, e.g. emit signal(parameters); from within any member function -of a class that allows signals/slots - - - -all signals used by the classes that are not inherited have to be added to the class declaration by a -signals section - - -all methods that can be connected with a signal are declared in sections with the additional keyword slot, -e.g. public slots: within the class declaration - - -the meta-object compiler moc has to run over the header file to expand the macros and to produce the -implementation (which is not necessary to know). The output files of moc are compiled also by the C++ compiler. - - - - -Another way to use signals without deriving from QObject is to use the -QSignal class- see the reference documentation for more information and example -usage. In the following, we assume you're deriving from QObject. - - -This way, your class is able to send signals anywhere and to provide slots that signals can connect -to. By using the signals, you don't have to care about who's receiving it- you just have to emit the -signal and whatever slot you want to connect to it can react to the emission. Also the slots can be used -as normal methods during implementation. - - -Now, to connect a signal to a slot, you have to use the connect() methods that -are provided by QObject or, where available, special methods that objects provide -to set the connection for a certain signal. - - - -Sample Usage - -To explain the way how to set up object-interaction, we'll take our first example again and extend it by a -simple connection: - -#include <qapplication.h> -#include <qpushbutton.h> - -int main( int argc, char **argv ) -{ -QApplication a( argc, argv ); - -QPushButton hello( "Hello world!" , 0); -hello.resize( 100, 30 ); - -a.setMainWidget( &hello ); - -QObject::connect(&hello, SIGNAL( clicked() ), &a, SLOT( quit() )); - -hello.show(); -return a.exec(); -} - - - -You see, the only addition to give the button more interaction is to use a connect() - method: connect(&hello, SIGNAL( clicked() ), &a, SLOT( quit() )); -is all you have to add. What is the meaning now? The class declaration of QObject says about the -connect() method: - - -bool connect ( const QObject * sender, const char * signal, const QObject * receiver, const char * member ) - - -This means you have to specify a QObject instance pointer that is the sender -of the signal, meaning that it can emit this signal as first parameter; then you have to specify the signal -that you want to connect to. The last two parameters are the receiver object that provides a slot, followed -by the member function which actually is the slot that will be executed on signal emission. - - -By using signals and slots, your program's objects can interact with each other easily without explicitly -depending on the type of the receiver object. You will learn more about using this mechanism for productive -usage later in this handbook. More information about the Signals/Slot mechanism can also be found in -The KDE Library Reference Guide -and the Qt online reference. - - - - - - -What KDE provides - -The KDE 3.x libraries - -The main KDE libraries you'll be using for creating your own TDE applications are: - - -the tdecore library, containing all classes that are non-visible elements to provide application functionality - - -the tdeui library, containing user interface elements like menubars, toolbars, etc. - - -the tdefile library, containing the file selection dialogs - - - - -Additionally, for specific solutions KDE offers the following libraries: - - -the tdefx library, containing pixmaps, image effects the TDEStyle extension to QStyle - - -the tdehtml library, containing KDE's html component - - -the kjs library, containing KDE's Javascript support - - -the tdeio library, containing low level access to network files - - -the tdeparts library, containing support for re-usable embeddable extendable applications - - - - -Next we'll have a look at what is needed to turn out first Qt Application into a KDE one. - - - -Example KDE Application - -In the following, you will see that writing a KDE application is not much more difficult than a -Qt application. For the use of KDE's features, you just have to use some other classes, and you're almost -done. As an example, we'll discuss the changed version of the Qt example from above: - -#include <tdeapplication.h> -#include <qpushbutton.h> - -int main( int argc, char **argv ) -{ -TDEApplication a( argc, argv ); - -QPushButton hello( "Hello world!", 0 ); -hello.resize( 100, 30 ); - -a.setTopWidget( &hello ); - -QObject::connect(&hello, SIGNAL( clicked() ), &a, SLOT( quit() )); - -hello.show(); -return a.exec(); -} - - - -You see that first we have changed from QApplication to TDEApplication -. Further, we had to change the previously used setMainWidget() method -to setTopWidget, which TDEApplication uses to set the main -widget. That's it! Your first KDE application is ready - you only have to tell the compiler the KDE -include path and the linker to link in the tdecore library with -ltdecore. - - -As