Graphical Application Courses Online

Онлайн-обучение под руководством живого инструктора Graphical Application курсы доставляются с использованием интерактивный удаленный рабочий стол! .

Во время курсы сможет выполнять каждый участник Graphical Application упражнения на их удаленном рабочем столе, предоставленные QwikCourse.


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Graphical Application Training


TGA

About

Trainings Graphics API

Development Environment

Should simply loading the cmake project not work: Currently implemented are:

API Documentation

Shader

A Shader represents code to be executed on the GPU. A handle to a Shader is created with a call to Interface::createShader(const ShaderInfo &shaderInfo); The ShaderInfo struct requires the following parameters: struct ShaderInfo{ ShaderType type; // Type of Shader. Valid Types are ShaderType::vertex and ShaderType::fragment uint8_t const *src; // Pointer to the shader code. Dependant on the underlying API, for Vulkan this would be SPIR-V size_t srcSize; // Size of the shader code in bytes The handle to a Shader is valid until a call to Interface::free(Shader shader); or until the descruction of the interface

Buffer

A Buffer represents a chunk of memory on the GPU. A handle to a Buffer is created with a call to Interface::createBuffer(const BufferInfo &bufferInfo); The BufferInfo struct requires the following parameters: struct BufferInfo{ BufferUsage usage; // Usage flags of the Buffer. Valid Usage flags are BufferUsage::uniform, BufferUsage::vertex and BufferUsage::index. Others are work in progress uint8_t const data; // Data of the Buffer to be uploaded. Alignment requirements are the users responsibility size_t dataSize; // Size of the buffer data in bytes To update the contents of a Buffer call ```Interface::updateBuffer(Buffer buffer, uint8_t const data, size_t dataSize, uint32_t offset)with the Buffer you want to update, the data you want to write, the size of the data in bytes and an offset from the beginning of the Buffer The handle to a Buffer is valid until a call toInterface::free(Buffer buffer);``` or until the descruction of the interface

Texture

A Texture represents an image that is stored on and used by the GPU. A handle to a Texture is created with a call to Interface::createTexture(const TextureInfo &textureInfo); The TextureInfo struct requires the following parameters: struct TextureInfo{ uint32_t width; // Width of the Texture in pixels uint32_t height; // Height of the Texture in pixels Format format; // Format of the pixels. Example: For 8 bit per Pixel with red, green and blue channel use Format::r8g8b8_unorm. For a list of all formats refer to tga::Format uint8_t const *data; // Data of the Texture. Pass a nullptr to create a texture with undefined content size_t dataSize; // Size of the texture data in bytes SamplerMode samplerMode; // How the Texture is sampled. Valid SamplerModes are SamplerMode::nearest (default) and SamplerMode::linear RepeatMode repeatMode; // How textures reads with uv-coordinates outside of [0:1] are handled. For a list of all repeate modes refer to tga::RepeatMode The handle to a Texture is valid until a call to Interface::free(Texture texture); or until the descruction of the interface

Window

A Window is used to present the result of a fragment shader to the screen. A handle to a Window is created with a call to Interface::createWindow(const WindowInfo &windowInfo); The WindowInfo struct requires the following parameters: struct WindowInfo{ uint32_t width; // Width of the Window in pixels uint32_t height; // Height of the Window in pixels PresentMode presentMode; // How syncronization to the monitor is handled. Valid PresentModes are PresentMode::immediate (show frame as fast as possible, default) and PresentMode::vsync (sync to the monitor refresh rate) uint32_t framebufferCount; // How many backbuffers the window has to manage. Due to minimum and maximum contraints this value may not be the actual resulting number of backbuffers and needs to be polled later The handle to a Window can be used to query and update its state: The handle to a Window is valid until a call to Interface::free(Window window); or until the descruction of the interface

InputSet

An InputSet is a collection of Bindings and a Binding is a resource used in a Shader. A handle to an InputSet is created with a call to Interface::createInputSet(const InputSetInfo &inputSetInfo); The InputSetInfo struct requires the following parameters: struct InputSetInfo{ RenderPass targetRenderPass; // The RenderPass this InputSet should be used with uint32_t setIndex; // The Index of this InputSet as defined in RenderPass.inputLayout
std::vector bindings; // The collection of Bindings in this InputSet

Binding

A Binding assigns a resource to a shader as declared in RenderPass::InputLayout::SetLayout The Binding struct consists of: The handle to an InputSet is valid until a call to Interface::free(InputSet inputSet); or until the descruction of the interface

RenderPass

A RenderPass describes a configuration of the graphics-pipeline. A handle to a RenderPass is created with a call to Interface::createRenderPass(const RenderPassInfo &renderPassInfo); The RenderPassInfo struct requires the following parameters: struct RenderPassInfo{ std::vector shaderStages; // The Shaders to be executed in this RenderPass. Must be ordererd in accordance with the shader stages of the graphics pipeline (i.e vertex before fragment, no duplicate stages, etc.) std::variant renderTarget; // Where the result of the fragment shader stage will be saved. Keep in mind that a Window can have several framebuffers and only one is written at a time ClearOperation clearOperations; // Determines if the renderTarget and/or depth-buffer should be cleared VertexLayout vertexLayout; // Describes the format of the vertices in the vertex-buffer RasterizerConfig rasterizerConfig; // Describes the configuration the Rasterizer, i.e blending, depth-buffer, culling and polygon draw mode InputLayout inputLayout; // Describes how the Bindings are organized

