Help with audio visualizer - qt

Im new to this website, and mostly to any type of programming. Recently Im trying to learn C++(Game Programming), and my father wants me to make him a web-based application, that flashes the window wether there is any sound playing(I believe it's called an audio visualization), I talked to my brother, and he said that I should do an external application in C++ or Java. He lend me a book about GUI with QT, but the problem is I don't know how or where to start with, Im installing the QT, although I dont know how to add a library to Microsoft Visual C++(I tried but I had some problems, hopefully qt will do everything automatically), but I wanted to know if anyone has any advice,suggestion or any help to give me. Im pretty much a beginner, this will be my 1st application ever made(with C++ at least) and Im really scared. Thank you for the time wasted reading this, I know I wrote a lot, but I wanted to be the more descriptive I could.
Thank you beforehand.

This might be a bit late, but they are right.
Though, if you really want to, I would look into FMOD.
Here's an example using FMOD & OpenGL.
http://segfaultlabs.com/devlogs/sound-equalizer-with-fmod-and-opengl
If that's what you're looking for, if not, email me I am sure I could help you out!

Related

How to import and program in UDK

I am currently learning UDK tutorials but I dont understand how to make real game with this like exporting my maya models and its animation rigs etc etc like in unity we do. Also how do I program my characters, AI for enemies etc. Please convey your opinion how to go advance with UDK ?
Thanks in advance
This is a very big topic. There is a lot of learning material on the web for UDK but it's less user-friendly than Unity. Importing maya models here: http://cg.tutsplus.com/tutorials/autodesk-maya/maya-to-udk-importing-static-meshes-using-actorx-fbx/ For larger programming questions you'll probably need a book length guide like http://www.amazon.com/Unreal-Development-Game-Programming-UnrealScript/dp/1849691924
Creating an entire game is a hard and time consuming project.
First of all I would recommend that you start with a small project, even though it is tempting to just go ahead and make the game of your dreams. Been down that road before..
Go to this page: http://udn.epicgames.com/Three/WebHome.html and click and read everything that is relevant to your game.
This is important so that you have a small understanding of everything before you start.
Then go ahead and follow some tutorials, and you'll probably have to read most of the documentation again..
I know this seems hard, but to get it right, this is the way to go..

QT for beginners

everybody, I'm beginner in programming, I've just finished my course on C++, I want to train my skills and try to write some programs on C++ with graphic windows (not console programs, I did it during all my course), I want to start working with QT, is it good idea, or I need to begin with something simplier, thanks in advance
Qt is, among other things, a great framework for developing applications with GUIs. The only way to know if it is appropriate is to try it out. I suggest going through this Qt tutorial, which involves creating a simple game.
To begin with Qt is an excellent idea. Qt is already simpler.
You should begin with these official tutorials: http://doc.qt.nokia.com/4.7-snapshot/tutorials.html
GUI program is a big change from a console app - the difference is that you don't know when things are going to happen and in what order.
But Qt is a very good place to start, the signal/slot mechanism is much clearer (IMHO) than the hidden macros of MFC or some other gui toolkits.

contributing to ASP .NET open source projects

Does anyone know how i can start contributing to ASP .NET projects. I love to learn it but I cannot currently get experience on the job.
Just out of curiosity, is contributing to open source ASP .NET projects regarded as good professional experience?
Thanks in advance!
Subbu
I'd recommend choosing one that you have an interest in, is well known and has some manageable chunks of work that need doing. If you can work on something that can be demonstrated easily, then even better - you can say something like "I implemented the search feature on foo.net, which you can see at foo.net/search".
Certainly that contributing to open source project can help you progress in your career.
Browse www.codeplex.com and find a few projects you can contribute to.
Limit your choice. It's better to work on one very well, than on 5 very badly.

Anyone doing anything yet with Adobe's Project Alchemy?

Making another appearance this year at MAX was Alchemy, Adobe's C/C++-to-AVM2-bytecode compiler. It seems like really interesting stuff -- I haven't yet had time to really dig in and try it out myself, but I can definitely imagine putting it to good use. Wondering whether any of you've had a chance to have a look at it yet, and if so, what kinds of things you've tried, how they've gone, what your opinions are, and the like. Thanks!
I have played a bit with Alchemy; tried to port swfmill to AS3.
My project stalled because I would really need a good compression library...after all I cannot drag a library along with my C code ;)
Also, I found out that it is, at this stage, more reliable to read your files from Flex then pass their content to the C code than trying to read them in your C code itself.
I have an example of how I do this on my blog.

How do you learn a new skill/framework/technology?

I need to be able to contribute to a relatively large Adobe AIR project and I'm starting from scratch with this technology. What's the best way to go about it?
I usually get a good book/tutorial and work my way through it but this time it seems there's just too much to learn for this to be feasible within a reasonable time frame. I would need books on Actionscript, FLEX, etc...
Do you know of any good resources that might be useful for this particular case?
How would you go about it if you were in my shoes?
I just had to do something similar. If you can afford it (or, get your company to pay for it), try doing a training class. I did one by Figleaf software a couple months ago and it really helped.
As for books, I hear the Essential Actionscript 3 book is good (I have the one for AS2 and it's quite good). Flex is really just the SDK. You'll be doing most of your work in AS3 and MXML.
Another really good thing to do is download the SDK and start playing with it. Think of a couple small apps to do, then write them in Flex. I did this at work (wrote a couple util Apps in Flex to learn it). I find the best way to learn is to do it, and the SDK is free so there shouldn't be anything stopping you.
Hello World for AIR, then progressively add detail.
Aggressively use any communities out there.
Blog about your experience. One day you will help someone else.
Today you are learning, tomorrow you are teaching.
I download samples from the Internet, and run them, mess with them, try to change them and understand how they work.
I subscribe to blogs on the topic and do samples, try to understan the stuff people write about.
And I do samples :)
So I basically learn from the top - down. First I get the general sense of the technology, and then I drill down with the samples to the parts that I find interesting. Works pretty well. :)
I usually find online tutorials are the best way to go. They are more to the point than books, so it's usually quicker to get up to speed. And don't limit yourself to a single resource. I've never had problems finding enough tutorials through our friend google.
I have no knowledge about Adobe AIR though. I assume your customer knows you're a noob too? ;D
I'm a big advocate of active learning, which is described in detail, here. Essentially, when you are trying to learn a new technology: read about it, discuss it with your peers, teach it to people who are even newer to the technology, and most importantly, get your hands dirty.
A perfect example of how you can learn new things is by getting involved with a community such as stackoverflow, or a discussion forum based around what you would like to learn (http://www.adobe.com/devnet/air/), or even by contributing to an open-source project.
Of course, none of the above is as effective as trying new things out. In order to learn new technologies (in my honest opinon), it is best to dive in "head-first" and try things out.

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