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Offer me a good QML exercise

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  • tomyT Offline
    tomyT Offline
    tomy
    wrote on last edited by tomy
    #28

    Hi,

    For a while I was trying to use contains(point p), mapFromItem(...) or mapToItem(...). But unfortunately, no success! So I got back to the prior method, which was using the X and Y coordinates as follows.

    Please run it on your system. It works fine for me. The bug is also solved.
    But there's another bug!

    • Moving the racket when playing the game on the Desktop kit (Windows) doesn't affect the speed of ball's movement but when run on an Android device, moving the racket affects the speed of ball's movement as though their movements have been tied together.

    I also tried to manipulate the MouseArea in the Racket.qml to cope with that, but no change in the result! :(

    Please check it and express your idea how to solve that issue.

    QML files Ball, Counter, Light and Winbox are as before.

    Racket.qml:

    import QtQuick 2.9
    
    Rectangle {
        id: root
        width: 15; height: 65
        property int oldY: y
        property bool yUwards: false
        property bool yDwards: false
    
        onYChanged: {
            if(y > oldY)  yDwards = true
            else if (y < oldY)  yUwards = true
            oldY = y
        }
    
        MouseArea {
            anchors.fill: parent
            anchors.margins: -root.height
            drag.target: root
            focus: true
            hoverEnabled: true
            pressAndHoldInterval: 0
            drag.axis: Drag.YAxis
            drag.minimumY: table.y
            drag.maximumY: table.height - root.height - 10
        }
    }
    
    
    

    main.qml:

    import QtQuick 2.9
    import QtQuick.Window 2.2
    import QtQuick.Controls 2.1
    
    Window {
        id: window
        visibility: Window.Maximized
        title: qsTr("The PingPong Game - A QML Game")
        color: "gray"
        
        Rectangle {
            id: table
            width: window.width / 1.15; height: window.height / 1.15
            x: window.x + 100; y: 10;
            border.width: 10
            border.color: "white"
            color: "royalblue"
            property int count: 1
            property bool turn: false
            property bool lightState: false
            property double step: 3.0
            property int duration: 4
            
            Racket {
                id: blackRacket
                anchors.left: table.left
                anchors.leftMargin: width * 2
                y: height
                color: "black"
            }
            Racket {
                id: redRacket
                anchors.right: table.right
                anchors.rightMargin: width * 2
                y: height
                color: "red"
            }
            
            
            Ball {
                id: ball
                x: table.width/2
                y: table.height/2
            }
            
            Column {
                spacing: 3
                anchors.centerIn: table
                anchors.top: table.top
                Repeater {
                    model: table.height/(blackRacket.height / 2 + 3)
                    delegate: Rectangle {
                        width: 5
                        height: blackRacket.height / 2
                        color: "white"
                    }
                }
            }
            
            Counter {
                id: leftCounter
                x: table.width / 2 - height - 100
                y: 50
            }
            Counter {
                id: rightCounter
                x: table.width / 2 + 100
                y: 50
            }
            
            
            Light {
                id: leftLight
                x: table.width/2 - 280
                y: table.height + 10
                color: "lime"
            }
            Light {
                id: rightLight
                x: table.width/2 + 220
                y: table.height + 10
                color: "silver"
            }
            
            WinBox {
                id: rightWin
                x: table.width/2 + 380
                y: table.height + 10
            }
            WinBox {
                id: leftWin
                x: table.x + 40
                y: table.height + 10
            }
            
            Button {
                x: table.width/2 - 45
                y: table.height + 10
                
                contentItem: Text {
                    id: st_tx
                    horizontalAlignment: Text.AlignHCenter
                    verticalAlignment: Text.AlignVCenter
                    text: qsTr("START")
                    font.bold: true
                    font.pixelSize: 20
                    color: "green"
                }
                background: Rectangle {
                    implicitHeight: 60
                    implicitWidth: 100
                    color: "lightGrey"
                    border.width: 8
                    border.color: "lightBlue"
                    radius: 20
                }
                onClicked: table.startGame()
            }
            Button {
                x: table.width/2 - 150
                y: table.height + 10
                
                contentItem: Text {
                    id: pu_tx
                    horizontalAlignment: Text.AlignHCenter
                    verticalAlignment: Text.AlignVCenter
                    text: qsTr("PAUSE")
                    font.bold: true
                    font.pixelSize: 20
                    color: "green"
                }
                background: Rectangle {
                    id: pu_rec
                    implicitHeight: 60
                    implicitWidth: 100
                    color: "lightGrey"
                    border.width: 8
                    border.color: "lightBlue"
                    radius: 20
                }
                onClicked: table.pauseGame()
            }
            Button {
                x: table.width/2 + 60
                y: table.height + 10
                
                contentItem: Text {
                    id: sp_tx
                    horizontalAlignment: Text.AlignHCenter
                    verticalAlignment: Text.AlignVCenter
                    text: qsTr("STOP")
                    font.bold: true
                    font.pixelSize: 20
                    color: "green"
                }
                background: Rectangle {
                    implicitHeight: 60
                    implicitWidth: 100
                    color: "lightGrey"
                    border.width: 8
                    border.color: "lightBlue"
                    radius: 20
                    
                }
                onClicked: table.stopGame()
            }
            
            Text {
                x: window.x; y: table.height + 50
                color: "white"
                text: "Ver: 1.1"
                font.family: "Helvetica"
                font.pointSize: 15
            }
            Text {
                x: table.width - 200; y: table.height + 50
                color: "white"
                text: " Programmed By S.R. Abbasi (Tomy)"
                font.family: "Helvetica"
                font.pointSize: 10
            }
            
            function startGame() {
                st_tx.text = qsTr("START")
                if (leftWin.visible)
                    leftWin.visible = false
                if (rightWin.visible)
                    rightWin.visible = false
                in_timer.restart()
            }
            function pauseGame() {
                st_tx.text = qsTr("RESUME")
                in_timer.running = false
            }
            function stopGame() {
                st_tx.text = qsTr("START")
                in_timer.running = false
                rightCounter.count = 0
                leftCounter.count = 0
                ball.x = table.width/2
                ball.y = table.height/2
                table.count = 1
                table.turn = false
                rightLight.color = "silver"
                leftLight.color = "lime"
                
                if(ball.xincrement < 0 )
                    ball.xincrement *= -1
            }
            
            Timer {
                interval: 40; repeat: true; running: true
                
                onTriggered: {
                    redRacket.yUwards = false
                    redRacket.yDwards = false
                    blackRacket.yUwards = false
                    blackRacket.yDwards = false
                }
            }
            Timer {
                id: out_timer
                interval: 1; repeat: false; running: false
                
