Future of QT and KDE

So Qt5&KDE5 will be a horrible mess if:
1. Nokia/Trolltech and community drops support for X11
2. Kwin drop support for X11
3. Nokia/Trolltech and community drops support for QtSvg
4. OpenGL Qt Graphics system is buggy
Dropping support for X11 isn't happening anytime soon as long as there is no offical support from Nvidia/Ati. That pretty much rules out the 1st and 2nd. I'm not saying that it's impossible but unlikely.
QtSvg is important for KDE so they will most likely maintain it, 3rd point ruled out. I don't see how inactive Qt windows using OpenGL cause any problems with games that are most likely run in fullscreen mode, the 4th.
Just to make clear, I don't know much about the situation but I highly doubt that KDE and Qt developers are intentionally trying to destroy the desktop.
Last edited by Teho (2011-09-06 14:54:49)

Somethings that I am excited about on and off Qt campus
1. It appears QML2 will use v8
2. v8 for QtScript
3. Mozilla is building a Qt4 native port <-- I tested it out works for the most part
    visuals are a little messed up. Could this mean that a Native Qt4 Gecko widget
    might be possible? Don't know maybe
4. We might even see a QtWebkit that uses v8!!!!
v8 in Qt is what I am most excited about. I use nodejs for my web development
and that uses v8, but I also use Ogre3D as my main 3D graphics engine on top
of Qt. My hopes are to be able to use Javascript when ever and where ever I see fit
and have it just work. With one javascript engine. Be it Desktop, Game, Multimedia
or Web Applications. Granted it's possible now, but the situation would be better
if I didnt have to use v8 for this and JSCore for that.
let me say it a few more times v8, v8, v8!!!!!
I am also looking forward to a OAuth 2 library then I could do all kinds of cool-things
with Google Storage for Developers
Last couple of months I have really gotten into doing stuff with Cloud Storage and what not.
Ill be doing alot of stuff in regards to Google services and YES I am a google Fan boy.. Love Google
Here have a Skia Example Won't find many of these on the web that are not directed at android.
#include "SkCanvas.h"
#include "SkGraphics.h"
#include "SkImageEncoder.h"
#include "SkString.h"
#include "SkTemplates.h"
int main (int argc, char * const argv[]) {
SkAutoGraphics ag;
//Output filename
SkString path("skhello.png");
//Set Text To Draw
SkString text("Hello, World");
SkPaint paint;
//Set Text ARGB Color
paint.setARGB(255, 255, 255, 255);
//Turn AntiAliasing On
paint.setAntiAlias(true);
//Set Text Size
paint.setTextSize(SkIntToScalar(30));
//Set Image Width & Height
SkScalar width = 800;
SkScalar height = 600;
SkBitmap bitmap;
bitmap.setConfig(SkBitmap::kARGB_8888_Config, width, height);
bitmap.allocPixels();
//Create Canvas
SkCanvas canvas(bitmap);
canvas.drawARGB(255, 101, 33, 131);
//Text X, Y Position Varibles
SkScalar x = 80;
SkScalar y = 60;
canvas.drawText(text.c_str(), text.size(), x, y, paint);
//Set Style and Stroke Width
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(10);
//Draw A Rectangle
SkRect rect;
paint.setARGB(255, 0, 0, 0);
//Left, Top, Right, Bottom
rect.set(50, 100, 200, 200);
canvas.drawRoundRect(rect, 20, 20, paint);
//Draw A Line
canvas.drawLine(10, 300, 300, 300, paint);
//Draw Circle (X, Y, Size, Paint)
canvas.drawCircle(100, 400, 50, paint);
//Same Image (file, bitmap, image_type, quality)
SkImageEncoder::EncodeFile(path.c_str(), bitmap, SkImageEncoder::kPNG_Type, 100);
return 0;
Larger View
Last edited by zester (2011-09-06 16:46:53)

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