you now know what at least the main() function provides generally and how an -application gets visible and allows user and object interaction, we'll go on with the next chapter, -where our first application is made with &tdevelop;. There you can also test everything which was -mentioned before and see the effects. - - -What you should have looked into additionally until now is the reference documentation for Qt, -especially the QApplication, QWidget and QObject - class and the tdecore library documentation for the TDEApplication class. -The KDE Library Reference handbook -also covers a complete description about the invocation of the QApplication and -TDEApplication constructors including command-line argument processing. - - - - - - - -Creating New Applications - - -The Application Wizard - -&tdevelop;'s Application Wizard is intended to let you start working on new project with &tdevelop;. Therefore -all of your projects are first created by the wizard, and then you can start building them and extend what is -already provided by the source skeleton. You can choose from several project types according to your project goals: - - -KDE Application Framework: includes source code for a complete frame structre of a standard KDE application - - -QMake Project: Creates an application framework based around Trolltech's qmake configuration system - - -Simple hello world program: Creates a C++ terminal based program with no GUI support - - -A multitude of other program skeletons - - - - -In this chapter we'll see how the Application Wizard can be invoked and what has to be done to generate -a KDE application project. This will also be the initial step of our coverage, where we will create the -initial version of a sample project. For all other project types the steps are usualyl the same, but you -may not have as many options available. - - - - -Invoking the Application Wizard and Project Generation - -Starting the Application Wizard and the First Page - -To start with your KDE application, open &tdevelop;. From the Project menu, selection New Project. The -Application Wizard starts, and you'll see the selection tree on the first page containing available project -types that can be created. Choose the C++ subtree, then KDE, then Application Framework. - - -For our sample project, we are going to create the application KScribble. Enter this as the application -name, and change any other information at the bottom of this screen that may need it. Then, select Next. - - -Application Wizard - - - - -Version control information - -On this screen you have the ability to decide if your project will use a version control system like -CVS. For our sample project we will not use source control, so make sure the selection box reads None -and select Next. - - - -Header and Source Templates - -The next two pages show example headers that will go at the top of each of the header and source files that -you create using &tdevelop;. For now, just leave these as the default, and select Next, then Finish. If the -Finish button is not activated, you haven't set all of the options correct. Use the Back button to return -to earlier menus and correct any mistakes. - - - -Finishing Up - -Upon completion, the Application Wizard should close and the messages window should popup displaying -information about the tasks that &tdevelop; is currently doing. At the end of all of the tasks, you -should see **** Success *****. This means the application framework was successfully loaded. - - - - - -The First Build - -After our project is generated, we'll first make a trip through the source code to get a general understanding -of how the application framework looks. This won't only help us get started, but we'll know where to change -what in later steps. - - -This chapter makes the assumption that you understand the basic navigation of &tdevelop;. Consult the -TDevelop User Manual for information if you need it. - - -The Automake manager shows the project files as follows: - - -Files in our project - - - -Before diving into the sources, we'll let &tdevelop; build an run our new application. To do this, select -Build Project from the Build menu, or press F8. The output window opens and displays output messages during -the compilation phase. - -1 cd /home/caleb/kscribble && WANT_AUTOCONF_2_5=1 WANT_AUTOMAKE_1_6=1 gmake k -2 gmake all-recursive -3 gmake[1]: Entering directory `/home/caleb/kscribble' -4 Making all in doc -5 gmake[2]: Entering directory `/home/caleb/kscribble/doc' -6 Making all in . -7 gmake[3]: Entering directory `/home/caleb/kscribble/doc' -8 gmake[3]: Nothing to be done for `all-am'. -9 gmake[3]: Leaving directory `/home/caleb/kscribble/doc' -10 Making all in en -11 gmake[3]: Entering directory `/home/caleb/kscribble/doc/en' -12 /usr/local/trinity/bin/meinproc --check --cache index.cache.bz2 /home/caleb/kscribble/doc/en/index.docbook -13 gmake[3]: Leaving directory `/home/caleb/kscribble/doc/en' -14 gmake[2]: Leaving directory `/home/caleb/kscribble/doc' -15 Making all in po -16 gmake[2]: Entering directory `/home/caleb/kscribble/po' -17 gmake[2]: Nothing to be done for `all'. -18 gmake[2]: Leaving directory `/home/caleb/kscribble/po' -19 Making all in src -20 gmake[2]: Entering directory `/home/caleb/kscribble/src' -21 source='main.cpp' object='main.o' libtool=no \ -22 depfile='.deps/main.Po' tmpdepfile='.deps/main.TPo' \ -23 depmode=gcc3 /bin/sh /home/caleb/kscribble/admin/depcomp \ -24 g++ -DHAVE_CONFIG_H -I. -I/home/caleb/kscribble/src -I.. -I/usr/local/trinity/include - -I/usr/lib/qt/include -I/usr/X11R6/include -DQT_THREAD_SUPPORT -D_REENTRANT -Wnon-virtual-dtor - -Wno-long-long -Wundef -Wall -pedantic -W -Wpointer-arith -Wmissing-prototypes -Wwrite-strings - -ansi -D_XOPEN_SOURCE=500 -D_BSD_SOURCE -Wcast-align -Wconversion -O2 -fno-exceptions -fno-check-new - -c -o main.o `test -f 'main.cpp' || echo '/home/caleb/kscribble/src/'`main.cpp -25 /usr/lib/qt/bin/moc /home/caleb/kscribble/src/kscribble.h -o kscribble.moc -26 source='kscribble.cpp' object='kscribble.o' libtool=no \ -27 depfile='.deps/kscribble.Po' tmpdepfile='.deps/kscribble.TPo' \ -28 depmode=gcc3 /bin/sh /home/caleb/kscribble/admin/depcomp \ -29 g++ -DHAVE_CONFIG_H -I. -I/home/caleb/kscribble/src -I.. -I/usr/local/trinity/include - -I/usr/lib/qt/include -I/usr/X11R6/include -DQT_THREAD_SUPPORT -D_REENTRANT -Wnon-virtual-dtor - -Wno-long-long -Wundef -Wall -pedantic -W -Wpointer-arith -Wmissing-prototypes -Wwrite-strings - -ansi -D_XOPEN_SOURCE=500 -D_BSD_SOURCE -Wcast-align -Wconversion -O2 -fno-exceptions -fno-check-new - -c -o kscribble.o `test -f 'kscribble.cpp' || echo '/home/caleb/kscribble/src/'`kscribble.cpp -30 kscribble.cpp: In member function `void KScribble::setupActions()' -31 kscribble.cpp:107: warning: unused variable `TDEAction*custom' -32 /usr/lib/qt/bin/moc /home/caleb/kscribble/src/kscribbleview.h -o kscribbleview.moc -33 source='kscribbleview.cpp' object='kscribbleview.o' libtool=no \ -34 depfile='.deps/kscribbleview.Po' tmpdepfile='.deps/kscribbleview.TPo' \ -35 depmode=gcc3 /bin/sh /home/caleb/kscribble/admin/depcomp \ -36 g++ -DHAVE_CONFIG_H -I. -I/home/caleb/kscribble/src -I.. -I/usr/local/trinity/include - -I/usr/lib/qt/include -I/usr/X11R6/include -DQT_THREAD_SUPPORT -D_REENTRANT -Wnon-virtual-dtor - -Wno-long-long -Wundef -Wall -pedantic -W -Wpointer-arith -Wmissing-prototypes -Wwrite-strings -ansi - -D_XOPEN_SOURCE=500 -D_BSD_SOURCE -Wcast-align -Wconversion -O2 -fno-exceptions -fno-check-new -c - -o kscribbleview.o `test -f 'kscribbleview.cpp' || echo '/home/caleb/kscribble/src/'`kscribbleview.cpp -37 kscribbleview.cpp: In member function `void KScribbleView::print(QPainter*, -38 int, int)': -39 kscribbleview.cpp:79: warning: unused parameter `QPainter*p' -40 kscribbleview.cpp:79: warning: unused parameter `int height' -41 kscribbleview.cpp:79: warning: unused parameter `int width' -42 /usr/lib/qt/bin/moc /home/caleb/kscribble/src/pref.h -o pref.moc -43 source='pref.cpp' object='pref.o' libtool=no \ -44 depfile='.deps/pref.Po' tmpdepfile='.deps/pref.TPo' \ -45 depmode=gcc3 /bin/sh /home/caleb/kscribble/admin/depcomp \ -46 g++ -DHAVE_CONFIG_H -I. -I/home/caleb/kscribble/src -I.. -I/usr/local/trinity/include - -I/usr/lib/qt/include -I/usr/X11R6/include -DQT_THREAD_SUPPORT -D_REENTRANT -Wnon-virtual-dtor - -Wno-long-long -Wundef -Wall -pedantic -W -Wpointer-arith -Wmissing-prototypes -Wwrite-strings - -ansi -D_XOPEN_SOURCE=500 -D_BSD_SOURCE -Wcast-align -Wconversion -O2 -fno-exceptions -fno-check-new - -c -o pref.o `test -f 'pref.cpp' || echo '/home/caleb/kscribble/src/'`pref.cpp -47 /usr/local/trinity/bin/dcopidl /home/caleb/kscribble/src/kscribbleiface.h > kscribbleiface.kidl || - ( rm -f kscribbleiface.kidl ; /bin/false ) -48 /usr/local/trinity/bin/dcopidl2cpp --c++-suffix cpp --no-signals --no-stub kscribbleiface.kidl -49 source='kscribbleiface_skel.cpp' object='kscribbleiface_skel.o' libtool=no \ -50 depfile='.deps/kscribbleiface_skel.Po' tmpdepfile='.deps/kscribbleiface_skel.TPo' \ -51 depmode=gcc3 /bin/sh /home/caleb/kscribble/admin/depcomp \ -52 g++ -DHAVE_CONFIG_H -I. -I/home/caleb/kscribble/src -I.. -I/usr/local/trinity/include - -I/usr/lib/qt/include -I/usr/X11R6/include -DQT_THREAD_SUPPORT -D_REENTRANT -Wnon-virtual-dtor - -Wno-long-long -Wundef -Wall -pedantic -W -Wpointer-arith -Wmissing-prototypes -Wwrite-strings - -ansi -D_XOPEN_SOURCE=500 -D_BSD_SOURCE -Wcast-align -Wconversion -O2 -fno-exceptions -fno-check-new - -c -o kscribbleiface_skel.o `test -f 'kscribbleiface_skel.cpp' || - echo '/home/caleb/kscribble/src/'`kscribbleiface_skel.cpp -53 /bin/sh ../libtool --silent --mode=link --tag=CXX g++ -Wnon-virtual-dtor -Wno-long-long -Wundef -Wall - -pedantic -W -Wpointer-arith -Wmissing-prototypes -Wwrite-strings -ansi -D_XOPEN_SOURCE=500 - -D_BSD_SOURCE -Wcast-align -Wconversion -O2 -fno-exceptions -fno-check-new -o kscribble -R - /usr/local/trinity/lib -R /usr/lib/qt/lib -R /usr/X11R6/lib -L/usr/X11R6/lib -L/usr/lib/qt/lib - -L/usr/local/trinity/lib main.o kscribble.o kscribbleview.o pref.o kscribbleiface_skel.o -ltdeio -54 source='kscribble_client.cpp' object='kscribble_client.o' libtool=no \ -55 depfile='.deps/kscribble_client.Po' tmpdepfile='.deps/kscribble_client.TPo' \ -56 depmode=gcc3 /bin/sh /home/caleb/kscribble/admin/depcomp \ -57 g++ -DHAVE_CONFIG_H -I. -I/home/caleb/kscribble/src -I.. -I/usr/local/trinity/include - -I/usr/lib/qt/include -I/usr/X11R6/include -DQT_THREAD_SUPPORT -D_REENTRANT -Wnon-virtual-dtor - -Wno-long-long -Wundef -Wall -pedantic -W -Wpointer-arith -Wmissing-prototypes -Wwrite-strings - -ansi -D_XOPEN_SOURCE=500 -D_BSD_SOURCE -Wcast-align -Wconversion -O2 -fno-exceptions -fno-check-new - -c -o kscribble_client.o `test -f 'kscribble_client.cpp' || echo - '/home/caleb/kscribble/src/'`kscribble_client.cpp -58 /bin/sh ../libtool --silent --mode=link --tag=CXX g++ -Wnon-virtual-dtor -Wno-long-long -Wundef - -Wall -pedantic -W -Wpointer-arith -Wmissing-prototypes -Wwrite-strings -ansi -D_XOPEN_SOURCE=500 - -D_BSD_SOURCE -Wcast-align -Wconversion -O2 -fno-exceptions -fno-check-new -o kscribble_client -R - /usr/local/trinity/lib -R /usr/lib/qt/lib -R /usr/X11R6/lib -L/usr/X11R6/lib -L/usr/lib/qt/lib - -L/usr/local/trinity/lib kscribble_client.o -ltdecore -59 gmake[2]: Leaving directory `/home/caleb/kscribble/src' -60 gmake[2]: Entering directory `/home/caleb/kscribble' -61 gmake[2]: Nothing to be done for `all-am'. -62 gmake[2]: Leaving directory `/home/caleb/kscribble' -63 gmake[1]: Leaving directory `/home/caleb/kscribble' -64 *** Success *** - - - -As you can see, we've put line numbers in front of each line which won't appear on your output but it makes it -easier to describe what is happening during the build. First of all, gmake works recursively. This means -that it starts from the directory it is invoked and goes into the subdirectories first, one at a time, then -returns to the directory it was started, processes it, then finishes. - - -Our first line of interest is 24. Notice on this line that g++, which is our C++ compiler, gets called by make -to compile the first source code file in our project - in this case main.cpp. Many extra command line options -are also being used with the g++ compiler; some of which are defaults and some of which can be configured -via &tdevelop;. - - -Before the next file (kscribble.cpp, line 29) is compiled, the moc (meta object compiler) is first -invoked on kscribble.h (line 25). This is because KScribble classes use signals/slots, so the -Q_OBJECT macro must be expanded, and the moc does this for us. The resultant file, kscribble.moc, is -used by kscribble.cpp via an #include statement inside of the file. - - - - -The source skeleton - -To conceptualize how a KDE application works, we'll first have a very close look at the source -skeleton already provided by the Application Wizard. As we already saw, we're having a set of source -and header files that build the initial code for the application and make it ready-to-run. Therefore, -the easiest way to explain the code is to follow the implementation line by line as it is processed -during executing the program until it enters the main event loop and is ready to accept user input. -Then, we'll have a look at the functionality that enables user interaction and how certain things work. -This is probably the best way to explain the framework and, as it is similar to almost all KDE -applications, will enable you to read source codes from other projects as well; additionally, you will -know where to change what part of the code to make your applications behave the way they are designed for. - - - -The main() function - -As the application begins its execution with entering the main() function, -this will be the start for our code examination. The main() function of -KScribble is implemented in the file main.cpp and can also be found using the Class Browser -by selecting the "Global Functions" folder. - -1 int main(int argc, char **argv) -2 { -3 TDEAboutData about("kscribble", I18N_NOOP("KScribble"), version, description, -4 TDEAboutData::License_GPL, "(C) 2002 Your Name", 0, 0, "you@you.com"); -5 about.addAuthor( "Your Name", 0, "you@you.com" ); -6 TDECmdLineArgs::init(argc, argv, &about); -7 TDECmdLineArgs::addCmdLineOptions(options); -8 TDEApplication app; -9 -10 // register ourselves as a dcop client -11 app.dcopClient()->registerAs(app.name(), false); -12 -13 // see if we are starting with session management -14 if (app.isRestored()) -15 RESTORE(KScribble) -16 else -17 { -18 // no session.. just start up normally -19 TDECmdLineArgs *args = TDECmdLineArgs::parsedArgs(); -20 if (args->count() == 0) -21 { -22 KScribble *widget = new KScribble; -23 widget->show(); -24 } -25 else -26 { -27 int i = 0; -28 for (; i < args->count(); i++) -29 { -30 KScribble *widget = new KScribble; -31 widget->show(); -32 widget->load(args->url(i)); -33 } -34 } -35 args->clear(); -36 } -37 -38 return app.exec(); -39 } - - - -Now, what happens first is the usual creation of a TDEApplication object, but we've -added some KDE methods that set program and author information for this application. - - - -User Application Start - -... (not written yet) - - - -The