                function lightChange() {
                    if (table.lightState) {
                        rightLight.color = "silver"
                        leftLight.color= "lime"
                    }
                    else {
                        rightLight.color = "lime"
                        leftLight.color= "silver"
                    }
                    table.lightState = !table.lightState
                }
                
                onTriggered: {
                    ball.xincrement = Math.random() + 0.5
                    ball.yincrement = Math.random() + 0.5
                    
                    if (table.count % 5 == 0) {
                        table.turn = !table.turn
                        lightChange()
                    }
                    
                    if (table.turn)
                        ball.xincrement *= -1
                    
                    ball.x = table.width/2
                    ball.y = table.height/2
                    
                    if (ball.yincrement > 1.1)
                        ball.yincrement *= -1
                    
                    in_timer.restart()
                    table.count++
                }
            }
            Timer {
                id: right_return_timer
                interval: 1; repeat: true; running: false
                onTriggered: {
                    ball.x = ball.x + (ball.xincrement * table.step)
                    ball.y = ball.y + (ball.yincrement * table.step)
                    if(ball.x + ball.width < redRacket.x) {
                        running = false
                        in_timer.running = true
                    }
                }
            }
            Timer {
                id: left_return_timer
                interval: 1; repeat: true; running: false
                onTriggered: {
                    ball.x = ball.x + (ball.xincrement * table.step)
                    ball.y = ball.y + (ball.yincrement * table.step)
                    if(ball.x > blackRacket.x + blackRacket.width) {
                        running = false
                        in_timer.running = true
                    }
                }
            }
            Timer {
                id: in_timer
                interval: table.duration; repeat: true; running: false
                
                
                function hitsRightRacket() {
                    if ((ball.x + ball.width >= redRacket.x &&
                         ball.x <= redRacket.x + redRacket.width) &&
                            (ball.y + ball.height >= redRacket.y &&
                             ball.y <= redRacket.y + redRacket.height))
                        return true
                    return false
                }
                function hitsLeftRacket() {
                    if ((ball.x + ball.width >= blackRacket.x &&
                         ball.x < blackRacket.x + blackRacket.width)  &&
                            (ball.y + ball.height >= blackRacket.y &&
                             ball.y <= blackRacket.y + blackRacket.height))
                        return true
                    return false
                }
                function hitsUpperOrLowerWall(){
                    if (ball.y <= 0 || ball.y + ball.height >= table.height)
                        return true
                    return false
                }
                function hitsRightWall() {
                    if (ball.x + ball.width >= table.width)
                        return true
                    else return false
                }
                function hitsLeftWall() {
                    if (ball.x <= 0) return true
                    else return false
                }
                
                onTriggered: {
                    if (hitsRightWall()) {
                        in_timer.stop()
                        leftCounter.count++
                        out_timer.interval = 2000
                        out_timer.running = true
                    }
                    else if (hitsLeftWall()) {
                        in_timer.stop()
                        rightCounter.count++
                        out_timer.interval = 2000
                        out_timer.running = true
                    }
                    else if (hitsRightRacket()) {
                        if (redRacket.yUwards) {
                            if (ball.yincrement == 0)
                                ball.yincrement = -ball.ran
                            else if (ball.yincrement > 0)
                                ball.yincrement *= -1
                            interval = (table.duration/4)
                        }
                        else if (redRacket.yDwards) {
                            if (ball.yincrement == 0)
                                ball.yincrement = ball.ran
                            else if (ball.yincrement < 0)
                                ball.yincrement *= -1
                            interval = (table.duration/4)
                        }
                        else {
                            ball.yincrement = 0
                            interval = (table.duration/2)
                        }
                        ball.xincrement *= -1
                        running = false
                        right_return_timer.running = true
                    }
                    else if (hitsLeftRacket()) {
                        if(blackRacket.yUwards) {
                            if (ball.yincrement == 0)
                                ball.yincrement = -ball.ran
                            else if (ball.yincrement > 0)
                                ball.yincrement *= -1
                            interval = (table.duration/4)
                        }
                        else if (blackRacket.yDwards) {
                            if (ball.yincrement == 0)
                                ball.yincrement = ball.ran
                            else if (ball.yincrement < 0)
                                ball.yincrement *= -1
                            interval = (table.duration/4)
                        }
                        else {
                            ball.yincrement = 0
                            interval = (table.duration/2)
                        }
                        ball.xincrement *= -1
                        running = false
                        left_return_timer.running = true
                    }
                    else if (hitsUpperOrLowerWall())
                        ball.yincrement *= -1
                    
                    // Move Ball
                    ball.x = ball.x + (ball.xincrement * table.step);
                    ball.y = ball.y + (ball.yincrement * table.step);
                    
                    if(rightCounter.count + leftCounter.count == 21) {
                        in_timer.stop()
                        if (rightCounter.count > leftCounter.count)
                            rightWin.visible = true
                        else
                            leftWin.visible = true
                    }
                }
            }
        }
    }
    
    
    J.HilkJ 1 Reply Last reply
    1
    • tomyT tomy

      Hi,

      For a while I was trying to use contains(point p), mapFromItem(...) or mapToItem(...). But unfortunately, no success! So I got back to the prior method, which was using the X and Y coordinates as follows.

      Please run it on your system. It works fine for me. The bug is also solved.
      But there's another bug!

      • Moving the racket when playing the game on the Desktop kit (Windows) doesn't affect the speed of ball's movement but when run on an Android device, moving the racket affects the speed of ball's movement as though their movements have been tied together.

      I also tried to manipulate the MouseArea in the Racket.qml to cope with that, but no change in the result! :(

      Please check it and express your idea how to solve that issue.

      QML files Ball, Counter, Light and Winbox are as before.

      Racket.qml:

      import QtQuick 2.9
      
      Rectangle {
          id: root
          width: 15; height: 65
          property int oldY: y
          property bool yUwards: false
          property bool yDwards: false
      
          onYChanged: {
              if(y > oldY)  yDwards = true
              else if (y < oldY)  yUwards = true
              oldY = y
          }
      
          MouseArea {
              anchors.fill: parent
              anchors.margins: -root.height
              drag.target: root
              focus: true
              hoverEnabled: true
              pressAndHoldInterval: 0
              drag.axis: Drag.YAxis
              drag.minimumY: table.y
              drag.maximumY: table.height - root.height - 10
          }
      }
      
      
      

      main.qml:

      import QtQuick 2.9
      import QtQuick.Window 2.2
      import QtQuick.Controls 2.1
      
      Window {
          id: window
          visibility: Window.Maximized
          title: qsTr("The PingPong Game - A QML Game")
          color: "gray"
          
          Rectangle {
              id: table
              width: window.width / 1.15; height: window.height / 1.15
              x: window.x + 100; y: 10;
              border.width: 10
              border.color: "white"
              color: "royalblue"
              property int count: 1
              property bool turn: false
              property bool lightState: false
              property double step: 3.0
              property int duration: 4
              
