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Qt Creator 4.8 Beta released

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KDE

In Qt Creator 4.8 we’ll introduce experimental support for the language server protocol. For many programming languages there is a “language server” available, which provides IDEs with a whole lot of information about the code, as long as they support communicating via the protocol.

This means that by providing a client for the language server protocol, Qt Creator gets (some) support for many programming languages “for free”. Currently Qt Creator supports code completion, highlighting of the symbol under cursor, and jumping to the symbol definition, as well as integrates diagnostics from the language server. Highlighting and indentation are still provided by our generic highlighter, since they are not provided via the language server protocol.

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Also: Qt Creator 4.8 Rolls Into Beta With C++ Improvements, Language Server Protocol Support

Qt Company: Introducing the Distance Field Generator

  • Introducing the Distance Field Generator

    At least from the perspective of rendering, text is often the most complex part of a traditional two-dimensional user interface. In such an interface, the two main components are rectangular images and text. The rectangular images are often quite static, and can be represented by two triangles and four indexes into a texture atlas that is uploaded to graphics memory once and then retained. This is something that has low complexity and which the graphics hardware has been optimized to handle quickly.

    Text starts as a series of indexes into an international database of writing systems (Unicode). It is then, based on some selection algorithm, combined with one or more fonts, which is in principle a collection of shapes and some lookup tables and executable programs that convert said indexes into shapes and relative positions. These shapes, basically filled paths made out of bezier curves, then have to be rasterized at a specified size, and this can range from simple and neat outlines to complex ones with lots of detail. (By rasterization, I mean finding out how much of each target pixel, or subpixel in some cases, is covered by the shape.)

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