Constructor - -Let's have a look at the constructor and see how this instance is called - -1 KScribble::KScribble() -2 : TDEMainWindow( 0, "KScribble" ), -3 m_view(new KScribbleView(this)), -4 m_printer(0) -5 { -6 // accept dnd -7 setAcceptDrops(true); -8 -9 // tell the TDEMainWindow that this is indeed the main widget -10 setCentralWidget(m_view); -11 -12 // then, setup our actions -13 setupActions(); -14 -15 // and a status bar -16 statusBar()->show(); -17 -18 // allow the view to change the statusbar and caption -19 connect(m_view, SIGNAL(signalChangeStatusbar(const QString&)), -20 this, SLOT(changeStatusbar(const QString&))); -21 connect(m_view, SIGNAL(signalChangeCaption(const QString&)), -22 this, SLOT(changeCaption(const QString&))); -23 -24 } - - - -Notice that KScribble inherits the TDEMainWindow class - a -commonly used base class for TDE applications. We initialize a class called KScribbleView -as our central widget, create a KStatusBar via the statusBar() -method (line 16), and connect some signals and slots together. - - - - - - - -Application View Design - -Introduction - -When developing an application with a graphical user interface, the main work takes place in -providing a so-called "view" for the application. A view generally is a widget that displays the data -of a document and provides methods to manipulate the document contents. This can be done by the user via -the events he emits by the keyboard or the mouse; more complex operations are often processed by toolbars -and menubars which interact with the view and the document. The statusbar then provides information about -the document, view or application status. As an example, we look at how an editor is constructed and where -we can find which part. - - -An editor generally is supposed to provide an interface to view and/or change the contents of a text -document for the user. If you start Kate, you see the visual interface as the following: - - -The menubar: providing complex operations as well as opening, saving and closing files and -exiting the application. - - -The toolbar: offers icons which allow quicker access for most needed functions, - - -The statusbar: displays the status of the cursor position by the current row and column, - - -The view in the center of the window, displaying a document and offering a cursor connected to -the keyboard and the mouse to operate on the data. - - - - -Now it's easy to understand that a view is the most unique part of the application and the design -of the view decides about the usability and acceptability of an application. This means that one of -the first steps in development is to determine the purpose of the application and what kind of view -design would match best to allow any user to work with the application with a minimum of work -learning how to handle the user interface. - - -For some purposes like text editing and displaying HTML files, views are provided by the Qt and KDE -libraries; we will discuss certain aspects of these high-level widgets in the next section. -But for most applications new widgets have to be designed and implemented. It is that what makes a -programmer also a designer and where his abilities on creativity are asked. Nevertheless, you should -watch for intuitivity first. Remember, a lot of users won't accept an application that isn't: - - -graphically nice. - - -offering a lot of features - - -easy to handle - - -fast to learn how to use it - - - - -Needless to say that stability is a major design goal. Nobody can prevent bugs, but a minimum can -be reached at least by clever design goals and wide use of object-oriented design. C++ makes programming -a joy if you know how to exploit it's capabilities- inheritance, information hiding and reusablitity of -already existing code. - - -When creating a KDE or Qt project, you always have to have a view that inherits QWidget, either by -direct inheritance or because the library widget you want to use inherits QWidget. Therefore, the -Application Wizard already constructed a view that is an instance of a class yourappView, which -inherits QWidget already. - - -This chapter therefore describes how to use library widgets for creating views of KDE or -Qt applications that are generated with &tdevelop;, then we look at the libraries and what kind of -views are already offered. - - - -Using Library Views - -When your application design has been set up, you first should look for already existing code that -will make your life a lot easier. A part of this search is to look for a widget that can be used as -a view or at least as a part of it; either directly or by inheritance. The KDE and Qt libraries already -contain a set of widgets that can be used for this purpose. To use them, you have two options: - - -Remove the new view class and create an instance of a library widget; then set this as the view, - - -Change the inheritance of the provided view class to the class of the library widget to use. - - - - -In either way, it is important to know that if the application framework is currently