              Racket {
                  id: blackRacket
                  anchors.left: table.left
                  anchors.leftMargin: width * 2
                  y: height
                  color: "black"
              }
              Racket {
                  id: redRacket
                  anchors.right: table.right
                  anchors.rightMargin: width * 2
                  y: height
                  color: "red"
              }
              
              
              Ball {
                  id: ball
                  x: table.width/2
                  y: table.height/2
              }
              
              Column {
                  spacing: 3
                  anchors.centerIn: table
                  anchors.top: table.top
                  Repeater {
                      model: table.height/(blackRacket.height / 2 + 3)
                      delegate: Rectangle {
                          width: 5
                          height: blackRacket.height / 2
                          color: "white"
                      }
                  }
              }
              
              Counter {
                  id: leftCounter
                  x: table.width / 2 - height - 100
                  y: 50
              }
              Counter {
                  id: rightCounter
                  x: table.width / 2 + 100
                  y: 50
              }
              
              
              Light {
                  id: leftLight
                  x: table.width/2 - 280
                  y: table.height + 10
                  color: "lime"
              }
              Light {
                  id: rightLight
                  x: table.width/2 + 220
                  y: table.height + 10
                  color: "silver"
              }
              
              WinBox {
                  id: rightWin
                  x: table.width/2 + 380
                  y: table.height + 10
              }
              WinBox {
                  id: leftWin
                  x: table.x + 40
                  y: table.height + 10
              }
              
              Button {
                  x: table.width/2 - 45
                  y: table.height + 10
                  
                  contentItem: Text {
                      id: st_tx
                      horizontalAlignment: Text.AlignHCenter
                      verticalAlignment: Text.AlignVCenter
                      text: qsTr("START")
                      font.bold: true
                      font.pixelSize: 20
                      color: "green"
                  }
                  background: Rectangle {
                      implicitHeight: 60
                      implicitWidth: 100
                      color: "lightGrey"
                      border.width: 8
                      border.color: "lightBlue"
                      radius: 20
                  }
                  onClicked: table.startGame()
              }
              Button {
                  x: table.width/2 - 150
                  y: table.height + 10
                  
                  contentItem: Text {
                      id: pu_tx
                      horizontalAlignment: Text.AlignHCenter
                      verticalAlignment: Text.AlignVCenter
                      text: qsTr("PAUSE")
                      font.bold: true
                      font.pixelSize: 20
                      color: "green"
                  }
                  background: Rectangle {
                      id: pu_rec
                      implicitHeight: 60
                      implicitWidth: 100
                      color: "lightGrey"
                      border.width: 8
                      border.color: "lightBlue"
                      radius: 20
                  }
                  onClicked: table.pauseGame()
              }
              Button {
                  x: table.width/2 + 60
                  y: table.height + 10
                  
                  contentItem: Text {
                      id: sp_tx
                      horizontalAlignment: Text.AlignHCenter
                      verticalAlignment: Text.AlignVCenter
                      text: qsTr("STOP")
                      font.bold: true
                      font.pixelSize: 20
                      color: "green"
                  }
                  background: Rectangle {
                      implicitHeight: 60
                      implicitWidth: 100
                      color: "lightGrey"
                      border.width: 8
                      border.color: "lightBlue"
                      radius: 20
                      
                  }
                  onClicked: table.stopGame()
              }
              
              Text {
                  x: window.x; y: table.height + 50
                  color: "white"
                  text: "Ver: 1.1"
                  font.family: "Helvetica"
                  font.pointSize: 15
              }
              Text {
                  x: table.width - 200; y: table.height + 50
                  color: "white"
                  text: " Programmed By S.R. Abbasi (Tomy)"
                  font.family: "Helvetica"
                  font.pointSize: 10
              }
              
              function startGame() {
                  st_tx.text = qsTr("START")
                  if (leftWin.visible)
                      leftWin.visible = false
                  if (rightWin.visible)
                      rightWin.visible = false
                  in_timer.restart()
              }
              function pauseGame() {
                  st_tx.text = qsTr("RESUME")
                  in_timer.running = false
              }
              function stopGame() {
                  st_tx.text = qsTr("START")
                  in_timer.running = false
                  rightCounter.count = 0
                  leftCounter.count = 0
                  ball.x = table.width/2
                  ball.y = table.height/2
                  table.count = 1
                  table.turn = false
                  rightLight.color = "silver"
                  leftLight.color = "lime"
                  
                  if(ball.xincrement < 0 )
                      ball.xincrement *= -1
              }
              
              Timer {
                  interval: 40; repeat: true; running: true
                  
                  onTriggered: {
                      redRacket.yUwards = false
                      redRacket.yDwards = false
                      blackRacket.yUwards = false
                      blackRacket.yDwards = false
                  }
              }
              Timer {
                  id: out_timer
                  interval: 1; repeat: false; running: false
                  
                  function lightChange() {
                      if (table.lightState) {
                          rightLight.color = "silver"
                          leftLight.color= "lime"
                      }
                      else {
                          rightLight.color = "lime"
                          leftLight.color= "silver"
                      }
                      table.lightState = !table.lightState
                  }
                  
                  onTriggered: {
                      ball.xincrement = Math.random() + 0.5
                      ball.yincrement = Math.random() + 0.5
                      
                      if (table.count % 5 == 0) {
                          table.turn = !table.turn
                          lightChange()
                      }
                      
                      if (table.turn)
                          ball.xincrement *= -1
                      
                      ball.x = table.width/2
                      ball.y = table.height/2
                      
                      if (ball.yincrement > 1.1)
                          ball.yincrement *= -1
                      
                      in_timer.restart()
                      table.count++
                  }
              }
              Timer {
                  id: right_return_timer
                  interval: 1; repeat: true; running: false
                  onTriggered: {
                      ball.x = ball.x + (ball.xincrement * table.step)
                      ball.y = ball.y + (ball.yincrement * table.step)
                      if(ball.x + ball.width < redRacket.x) {
                          running = false
                          in_timer.running = true
                      }
                  }
              }
              Timer {
                  id: left_return_timer
                  interval: 1; repeat: true; running: false
                  onTriggered: {
                      ball.x = ball.x + (ball.xincrement * table.step)
                      ball.y = ball.y + (ball.yincrement * table.step)
                      if(ball.x > blackRacket.x + blackRacket.width) {
                          running = false
                          in_timer.running = true
                      }
                  }
              }
              Timer {
                  id: in_timer
                  interval: table.duration; repeat: true; running: false
                  
