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Mastering GUI Programming with Python

You're reading from   Mastering GUI Programming with Python Develop impressive cross-platform GUI applications with PyQt

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789612905
Length 542 pages
Edition 1st Edition
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Author (1):
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Alan D. Moore Alan D. Moore
Author Profile Icon Alan D. Moore
Alan D. Moore
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Toc

Table of Contents (24) Chapters Close

Preface 1. Section 1: Deep Dive into PyQt
2. Getting Started with PyQt FREE CHAPTER 3. Building Forms with QtWidgets 4. Handling Events with Signals and Slots 5. Building Applications with QMainWindow 6. Creating Data Interfaces with Model-View Classes 7. Styling Qt Applications 8. Section 2: Working with External Resources
9. Working with Audio-Visual Using QtMultimedia 10. Networking with QtNetwork 11. Exploring SQL with Qt SQL 12. Section 3: Unraveling Advanced Qt Implementations
13. Multithreading with QTimer and QThread 14. Creating Rich Text with QTextDocument 15. Creating 2D Graphics with QPainter 16. Creating 3D Graphics with QtOpenGL 17. Embedding Data Plots with QtCharts 18. PyQt Raspberry Pi 19. Web Browsing with QtWebEngine 20. Preparing Your Software for Distribution 21. Answers to Questions 22. Upgrading Raspbian 9 to Raspbian 10
23. Other Books You May Enjoy

Questions

Try these questions to test your knowledge from this chapter:

  1. Which steps of the OpenGL render pipeline are user-definable? Which steps must be defined in order to render anything? You may need to reference the documentation at https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview.
  1. You're writing a shader for an OpenGL 2.1 program. Does the following look correct?
   #version 2.1

attribute highp vec4 vertex;

void main (void)
{
gl_Position = vertex;
}
  1. Is the following a vertex or fragment shader? How can you tell?
   attribute highp vec4 value1;
varying highp vec3 x[4];
void main(void)
{
x[0] = vec3(sin(value1[0] * .4));
x[1] = vec3(cos(value1[1]));
gl_Position = value1;
x[2] = vec3(10 * x[0])
}
  1. Given the following vertex shader, what code do you need to write to assign simple values to the two variables?
   attribute...
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