not linked -against the library that contains the widget, the linker will fail. After you decided to use a -certain widget, look for the library to link to; then open "Project"->"Options" from the &tdevelop; -menubar. Switch to the "Linker Options" page and look for the checkmarks indicating the libraries -that are currently used. If the library of your view widget is already checked, you can leave the -project options untouched and start doing the necessary changes due to your choice. If not, and the -linker options offer to add the library by a check box, check it and press "OK" to leave the project -options dialog again. In any other case, add the library in the edit line below with the -l option. -For libraries that your application has to search for before preparing the Makefiles by the -configure script on the end-user machine, add the according search macro to the configure.in file -located at the root directory of your project and add the macro to the edit line. Mind that you have -to run "Build"->"Autoconf and automake" and "Build"->"Configure" before the Makefiles contain the -correct expansion for the library macro. - - -Also, if the include files for the library to add are not in the current include path -(which can be seen by the -I options in the output window on "Make"), you have to add the path to the -Project Options dialog -"Compiler Options" page with the -I option or the according automake macro at -the edit line for "Additional Options". - - -Qt Views - -Looking at the first page of the Qt online documentation, you will find a link to -"Widget Screenshots" where you can have a look at how the widgets Qt contains look like. -These are ready to use and can be combined together to form complex widgets to create application -views or dialogs. In the following, we'll discuss some of these which are very usable for creating -application views, but keep in mind that the KDE libraries sometimes contain other widgets for the -same purpose; those will be reviewed in the next section. - - -Here are a set of hints for what purpose you could use which Qt component: - - -If your view area isn't big enough to display all your data, the user must be enabled to scroll -over the document with bars on the left and bottom of the view. For this, Qt provides the class -QScrollView, which offers a scrollable child area. As explained, you could -inherit your own widget from QScrollView or use an instance to manage your -document's view widget. - - -to create a ScrollView yourself, inherit the View widget from QWidget -and add vertical and horizontal QScrollBars . -(This is done by KDE`s TDEHTMLView widget.) - - -For text processing, use QTextEdit. This class provides a complete -text editor widget that is already capable to cut, copy and paste text and is managed by a scrollview. - - -Use QTable to display data that is arranged in a table. -As QTable is managed by scrollbars as well, it offers a good solution for -table calculation applications. - - -To display two different widgets or two widget instances at the same time, use QSplitter -. This allows to tile views by horizontal or vertical dividers. -KMail is a good example what this would look like- the main view is separated by a -splitter vertically, the right window then is divided again horizontally. - - -QListView displays information in a list and tree. -This is useful for creating file trees or any other hierarchical information you want to interact with. - - - - -You see that Qt alone offers a whole set of widgets which are ready to use so you don't have to invent -new solutions if these match your needs. The sideffect when using standard widgets is that users already -know how to handle them and only have to concentrate on the displayed data. - - - -KDE Views - -The KDE libraries were invented to make designing applications for the K Desktop Environment easier -and capable of more functionality than what Qt alone is offering. The tdeui library offers: - - -TDEListView: a more powerful version of QListView - - -TDEIconView: a graphical viewer of icon files - - - - -The tdehtml library, on the other hand, offers a complete HTML-interpreting widget that is ready to use. -It is scrollable already, so you don't even have to take care for that. A possible use could be to -integrate it as a preview widget for an HTML editor; used by applications such as Konqueror to display HTML files. - - - - -Creating your own Views - -Not yet written - - - - - -Configuring Menubars and Toolbars - -Introduction - -Menubars and toolbars are one of the most important parts of an application to provide methods to -work with a document structure. As a general rule, you should make all functions available by the menubar. -Those methods that should not be available at a current stage of the application process should be -disabled. - - -Further, an application can only contain one menubar, but several toolbars. -Toolbars on the other hand should contain only the most frequently used commands by pixmap -icons or provide quick access methods like