                  
                  function hitsRightRacket() {
                      if ((ball.x + ball.width >= redRacket.x &&
                           ball.x <= redRacket.x + redRacket.width) &&
                              (ball.y + ball.height >= redRacket.y &&
                               ball.y <= redRacket.y + redRacket.height))
                          return true
                      return false
                  }
                  function hitsLeftRacket() {
                      if ((ball.x + ball.width >= blackRacket.x &&
                           ball.x < blackRacket.x + blackRacket.width)  &&
                              (ball.y + ball.height >= blackRacket.y &&
                               ball.y <= blackRacket.y + blackRacket.height))
                          return true
                      return false
                  }
                  function hitsUpperOrLowerWall(){
                      if (ball.y <= 0 || ball.y + ball.height >= table.height)
                          return true
                      return false
                  }
                  function hitsRightWall() {
                      if (ball.x + ball.width >= table.width)
                          return true
                      else return false
                  }
                  function hitsLeftWall() {
                      if (ball.x <= 0) return true
                      else return false
                  }
                  
                  onTriggered: {
                      if (hitsRightWall()) {
                          in_timer.stop()
                          leftCounter.count++
                          out_timer.interval = 2000
                          out_timer.running = true
                      }
                      else if (hitsLeftWall()) {
                          in_timer.stop()
                          rightCounter.count++
                          out_timer.interval = 2000
                          out_timer.running = true
                      }
                      else if (hitsRightRacket()) {
                          if (redRacket.yUwards) {
                              if (ball.yincrement == 0)
                                  ball.yincrement = -ball.ran
                              else if (ball.yincrement > 0)
                                  ball.yincrement *= -1
                              interval = (table.duration/4)
                          }
                          else if (redRacket.yDwards) {
                              if (ball.yincrement == 0)
                                  ball.yincrement = ball.ran
                              else if (ball.yincrement < 0)
                                  ball.yincrement *= -1
                              interval = (table.duration/4)
                          }
                          else {
                              ball.yincrement = 0
                              interval = (table.duration/2)
                          }
                          ball.xincrement *= -1
                          running = false
                          right_return_timer.running = true
                      }
                      else if (hitsLeftRacket()) {
                          if(blackRacket.yUwards) {
                              if (ball.yincrement == 0)
                                  ball.yincrement = -ball.ran
                              else if (ball.yincrement > 0)
                                  ball.yincrement *= -1
                              interval = (table.duration/4)
                          }
                          else if (blackRacket.yDwards) {
                              if (ball.yincrement == 0)
                                  ball.yincrement = ball.ran
                              else if (ball.yincrement < 0)
                                  ball.yincrement *= -1
                              interval = (table.duration/4)
                          }
                          else {
                              ball.yincrement = 0
                              interval = (table.duration/2)
                          }
                          ball.xincrement *= -1
                          running = false
                          left_return_timer.running = true
                      }
                      else if (hitsUpperOrLowerWall())
                          ball.yincrement *= -1
                      
                      // Move Ball
                      ball.x = ball.x + (ball.xincrement * table.step);
                      ball.y = ball.y + (ball.yincrement * table.step);
                      
                      if(rightCounter.count + leftCounter.count == 21) {
                          in_timer.stop()
                          if (rightCounter.count > leftCounter.count)
                              rightWin.visible = true
                          else
                              leftWin.visible = true
                      }
                  }
              }
          }
      }
      
      
      J.HilkJ Offline
      J.HilkJ Offline
      J.Hilk
      Moderators
      wrote on last edited by
      #29

      Hi @tomy , sorry for the late response.

      I had a lengthly break, sickness and holiday - thankfully not overlapping. But I'm back now and will take a look later today. I actually managed not to touch my laptop during that time, that was difficult I'll tell ya.

      Any progress in the last 23 days ?

      Greetings.


      Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


      Q: What's that?
      A: It's blue light.
      Q: What does it do?
      A: It turns blue.

      tomyT 1 Reply Last reply
      2
      • J.HilkJ J.Hilk

        Hi @tomy , sorry for the late response.

        I had a lengthly break, sickness and holiday - thankfully not overlapping. But I'm back now and will take a look later today. I actually managed not to touch my laptop during that time, that was difficult I'll tell ya.

        Any progress in the last 23 days ?

        Greetings.

        tomyT Offline
        tomyT Offline
        tomy
        wrote on last edited by
        #30

        @J.Hilk
        Hi J.Hilk, welcome back. :)
        I'm very glad that your sickness and holiday haven't had overlapping. :)
        I hope you're very well now. And Happy New Year to you. :)

        I see and it's OK. I'm appreciative for your assistance. :) Thanks.
        Welcome back once again.

        Any progress in the last 23 days ?

        That last version was actually modified many times. :) That is, each time I modified it and edited the code here in that last version making it the most recent one for you when you'll get back.

        The problem was that and I found no remedy so I thought of using a ParallelAnimation as the tool for moving the ball hoping it resolves the issue with the effect of moving the rackets on the ball's movement.

        I'm still working on it and today or tomorrow will test this new version and post it here too. Can it be a good solution to the problem in your point of view please?

        1 Reply Last reply
        1
        • tomyT Offline
          tomyT Offline
          tomy
          wrote on last edited by
          #31

          Well, to cope with that problem I tried Animations in the code the way below.
          Other components are as before and here is the code after the stopGame() function in main.qml:

          ...
          ParallelAnimation {
                     id: anim
                     NumberAnimation {
                         target: ball
                         properties: "x"
                         to: in_timer.xMove
                     }
                     NumberAnimation {
                         target: ball
                         properties: "y"
                         to: in_timer.yMove
                     }
                 }
                 
                 Timer {
                     interval: 40; repeat: true; running: true
                     
                     onTriggered: {
                         redRacket.yUwards = false
                         redRacket.yDwards = false
                         blackRacket.yUwards = false
                         blackRacket.yDwards = false
                     }
                 }
                 Timer {
                     id: out_timer
                     interval: 1; repeat: false; running: false
                     
                     function lightChange() {
                         if (table.lightState) {
                             rightLight.color = "silver"
                             leftLight.color= "lime"
                         }
                         else {
                             rightLight.color = "lime"
                             leftLight.color= "silver"
                         }
                         table.lightState = !table.lightState
                     }
                     
                     onTriggered: {
                         ball.xincrement = Math.random() + 0.5
                         ball.yincrement = Math.random() + 0.5
                         
                         if (table.count % 5 == 0) {
                             table.turn = !table.turn
                             lightChange()
                         }
                         
