componentsystem | plugin system for Qt applications

 by   nedrysoft C++ Version: Current License: GPL-3.0

kandi X-RAY | componentsystem Summary

kandi X-RAY | componentsystem Summary

componentsystem is a C++ library. componentsystem has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

The component system library provides an abstracted layer to build modular applications through plugins; it consists of two major parts:. This library takes the Qt plugin system and provides a higher-level way to use it. Because plugins all derive from the IComponent interface, the plugin does not have fixed functionality like a standard plugin would, instead the combining of the IComponent interface with the object registry allows much more abstracted and scalable applications. Components can and should define custom interfaces which other components can find instances of in the object registry. The application Pingnoo (uses this component system (and indeed was where it was born), and the main application performs just two tasks. Firstly it invokes the component loader, which figures out the dependencies and load order, and secondly, it starts the Qt event loop; the components themselves provide the main window and all other functionality.
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            kandi-support Support

              componentsystem has a low active ecosystem.
              It has 16 star(s) with 4 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of componentsystem is current.

            kandi-Quality Quality

              componentsystem has no bugs reported.

            kandi-Security Security

              componentsystem has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              componentsystem is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              componentsystem releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            componentsystem Key Features

            No Key Features are available at this moment for componentsystem.

            componentsystem Examples and Code Snippets

            No Code Snippets are available at this moment for componentsystem.

            Community Discussions

            QUESTION

            Unity c# null reference error when I build to my Iphone when I try to access an entities component data
            Asked 2020-Jun-08 at 20:14

            I am building a game which uses an A* path finding system developed by CodeMonkey here: https://www.youtube.com/watch?v=XomlTHitAug&list=PLzDRvYVwl53v55lu_TjC21Iu4CuFGQXVn&index=3

            I modified the files he provided to be much more bare bones. I got to the point where the path finding was working perfectly in the editor.

            However, when I built the game to my phone, I received a null reference exception from within the Update method of the my path finding movement script. After some debugging I discovered that the convertedEntityHolder.GetEntity() command returns Entity.Null and the convertedEntityHolder.GetEntityManager() command returns Null. This, of course, results in a null reference exception. I am not sure why this would break on upon building to my Iphone. Any ideas?

            ...

            ANSWER

            Answered 2020-Jun-04 at 20:51

            On the import settings of all your assets make sure you have read/write enabled. Many of times it will default to being unchecked.

            Source https://stackoverflow.com/questions/62203177

            QUESTION

            implementing a 3rd person camera using lwjgl
            Asked 2020-Feb-17 at 15:00

            I've tried implementing a 3rd person camera multiply times, but i just can't seem to get it to work. The movement and the zoom work fine, but the rotation just causes me a lot of troubles:

            1. When changing the pitch of the camera (i.e. from how high you are looking at the player), the camera always rotates around the world x axis at the position of the player and not the camera x axis

            2. When changing the angle around the player, the camera always rotates around the world z axis at the position of the player and not the camera z axis

            3. When rotating the camera in any direction, it slowly moves in said direction, not staying at the fixed offset from the player position

            I've already tried changing the matrix multiplication order, but that doesn't help and I've also tried using a look at matrix, but that wouldn't work at all, creating all sorts of other issues. I know, that using a math library would make this a lot easier, but that's not my goal. I want to at least try to understand the math behind this and understand my mistake.

            My Matrix4f class:

            ...

            ANSWER

            Answered 2020-Feb-17 at 15:00

            So I managed to fix my problem, by

            1. Changing to Matrix multiplication order to rotate first and move then (I also added new functions to the Matrix4f class to make this easier)

            Source https://stackoverflow.com/questions/59912629

            QUESTION

            How to get all generic parameters of class?
            Asked 2019-Oct-14 at 13:34

            I have an abstract class with a few or many (from 1 all the way up to 16) generic parameters like so:

            ...

            ANSWER

            Answered 2019-Oct-14 at 13:14

            Reflection to the rescue!

            Source https://stackoverflow.com/questions/58377571

            QUESTION

            C++: Cannot convert argument 1 from Child non-template class to Parent template class
            Asked 2018-Jul-24 at 14:51

            I know there is a lot of these "cannot convert argument" questions here, but I promise I looked around a lot and I think my particular case hasn't been asked yet, plus I have tried debugging this for quite a few hours but can't seem to get it.

            Basically, I am creating a Component system for a 2D game engine. I have separated my logic into two parts: Component and ComponentSystem. The Component class will store only data, while the ComponentSystem will update and manipulate that data accordingly.

            The ComponentSystem base class is abstract with a template to specify which Component the system will be using. Here is the .h file:

            ...

            ANSWER

            Answered 2018-Jul-24 at 14:51

            First of all you are initializing a std::vector*> that takes a ComponentSystem with a Component* template parameter. This means that your vector components that is contained within ComponentSystem is holding a pointer to a pointer to a Component. This might be an error on your part unless you actually mean to hold a pointer to a pointer. If you don't your vector should be initialized std::vector*>.

            Secondly it seems you would like to use runtime polymorphism so that your vector systems can hold not only ComponentSystem objects but also SpriteComponentSystem (AKA ComponentSystem objects).

            Unfortunately the language does not allow this since templates are instantiated at compile time and each instantiation is its own type. The language views ComponentSystem and ComponentSystem as separate types and hence the compiler is complaining.

            I think you would need to rethink this design philosophy.

            Source https://stackoverflow.com/questions/51491829

            QUESTION

            How can I avoid these circular references in my GameKit game? I'm using GKAgents2D and GKBehaviours
            Asked 2018-Apr-20 at 10:28

            I am using GKAgents, GKGoals and GKBehaviours, but I'm getting leaked memory between my Behaviour and Component. I think images and code may better explain my problem:

            In my entity manager I return all drone entities:

            ...

            ANSWER

            Answered 2018-Apr-20 at 10:28

            Setting the DroneMoveComponents behaviour on every update is not necessary! Moving this set only once in the constructor seems to prevent the leaks.

            Source https://stackoverflow.com/questions/49899421

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install componentsystem

            You can download it from GitHub.

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            gh repo clone nedrysoft/componentsystem

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            git@github.com:nedrysoft/componentsystem.git

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