combos to select values. - - - -How does it work? - -Our application inherits the TDEMainWindow class, which automatically handles creating -a menu bar and tool bars for us. In the KScribble::setupActions() method there is -a call to TDEMainWindow::createGUI(). This method loads a resource file, in this -case kscribbleui.rc, to initialize menus at startup. Note that kscribbleui.rc is listed as one of the -project files in the Automake Manager. Opening that file up reveals this: - -1 <!DOCTYPE kpartgui SYSTEM "kpartgui.dtd"> -2 <kpartgui name="kscribble" version="1"> -3 <MenuBar> -4 <Menu name="custom"><text>C&ustom</text> -5 <Action name="custom_action" /> -6 </Menu> -7 </MenuBar> -8 </kpartgui> - - - -Explanation... - - -Another way to modify the contents of the menu and tool bars is to directly manipulate them through the -methods provided by their class. For example, the menuBar() method returns the -KMenuBar widget that the menubar for our program. Looking at the documentation for -KMenuBar and its inheritor class QMenuBar, you will find -a large number of insertItem() methods which allow you to add items to the -menu bar. - - -TDEMainWindow's methods statusBar() and -toolBar() will also provide you with applicable widgets. - - - -Keyboard Accelerator Configuration - -A very professional thing you should always add to your application are keyboard accelerators. -Those are mainly used by experienced users that want to work fast with their applications and -are willing to learn shortcuts. For this, the KDE libraries provide the class -TDEAction, which provides the keyboard accelerator keys and access to global configured -standard keyboard accelerators. - - -By default, frame applications generated by &tdevelop; only use standard keyboard accelerators -such as F1 for accessing online-help, Ctrl+N for New File etc. - - -If your application contains a lot of accelerators, you should make them configurable -by an Options-menu; either it could be combined with other application configuration in a QWidget -or stand alone. The KDE library already provides a KKeyChooser -for use in tab dialogs, whereas KKeyDialog provides a ready-to use -key-configuration dialog. - - - - - - - -Help Functions - -Introduction - -A very important part of the development process is to provide help functionality to the user -wherever possible. Most developers tend to delay this, but you should remember that a normal user -isn't necessarily a Unix expert. He may come from the the dark side of computer software usage offering -all sweets that a user may need to work himself into using an application even without ever touching the -manuals. Therefore, the KDE and Qt library provide all means usually considered making an application -professional in the eyes of the normal user by help functions that are ready to use. -Within the application, those are: - -Tool-Tips -Statusbar help -What's this...? buttons - - -Additionally, the application should provide means to access a HTML-based online manual directly -using the standard help key F1. This context based help system is provided automatically through the -TDEMainWindow class, though as the author you must provide the content. - - -As &tdevelop; also offers all types of help as well as the KDE framework generated by the -application wizard already contains support for this, this chapter will help you find out where -and how to add your help functionality. - -During the development of your application you should try to be consistent whatever you're doing; -therefore you should do the necessary steps directly while extending the code. This will prevent you -from diving into the code again and figuring out what your application does or what you intended by -certain parts of the code. - - - - -Tool-Tips - -A very easy means of providing help are tool-tips. Those are small help messages popping up while -the user moves the mouse over a widget that provides a tool-tip and disappears when the mouse moves away. -The most popular usage of tool-tips is made in toolbars where your tool-tips should be kept as small -as possible because toolbars can be configured to display their contents in various ways: -either displaying the button, button with text on the right, button with text below, text only. -This possibility should be made configurable by the user, but isn't a must-be. The text is shown -as a tool-tip anyway and a toolbar usually consists of buttons and other widgets like lineedits and -combo boxes. For a complete reference, see the TDEToolBar class reference located -in the tdeui library. - - -As an example, we have a look at the "New File" button in a generic application: - - -There, the part i18n("New File") provides a tool-tip message. It is enclosed by the i18n() -macro provided by kapp.h to translate the tool-tip towards the currently selected language. - - -Tool-tips can also be added to any custom widget by using the QToolTip -provided by Qt. An example of that would be: - - - -Extending the Statusbar - -As the applications that inherit TDEMainWindow contain a statusbar as well, -it also offers a set of statusbar messages already for all menu and toolbar items. A statusbar -help message is a short message that extends the meaning of a tool-tip or can be seen as a replacement -for a tool-tip over menubar items and is (as the name suggests) displayed in the statusbar when the user -enters a menu and highlights the menu entry. - - - -The <guibutton>What's This...?