                         if (table.turn)
                             ball.xincrement *= -1
                         
                         ball.x = table.width/2
                         ball.y = table.height/2
                         
                         if (ball.yincrement > 1.1)
                             ball.yincrement *= -1
                         
                         in_timer.restart()
                         table.count++
                     }
                 }
                 Timer {
                     id: right_return_timer
                     interval: 1; repeat: true; running: false
                     onTriggered: {
                         in_timer.xMove += ball.xincrement * table.step
                         in_timer.yMove += ball.yincrement * table.step
                         anim.restart()
                         if(ball.x + ball.width < redRacket.x) {
                             running = false
                             in_timer.running = true
                         }
                     }
                 }
                 Timer {
                     id: left_return_timer
                     interval: 1; repeat: true; running: false
                     onTriggered: {
                         in_timer.xMove += ball.xincrement * table.step
                         in_timer.yMove += ball.yincrement * table.step
                         anim.restart()
                         if(ball.x > blackRacket.x + blackRacket.width) {
                             running = false
                             in_timer.running = true
                         }
                     }
                 }
                 Timer {
                     id: in_timer
                     interval: table.duration; repeat: true; running: false
                     property double xMove: ball.x
                     property double yMove: ball.y
                     
                     function hitsRightRacket() {
                         if ((ball.x + ball.width >= redRacket.x &&
                              ball.x <= redRacket.x + redRacket.width) &&
                                 (ball.y + ball.height >= redRacket.y &&
                                  ball.y <= redRacket.y + redRacket.height))
                             return true
                         return false
                     }
                     function hitsLeftRacket() {
                         if ((ball.x + ball.width >= blackRacket.x &&
                              ball.x < blackRacket.x + blackRacket.width)  &&
                                 (ball.y + ball.height >= blackRacket.y &&
                                  ball.y <= blackRacket.y + blackRacket.height))
                             return true
                         return false
                     }
                     function hitsUpperOrLowerWall(){
                         if (ball.y <= 0)
                             return true
                         else if (ball.y + ball.height >= table.height)
                             return true
                         return false
                     }
                     function hitsRightWall() {
                         if (ball.x + ball.width >= table.width)
                             return true
                         return false
                     }
                     function hitsLeftWall() {
                         if (ball.x <= 0) return true
                         else return false
                     }
                     
                     onTriggered: {
                         if (hitsRightWall()) {
                             stop()
                             leftCounter.count++
                             out_timer.interval = 2000
                             out_timer.running = true
                         }
                         else if (hitsLeftWall()) {
                             stop()
                             rightCounter.count++
                             out_timer.interval = 2000
                             out_timer.running = true
                         }
                         else if (hitsRightRacket()) {
                             if (redRacket.yUwards) {
                                 if (ball.yincrement == 0)
                                     ball.yincrement = -ball.ran
                                 else if (ball.yincrement > 0)
                                     ball.yincrement = ball.yincrement > 0 ?
                                                 -ball.yincrement: ball.yincrement
                                 interval = (table.duration/4)
                             }
                             else if (redRacket.yDwards) {
                                 if (ball.yincrement == 0)
                                     ball.yincrement = ball.ran
                                 else if (ball.yincrement < 0)
                                     ball.yincrement = ball.yincrement > 0 ?
                                                 -ball.yincrement: ball.yincrement
                                 interval = (table.duration/4)
                             }
                             else {
                                 ball.yincrement = 0
                                 interval = (table.duration/2)
                             }
                             ball.xincrement = ball.xincrement > 0 ?
                                         -ball.xincrement: ball.xincrement
                             running = false
                             right_return_timer.running = true
                         }
                         else if (hitsLeftRacket()) {
                             if(blackRacket.yUwards) {
                                 if (ball.yincrement == 0)
                                     ball.yincrement = -ball.ran
                                 else if (ball.yincrement > 0)
                                     ball.yincrement = ball.yincrement > 0 ?
                                                 -ball.yincrement: ball.yincrement
                                 interval = (table.duration/4)
                             }
                             else if (blackRacket.yDwards) {
                                 if (ball.yincrement == 0)
                                     ball.yincrement = ball.ran
                                 else if (ball.yincrement < 0)
                                     ball.yincrement = ball.yincrement > 0 ?
                                                 -ball.yincrement: ball.yincrement
                                 interval = (table.duration/4)
                             }
                             else {
                                 ball.yincrement = 0
                                 interval = (table.duration/2)
                             }
                             ball.xincrement = ball.xincrement > 0 ?
                                         -ball.xincrement: ball.xincrement
                             running = false
                             left_return_timer.running = true
                         }
                         else if (hitsUpperOrLowerWall())
                             ball.yincrement = ball.yincrement > 0 ?
                                         -ball.yincrement: ball.yincrement
                         
                         // Move Ball
                         xMove += (ball.xincrement * table.step);
                         yMove += (ball.yincrement * table.step);
                         anim.restart()
                         
                         if(rightCounter.count + leftCounter.count == 21) {
                             stop()
                             if (rightCounter.count > leftCounter.count)
                                 rightWin.visible = true
                             else
                                 leftWin.visible = true
                         }
                     }
                 }
             }
          }
          

          This code also has several problems! One of them is that the ball doesn't stop when it hits the right or left wall. I tired several statements, like:
          stop()
          in_timer.stop()
          running = false
          anim.stop()
          but neither works!

          J.HilkJ 1 Reply Last reply
          0
          • tomyT tomy

            Well, to cope with that problem I tried Animations in the code the way below.
            Other components are as before and here is the code after the stopGame() function in main.qml:

            ...
            ParallelAnimation {
                       id: anim
                       NumberAnimation {
                           target: ball
                           properties: "x"
                           to: in_timer.xMove
                       }
                       NumberAnimation {
                           target: ball
                           properties: "y"
                           to: in_timer.yMove
                       }
                   }
                   
                   Timer {
                       interval: 40; repeat: true; running: true
                       
                       onTriggered: {
                           redRacket.yUwards = false
                           redRacket.yDwards = false
                           blackRacket.yUwards = false
                           blackRacket.yDwards = false
                       }
                   }
                   Timer {
                       id: out_timer
                       interval: 1; repeat: false; running: false
                       
                       function lightChange() {
                           if (table.lightState) {
                               rightLight.color = "silver"
                               leftLight.color= "lime"
                           }
                           else {
                               rightLight.color = "lime"
                               leftLight.color= "silver"
                           }
                           table.lightState = !table.lightState
                       }
                       
                       onTriggered: {
                           ball.xincrement = Math.random() + 0.5
                           ball.yincrement = Math.random() + 0.5
                           
                           if (table.count % 5 == 0) {
                               table.turn = !table.turn
                               lightChange()
                           }
                           