VertexLayout

The VertexLayout describes how a vertex in a vertex-buffer is laid out in memory. The VertexLayout struct consists of: A VertexAttribute consists of:

RasterizerConfig

The RasterizerConfig determines depth test, blending, culling and polygon-draw-mode the RasterizerConfig struct consists of:

InputLayout

The InputLayout describes how Bindings are organized. The InputLayout is a collection of SetLayouts. A SetLayout is a collection of BindingLayouts. The BindingLayout struct consists of: The handle to a RenderPass is valid until a call to Interface::free(RenderPass renderPass); or until the descruction of the interface

CommandBuffer

A CommandBuffer is a list of instructions to be executed by the GPU. A CommandBuffer is started with a call to Interface::beginCommandBuffer(const CommandBufferInfo &commandBufferInfo) Note that the CommandBufferInfo struct is currently empty The handle to a CommandBuffer can then be created with a call to Interface::endCommandBuffer() Inbetween beginCommandBuffer and endCommandBuffer you can call the following commands to be recorded in the CommandBuffer: To execute a CommandBuffer call Interface::execute(CommandBuffer commandBuffer) The handle to a CommandBuffer is valid until a call to Interface::free(CommandBuffer commandBuffer); or until the descruction of the interface


7 hours

1,656 €

Mondrian

About

Mondrian is a smart and easy-to-learn vector graphics web app. UNMAINTAINED REPO: I wrote this in college for fun and am keeping it up for posterity.

Features

Basic

Mondrian offers all the tools needed to create, modify, and export simple SVG files.

Innovations

Mondrian also supports undo/redo through a (somewhat rough and unstable) file history API that There are no tests written for this system. It's a big todo.


7 hours

1,656 €

Oomox

About

Themix GUI theme designer

Graphical application for generating different color variations of Oomox (Numix-based), Materia (ex-Flat-Plat) and Arc themes (GTK2, GTK3, Cinnamon, GNOME, Openbox, Xfwm), Archdroid, Gnome-Color, Numix, Papirus and Suru++ icon themes. Have a hack for HiDPI in gtk2.

Table of contents:

  • Installing with package manager
  • Installing manually
  • Using with tiling WMs
  • Extra GTK3 CSS hacks
  • Spotify
  • Review videos/Usage instructions

7 hours

1,656 €

Work around with FF Multi Converter

About

FF Multi Converter is a simple graphical application which enables you to convert audio, video, image and document files between all popular formats, using and combining other programs. It uses ffmpeg for audio/video files, unoconv for document files and ImageMagick for image file conversions.


7 hours

1,656 €

Discover IIPImage

About

IIPImage is an advanced high-performance imaging server and client

IIPImage is a high performance image server and client for viewing, navigating and zooming within high resolution images on the internet. Images in TIFF or JPEG2000 format are efficiently streamed by the server to a choice of clients that can be embedded within a web page.


7 hours

1,656 €

Explore Gnomadic

About

An graphical application primarily to transfer mp3s from a computer to the Creative Nomad II/c device. It will allow these mp3s to be re-encoded using LAME to the desired bitrate. It is written in C++ and uses Gtkmm, libmp3lame.


7 hours

1,656 €

Work around with SDL for Oberon

About

Simple DirectMedia Layer bindings for Oberon family languages

Simple DirectMedia Layer bindings for Oberon family languages: Modula-2 and Oberon-2 (XDS), Active Oberon (OPCL, ETH Oberon) and Component Pascal (BlackBox Component Builder). Supported SDL version 1.2.15 (stable).


7 hours

1,656 €

Know FourierRocks A WAV file comparison tool

About

FourierRocks is a graphical application to compare sound (.wav) files.

FourierRocks is a graphical application to compare sound (.wav) files. It performs deep analysis of differences between wav files both in time and frequency domains. It's particularly useful in many situations such as: - Analyzing audio codec alterations - Checking audio player response - Analyzing CD ripping process - Comparing audio spectra (Loudspeaker comparison, Poweramp comparison, etc...) It not only compares bit information but performs an accurate and extended sound comparison (so you get an human readable and clear report).


7 hours

1,656 €

Work around with Genode FPGA Graphics

About

Genode FX is a composition of hardware and software components that enable the creation of fully fledged graphical user interfaces as system-on-chip solutions using commodity FPGAs such as Xilinx' Spartan3 and Virtex FPGAs.


7 hours

1,656 €

Fundamentals of marinas gui

About

Marinas-GUI is a full environment to make multiplatform applications in graphics mode using Harbour compiler and Qt library. It run in all platforms supported by Harbour and Qt.


7 hours

1,656 €


Учится Graphical Application жесткий?


В области Graphical Application обучение под руководством инструктора в режиме реального времени и практические учебные курсы будут иметь большое значение по сравнению с просмотром обучающих видео материалов. Участники должны сохранять сосредоточенность и взаимодействовать с преподавателем, задавая вопросы и опасаясь. В Qwikcourse тренеры и участники используют DaDesktop , облачная среда рабочего стола, предназначенная для преподавателей и студентов, которые хотят проводить интерактивное практическое обучение из удаленных физических мест.


Graphical Application хорошее поле?


На данный момент есть огромные возможности для работы в различных сферах ИТ. Большинство курсов в Graphical Application является отличным источником обучения ИТ с практическим обучением и опытом, который может стать большим вкладом в ваше портфолио.



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