</guibutton> Button - -The What's This...? button provides help windows with the intention -that the user wants to get help about a certain widget within the working view or a toolbar item. -It is placed in the toolbar and gets activated once the user hits the button. The cursor changes -to an arrow cursor with a question mark like the button itself looks like. The the user can press on -a visible widget item and gets a help window. As an exercise, you could try this behavior with the -What's this...? button within &tdevelop;. - - -To add the What's This...? help to one of your widgets, use the static method -QWhatsThis::add(QWidget *widget, const QString &text) - - - - - -Documentation - -Introduction - -Due to the fact that projects often lack a complete set of user documentation, -all &tdevelop; projects contain a pre-build handbook that can be easily adapted; -therefore fulfiling another goal of KDE: providing enough online-help to support users that -are not familiar with an application. This chapter therefore introduces you on how to extend -the provided documentation template and what you have to do to make it available to the user. - - - -User Documentation - -The documentation for your project lies in projectdir/doc/en, or perhaps another directory if English -isn't your native language. Therein lies a file, index.docbook, in which the documentation is stored. -The format for editing this file is explained on -KDE's documentation website. - - - -Programmer Documentation - -Another important part of the documentation is including a descriptive help for your class interfaces. -This will allow you and other programmers to use your classes by reading the HTML class documentation -that can be created with KDoc. &tdevelop; supports the use of KDoc completely by creating the -KDE-library documentation, also your application frameworks are already documented. To work yourself -into the provided code, it would be a good start to read the included documentation online. -The following describes what to do to get the API documentation, where &tdevelop; helps you add it -and what kind of special tags KDoc provides. - - - - - -Internationalization - -Introdction - -i18n is an internationalization system that is used to offer internationalized versions of an -application or project. The difficulty with writing applications is that they only support the -language they originally are composed with; visually this can be seen on labels, menu entries and the -like. The goal of the internationalization is to provide applications and library functions in the -language of the user; therefore enabling users that are not native speakers the original language to make -use of the provided functionality and feel more comfortable. - - - - - - -Credits - - -(... to be written ...) - - - - - - - -Bibliography - - - -<ulink url="info://make/Top">GNU Make Manual</ulink> - -Richard M.Stallman -RolandMcGrath - - - - -<ulink url="info://automake/Top">GNU Automake</ulink> - -DavidMacKenzie -TomTromey - - - - -<ulink url="info://autoconf/Top">GNU Autoconf</ulink> - -DavidMacKenzie -BenElliston - - - - -<ulink url="info://gcc/Top">Using the GNU Compiler Collection</ulink> -Richard M.Stallman - - - -<ulink url="info://libtool/Top">GNU Libtool</ulink> - -GordonMatzigkeit -AlexandreOliva -ThomasTanner -Gary V.Vaughan - - - - -GNU Autoconf, Automake, and Libtool -1st edition -October 2000 - -Gary V.Vaughan -BenElliston -TomTromey -Ian LanceTaylor - -New Riders Publishing -ISBN 1578701902 - - - - -Advanced Programming in the UNIX(R) Environment -1st edition -June 1992 -W. RichardStevens -Addison-Wesley Pub Co -ISBN 0201563177 - - - -Thinking in C++, Volume 1: Introduction to Standard C++ -2nd Edition -April 15, 2000 -BruceEckel -Prentice Hall -ISBN 0139798099 - - - -Open Source Development with CVS -2nd Edition -October 12, 2001 - -KarlFogel -MosheBar - -The Coriolis Group -ISBN 158880173X - - - -Programming PHP -1st edition -March 2002 - -RasmusLerdorf -KevinTatroe - -O'Reilly & Associates -ISBN 1565926102 - - - -Programming Python -2nd Edition -March 2001 -MarkLutz -O'Reilly & Associates -ISBN 0596000855 - - - -Gui Programming With Python : Using the Qt Toolkit -Bk&Cd-r edition -January 2002 -BoudewijnRempt -Opendocs Llc -ISBN 0970033044 - - - -Programming Perl -The Camel book -3rd Edition -July 2000 - -LarryWall -TomChristiansen -JonOrwant - -O'Reilly & Associates -ISBN 0596000278 - - - -Learning Perl -The Lama book -3rd Edition -July 15, 2001 - -Randal L.Schwartz -TomPhoenix - -O'Reilly & Associates -ISBN 0596001320 - - - - -&underFDL; - - - - -
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