                           if (table.turn)
                               ball.xincrement *= -1
                           
                           ball.x = table.width/2
                           ball.y = table.height/2
                           
                           if (ball.yincrement > 1.1)
                               ball.yincrement *= -1
                           
                           in_timer.restart()
                           table.count++
                       }
                   }
                   Timer {
                       id: right_return_timer
                       interval: 1; repeat: true; running: false
                       onTriggered: {
                           in_timer.xMove += ball.xincrement * table.step
                           in_timer.yMove += ball.yincrement * table.step
                           anim.restart()
                           if(ball.x + ball.width < redRacket.x) {
                               running = false
                               in_timer.running = true
                           }
                       }
                   }
                   Timer {
                       id: left_return_timer
                       interval: 1; repeat: true; running: false
                       onTriggered: {
                           in_timer.xMove += ball.xincrement * table.step
                           in_timer.yMove += ball.yincrement * table.step
                           anim.restart()
                           if(ball.x > blackRacket.x + blackRacket.width) {
                               running = false
                               in_timer.running = true
                           }
                       }
                   }
                   Timer {
                       id: in_timer
                       interval: table.duration; repeat: true; running: false
                       property double xMove: ball.x
                       property double yMove: ball.y
                       
                       function hitsRightRacket() {
                           if ((ball.x + ball.width >= redRacket.x &&
                                ball.x <= redRacket.x + redRacket.width) &&
                                   (ball.y + ball.height >= redRacket.y &&
                                    ball.y <= redRacket.y + redRacket.height))
                               return true
                           return false
                       }
                       function hitsLeftRacket() {
                           if ((ball.x + ball.width >= blackRacket.x &&
                                ball.x < blackRacket.x + blackRacket.width)  &&
                                   (ball.y + ball.height >= blackRacket.y &&
                                    ball.y <= blackRacket.y + blackRacket.height))
                               return true
                           return false
                       }
                       function hitsUpperOrLowerWall(){
                           if (ball.y <= 0)
                               return true
                           else if (ball.y + ball.height >= table.height)
                               return true
                           return false
                       }
                       function hitsRightWall() {
                           if (ball.x + ball.width >= table.width)
                               return true
                           return false
                       }
                       function hitsLeftWall() {
                           if (ball.x <= 0) return true
                           else return false
                       }
                       
                       onTriggered: {
                           if (hitsRightWall()) {
                               stop()
                               leftCounter.count++
                               out_timer.interval = 2000
                               out_timer.running = true
                           }
                           else if (hitsLeftWall()) {
                               stop()
                               rightCounter.count++
                               out_timer.interval = 2000
                               out_timer.running = true
                           }
                           else if (hitsRightRacket()) {
                               if (redRacket.yUwards) {
                                   if (ball.yincrement == 0)
                                       ball.yincrement = -ball.ran
                                   else if (ball.yincrement > 0)
                                       ball.yincrement = ball.yincrement > 0 ?
                                                   -ball.yincrement: ball.yincrement
                                   interval = (table.duration/4)
                               }
                               else if (redRacket.yDwards) {
                                   if (ball.yincrement == 0)
                                       ball.yincrement = ball.ran
                                   else if (ball.yincrement < 0)
                                       ball.yincrement = ball.yincrement > 0 ?
                                                   -ball.yincrement: ball.yincrement
                                   interval = (table.duration/4)
                               }
                               else {
                                   ball.yincrement = 0
                                   interval = (table.duration/2)
                               }
                               ball.xincrement = ball.xincrement > 0 ?
                                           -ball.xincrement: ball.xincrement
                               running = false
                               right_return_timer.running = true
                           }
                           else if (hitsLeftRacket()) {
                               if(blackRacket.yUwards) {
                                   if (ball.yincrement == 0)
                                       ball.yincrement = -ball.ran
                                   else if (ball.yincrement > 0)
                                       ball.yincrement = ball.yincrement > 0 ?
                                                   -ball.yincrement: ball.yincrement
                                   interval = (table.duration/4)
                               }
                               else if (blackRacket.yDwards) {
                                   if (ball.yincrement == 0)
                                       ball.yincrement = ball.ran
                                   else if (ball.yincrement < 0)
                                       ball.yincrement = ball.yincrement > 0 ?
                                                   -ball.yincrement: ball.yincrement
                                   interval = (table.duration/4)
                               }
                               else {
                                   ball.yincrement = 0
                                   interval = (table.duration/2)
                               }
                               ball.xincrement = ball.xincrement > 0 ?
                                           -ball.xincrement: ball.xincrement
                               running = false
                               left_return_timer.running = true
                           }
                           else if (hitsUpperOrLowerWall())
                               ball.yincrement = ball.yincrement > 0 ?
                                           -ball.yincrement: ball.yincrement
                           
                           // Move Ball
                           xMove += (ball.xincrement * table.step);
                           yMove += (ball.yincrement * table.step);
                           anim.restart()
                           
                           if(rightCounter.count + leftCounter.count == 21) {
                               stop()
                               if (rightCounter.count > leftCounter.count)
                                   rightWin.visible = true
                               else
                                   leftWin.visible = true
                           }
                       }
                   }
               }
            }
            

            This code also has several problems! One of them is that the ball doesn't stop when it hits the right or left wall. I tired several statements, like:
            stop()
            in_timer.stop()
            running = false
            anim.stop()
            but neither works!

            J.HilkJ Offline
            J.HilkJ Offline
            J.Hilk
            Moderators
            wrote on last edited by J.Hilk
            #32

            hey @tomy ,

            I used the code from your previous post, the one before the last one, and brought it on my iphone.

            For me it works flawlessly, no slowdown at all.

            Take a look at this video:
            Video
            Edit: video link fixed, thanks to @mrjj

            In fact, the animation/movement of the ball is too fast in my opinion.

            Did you compile the release version for your android device? Debug versions are ressource demanding and may result in slow animations on old devices.

            The racket movment invokes a property binding recalculations, that is executed as soon as the event loop returns, I believe.
            The Movement of the ball and checks are all depending on timers, during the property binding induced calculations those timers may queue up, that then results in a slow Ball-Animation.


            Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


            Q: What's that?
            A: It's blue light.
            Q: What does it do?
            A: It turns blue.

            tomyT 1 Reply Last reply
            1
            • mrjjM Offline
              mrjjM Offline
              mrjj
              Lifetime Qt Champion
              wrote on last edited by
              #33

              Hi
              Video link didnt work for me but i could extract
              https://vimeo.com/251451461

              1 Reply Last reply
              1
              • J.HilkJ J.Hilk

                hey @tomy ,

                I used the code from your previous post, the one before the last one, and brought it on my iphone.

                For me it works flawlessly, no slowdown at all.

                Take a look at this video:
                Video
                Edit: video link fixed, thanks to @mrjj

                In fact, the animation/movement of the ball is too fast in my opinion.

                Did you compile the release version for your android device? Debug versions are ressource demanding and may result in slow animations on old devices.

                The racket movment invokes a property binding recalculations, that is executed as soon as the event loop returns, I believe.
                The Movement of the ball and checks are all depending on timers, during the property binding induced calculations those timers may queue up, that then results in a slow Ball-Animation.

                tomyT Offline
                tomyT Offline
                tomy
                wrote on last edited by tomy
                #34

                @J.Hilk

                For me it works flawlessly, no slowdown at all.
                Take a look at this video:
                Video
                Edit: video link fixed, thanks to @mrjj

                Hallo, Thank you very much.

