I was wondering what is the relation between GIMP and GTK+. I read that GTK+ is GIMP Tool Kit, but is GIMP included in GTK+?
Thanks.
If I am not mistaken, GTK was the GUI toolkit that was initially developed for GIMP. It was then adopted by the GNOME project as its primary toolkit
The GIMP is an application that uses GTK+ as its toolkit.
The GIMP was 1st released as an application without separating toolkit. Then the toolkit has been separated from application, and called GTK.
Related
KaiOS is "a web-based mobile operating system that is based on Linux kernel forked from B2G (Boot to Gecko), an open source community-driven successor of Firefox OS which was discontinued by Mozilla in 2016. (As written on its Wikipedia Article)
I wanted to use Unity Game Engine to make a game for it but I have not seen KaiOS as one of the available platforms to build for.
Is it possible that one of the platforms that Unity builds for (such as HTML5) can be made somehow compatible for KaiOS? Are there any other available tools I can use? Or will I have to work on the raw game from scratch?
The answer is no:
https://docs.unity3d.com/Manual/UnityCloudBuildSupportedPlatforms.html
Sorry to be a let down. It does support iOS though.
EDIT
If you put a little more work into it using HTML5, then yes.
It is known that wxWidgets uses native APIs for a native look.
This seems not to be the case for GTK+.
Is this still the case or something have changed?
Why GTK+ cannot use the native API in Windows?
My understanding is that GTK+ is just a program while wxWidgets is a group of programs (one for each OS). While GTK+ uses libraries like GObject to achieve portability, wxWidgets was built from scratch in each specific platform. Is this correct?
Please, provide detail like what API is using GTK+ in Windows and what API is using wxWidgets instead.
Thank you.
wxWidgets uses native Win32 API for drawing and for UI, i.e. various controls in wxWidgets are the native Windows Shell controls when running under Windows.
GTK+ still uses some low-level Win32 API to be able to run under Windows at all, but it uses its own controls which it draws itself using its own drawing library too.
Both GTK+ and wxWidgets are libraries and not programs and both contain platform-independent and platform-specific code, although wxWidgets has much more (proportionally speaking) of the latter than GTK+.
I'm developing an application for WP8, and I would like to share some ViewModels with a windows store version, so I created a portable library, installed the portable version of MvvmLight and moved the code there.
From what I see, if I use the portable version of MVVM in a portable library, I have to use the same version even in the Windows8 application.
Now I have to bind handle the tap event in a ListBox to the ViewModel, to navigate to another view, and looks like I have to use the EventToCommand behavior, but this behavior is in the WP8.Extras dll of the standard version of MvvmLight, and I cannot add to my project.
How can I solve this? There is some way to bind an event to a ViewModel compatible with portable MvvmLight, or I possibile to install the not portable version of MvvmLight in the client App?
thanks,
Luca
The EventToCommand that you're using in WP8 is not availble on Windows Store Apps,
If you're working on a Windows8 app, than WinRTBehaviors will help you use all behaviors that do what you want (they can help only for Windows8.0 apps (the library is deprecated)).
If you are building for Windows8.1 than download Behaviors (XAML) SDK for VisualStudio 2013 they have InvokeCommandAction which does pretty the same thing
guys i am working on a project which uses unity engien and kinect as input source ..now according to my knowledge there is not much support between unity and kinect sdk ..i have heard about zigfu framework but it is not giving me all functionalities i need..so what are options for me? im thinking to take some functionalities from zigfu and some from a background application build in .net 4.0 and using kinect official sdk ? can i connect to kinect via two interfaces at the same time? i.e zigfu and kinect sdk ....my background app will connect to unity via pipes ..is that agood option?
I've already done something similar. I'd like to use Unity 3D engine and do some interactions to animate the model using Kinect (Kinect SDK). Some functionality in Kinect SDK are not available in Zigfu, such as Hand Gripping detection.
Because Kinect SDK is suitable for WPF application, here is my solution :
Build your Unity into Unity Standalone (PC, Mac, Linux).
Create WPF application with Kinect stuff inside.
Add WindowsFormsHost inside your XAML of WPF application.
Embed your Unity Standalone into WPF using WindowsFormsHost.
To do a communication between WPF and Unity, you can use Raknet. It will work as socket does.
in my experience, its usually not a good idea to use "two of" something, when they both do the same thing. I've never heard of zigfu before, but it seems relatively easy to learn. Since its available as a unity plug in, it may be best to use that over kinect. The reason being that Unity isn't to "friendly" with third party applications.
If your aiming for XNA, its possible to convert easily if the plug-in doesn't already do it for you.
I Highly recommend looking over the unity forums, and the ZDK documentation.
http://forum.unity3d.com/threads/127924-Zigfu-dev-kit-for-Unity3D-Product-Launch
Does anyone have any experience integrating the Papyrus toolkit in an iPhone / iPad application in order to display DICOM medical images?
I have the Papyrus toolkit integrated with my Objective-C code, but I am struggling to get it to display a DICOM image. Does anyone have any tips they can share?
Papyrus is severely outdated, as it was last updated in 1996. Here's a link for the manual.
Instead, I recommend porting the DCMFramework currently bundled with OsiriX to the iOS instead. This takes many of the advantages of CoreData, Objective-C, and Mac OS X portability.