                In fact, the animation/movement of the ball is too fast in my opinion.

                I think by increasing table.duration it will be solved

                Did you compile the release version for your android device? Debug versions are ressource demanding and may result in slow animations on old devices.

                Well, when testing on the Desktop kit on my Windows, the program has no problem. It's fine. When switching to "Android for armeabi-v7a (GCC 4.9, Qt 5.10.0 for Android armv7)" kit in both Debug and Release modes, I get these two issues in the Issues window which are the same apparently. I don't know if it's related to the problem on Android devices or not.

                :-1: warning: "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-gcc" is used by qmake, but "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-gcc.exe" is configured in the kit.
                Please update your kit or choose a mkspec for qmake that matches your target environment better.

                :-1: warning: "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-g++" is used by qmake, but "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-g++.exe" is configured in the kit.
                Please update your kit or choose a mkspec for qmake that matches your target environment better.

                The racket movment invokes a property binding recalculations, that is executed as soon as the event loop returns, I believe.
                The Movement of the ball and checks are all depending on timers, during the property binding induced calculations those timers may queue up, that then results in a slow Ball-Animation.

                I'm not sure I can understand it well. Probably it's a too advanced for me. If it can be a lead, is there any solution for that please?

                J.HilkJ 1 Reply Last reply
                0
                • tomyT tomy

                  @J.Hilk

                  For me it works flawlessly, no slowdown at all.
                  Take a look at this video:
                  Video
                  Edit: video link fixed, thanks to @mrjj

                  Hallo, Thank you very much.

                  In fact, the animation/movement of the ball is too fast in my opinion.

                  I think by increasing table.duration it will be solved

                  Did you compile the release version for your android device? Debug versions are ressource demanding and may result in slow animations on old devices.

                  Well, when testing on the Desktop kit on my Windows, the program has no problem. It's fine. When switching to "Android for armeabi-v7a (GCC 4.9, Qt 5.10.0 for Android armv7)" kit in both Debug and Release modes, I get these two issues in the Issues window which are the same apparently. I don't know if it's related to the problem on Android devices or not.

                  :-1: warning: "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-gcc" is used by qmake, but "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-gcc.exe" is configured in the kit.
                  Please update your kit or choose a mkspec for qmake that matches your target environment better.

                  :-1: warning: "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-g++" is used by qmake, but "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-g++.exe" is configured in the kit.
                  Please update your kit or choose a mkspec for qmake that matches your target environment better.

                  The racket movment invokes a property binding recalculations, that is executed as soon as the event loop returns, I believe.
                  The Movement of the ball and checks are all depending on timers, during the property binding induced calculations those timers may queue up, that then results in a slow Ball-Animation.

                  I'm not sure I can understand it well. Probably it's a too advanced for me. If it can be a lead, is there any solution for that please?

                  J.HilkJ Offline
                  J.HilkJ Offline
                  J.Hilk
                  Moderators
                  wrote on last edited by
                  #35

                  @tomy mmh, my Idea would be to marry your QMl-program with a cpp class, that does the heavy stuff.

                  Your cpp-class could/should have Q_properties that are bound to ball.x and ball.y and right/leftracket position.

                  That class could emit signals when the ball hits something and trigger the new ball position etc.

                  Thats a bit more work than I can justify right now, but I'll look into it a bit more during lunch-break ;-)


                  Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                  Q: What's that?
                  A: It's blue light.
                  Q: What does it do?
                  A: It turns blue.

                  tomyT 1 Reply Last reply
                  2
                  • J.HilkJ J.Hilk

                    @tomy mmh, my Idea would be to marry your QMl-program with a cpp class, that does the heavy stuff.

                    Your cpp-class could/should have Q_properties that are bound to ball.x and ball.y and right/leftracket position.

                    That class could emit signals when the ball hits something and trigger the new ball position etc.

                    Thats a bit more work than I can justify right now, but I'll look into it a bit more during lunch-break ;-)

                    tomyT Offline
                    tomyT Offline
                    tomy
                    wrote on last edited by
                    #36

                    @J.Hilk
                    Hi, thank you for your suggestion. I've used C++ for console applications on Visual Studio and also used it on Qt Creator for a few Qt programs. And also have used QML on Qt Creator as in this program. But I've never used C++ in a QML program! So it seems hard for me. But if it's the solution to make the program run correctly on Android devices, OK, I will go for that. But where to start?

                    J.HilkJ 1 Reply Last reply
                    0
                    • tomyT tomy

                      @J.Hilk
                      Hi, thank you for your suggestion. I've used C++ for console applications on Visual Studio and also used it on Qt Creator for a few Qt programs. And also have used QML on Qt Creator as in this program. But I've never used C++ in a QML program! So it seems hard for me. But if it's the solution to make the program run correctly on Android devices, OK, I will go for that. But where to start?

                      J.HilkJ Offline
                      J.HilkJ Offline
                      J.Hilk
                      Moderators
                      wrote on last edited by
                      #37

                      @tomy

                      theres a very basic example in the docu, that is really good to get general understanding of a c++ backend for a qml program:

                      Let me link that for you


                      Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                      Q: What's that?
                      A: It's blue light.
                      Q: What does it do?
                      A: It turns blue.

                      1 Reply Last reply
                      1
                      • J.HilkJ Offline
                        J.HilkJ Offline
                        J.Hilk
                        Moderators
                        wrote on last edited by
                        #38

                        heres an quick example how your Backend could look like:

                        //PropertyBase.h
                        #ifndef PROPERTYBASE_H
                        #define PROPERTYBASE_H
                        
                        #include <QObject>
                        
                        class PropertyBase : public QObject
                        {
                            Q_OBJECT
                            
                            Q_PROPERTY(double xBall READ xBall WRITE setXBall NOTIFY xBallChanged)
                            Q_PROPERTY(double yBall READ yBall WRITE setYBall NOTIFY yBallChanged)
                            Q_PROPERTY(double wBall READ wBall WRITE setWBall NOTIFY wBallChanged)
                            Q_PROPERTY(double hBall READ hBall WRITE setHBall NOTIFY hBallChanged)
                            
                            Q_PROPERTY(double xRedRacket READ xRedRacket WRITE setXRedRacket NOTIFY xRedRacketChanged)
                            Q_PROPERTY(double yRedRacket READ yRedRacket WRITE setYRedRacket NOTIFY yRedRacketChanged)
                            Q_PROPERTY(double wRedRacket READ wRedRacket WRITE setWRedRacket NOTIFY wRedRacketChanged)
                            Q_PROPERTY(double hRedRacket READ hRedRacket WRITE setHRedRacket NOTIFY hRedRacketChanged)
                            
                            Q_PROPERTY(double xBlackRacket READ xBlackRacket WRITE setXBlackRacket NOTIFY xBlackRacketChanged)
                            Q_PROPERTY(double yBlackRacket READ yBlackRacket WRITE setYBlackRacket NOTIFY yBlackRacketChanged)
                            Q_PROPERTY(double wBlackRacket READ wBlackRacket WRITE setWBlackRacket NOTIFY wBlackRacketChanged)
                            Q_PROPERTY(double hBlackRacket READ hBlackRacket WRITE setHBlackRacket NOTIFY hBlackRacketChanged)
                            
                            Q_PROPERTY(double wScreen READ wScreen WRITE setWScreen NOTIFY wScreenChanged)
                            Q_PROPERTY(double hScreen READ hScreen WRITE setHScreen NOTIFY hScreenChanged)
                            
                            inline double xBall(){return m_xBall;}
                            inline double yBall(){return m_yBall;}
                            inline double wBall(){return m_wBall;}
                            inline double hBall(){return m_hBall;}
                            
                            inline double xRedRacket(){return m_xrRacket;}
                            inline double yRedRacket(){return m_yrRacket;}
                            inline double wRedRacket(){return m_wrRacket;}
                            inline double hRedRacket(){return m_hrRacket;}
                            
                            inline double xBlackRacket(){return m_xbRacket;}
                            inline double yBlackRacket(){return m_ybRacket;}
                            inline double wBlackRacket(){return m_wbRacket;}
                            inline double hBlackRacket(){return m_hbRacket;}
                            
                            inline double wScreen(){return m_wScreen;}
                            inline double hScreen(){return m_hScreen;}
                            
                            void setXBall(const double &);
                            void setYBall(const double &);
                            void setWBall(const double &);
                            void setHBall(const double &);
                            
                            void setXRedRacket(const double &);
                            void setYRedRacket(const double &);
                            void setWRedRacket(const double &);
                            void setHRedRacket(const double &);
                            
                            void setXBlackRacket(const double &);
                            void setYBlackRacket(const double &);
                            void setWBlackRacket(const double &);
                            void setHBlackRacket(const double &);
                            
                            void setWScreen(const double &);
                            void setHScreen(const double &);
                        public:
                            explicit PropertyBase(QObject *parent = nullptr);
                        
                        signals:
                            void xBallChanged();
                            void yBallChanged();
                            void wBallChanged();
                            void hBallChanged();
                            
                            void xRedRacketChanged();
                            void yRedRacketChanged();
                            void wRedRacketChanged();
                            void hRedRacketChanged();
                            
                            void xBlackRacketChanged();
                            void yBlackRacketChanged();
                            void wBlackRacketChanged();
                            void hBlackRacketChanged();
                            
                            void wScreenChanged();
                            void hScreenChanged();
                        protected:
                            double m_xBall;
                            double m_yBall;
                            double m_wBall;
                            double m_hBall;
                            
                            double m_xrRacket;
                            double m_yrRacket;
                            double m_wrRacket;
                            double m_hrRacket;
                            
                            double m_xbRacket;
                            double m_ybRacket;
                            double m_wbRacket;
                            double m_hbRacket;
                            
                            double m_wScreen;
                            double m_hScreen;
                        };
                        
                        #endif // PROPERTYBASE_H
                        

                        //

                        //PropertyBase.cpp
                        #include "propertybase.h"
                        
                        
                        PropertyBase::PropertyBase(QObject *parent) : QObject(parent)
                        {
                        
                        }
                        
                        void PropertyBase::setXBall(const double &value)
                        {
                            if(value != m_xBall){
                                m_xBall = value;
                                emit xBallChanged();
                            }
                        }
                        
                        void PropertyBase::setYBall(const double &value)
                        {
                            if(value != m_YBall){
                                m_yBall = value;
                                emit yBallChanged();
                            }
                        }
                        
                        void PropertyBase::setWBall(const double &value)
                        {
                            if(value != m_wBall){
                                m_wBall = value;
                                emit wBallChanged();
                            }
                        }
                        
                        void PropertyBase::setHBall(const double &value)
                        {
                            if(value != m_hBall){
                                m_hBall = value;
                                emit hBallChanged();
                            }
                        }
                        
                        void PropertyBase::setXRedRacket(const double &value)
                        {
                            if(value != m_xrRacket){
                                m_xrRacket = value;
                                emit xRedRacketChanged();
                            }
                        }
                        
                        void PropertyBase::setYRedRacket(const double &value)
                        {
                            if(value != m_yrRacket){
                                m_yrRacket = value;
                                emit yRedRacketChanged();
                            }
                        }
                        
                        void PropertyBase::setWRedRacket(const double &value)
                        {
                            if(value != m_wrRacket){
                                m_wrRacket = value;
                                emit wRedRacketChanged();
                            }
                        }
                        
                        void PropertyBase::setHRedRacket(const double &value)
                        {
                            if(value != m_hrRacket){
                                m_hrRacket = value;
                                emit hRedRacketChanged();
                            }
                        }
                        
                        void PropertyBase::setXBlackRacket(const double &value)
                        {
                            if(value != m_xbRacket){
                                m_xbRacket = value;
                                emit xBlackRacketChanged();
                            }
                        }
                        
                        void PropertyBase::setYBlackRacket(const double &value)
                        {
                            if(value != m_ybRacket){
                                m_ybRacket = value;
                                emit yBlackRacketChanged();
                            }
                        }
                        
                        void PropertyBase::setWBlackRacket(const double &value)
                        {
                            if(value != m_wbRacket){
                                m_wbRacket = value;
                                emit wBlackRacketChanged();
                            }
                        }
                        
                        void PropertyBase::setHBlackRacket(const double &value)
                        {
                            if(value != m_hbRacket){
                                m_hbRacket = value;
                                emit hBlackRacketChanged();
                            }
                        }
                        
                        void PropertyBase::setWScreen(const double &value)
                        {
                            if(value != m_wScreen){
                                m_wScreen = value;
                                emit wScreenChanged();
                            }
                        }
                        
                        void PropertyBase::setHScreen(const double &value)
                        {
                            if(value != m_hScreen){
                                m_hScreen = value;
                                emit hScreenChanged();
                            }
                        }
                        
                        //Backend.h
                        #ifndef BACKEND_H
                        #define BACKEND_H
                        
                        #include "propertybase.h"
                        #include <QTimer>
                        
                        class BackEnd : public PropertyBase
                        {
                            Q_OBJECT
                            
                        public:
                            explicit BackEnd(PropertyBase *parent = nullptr);
                        
                            Q_INVOKABLE void timerStart(){m_BallTimer.start(m_timerInterval);}
                            Q_INVOKABLE void timerStop(){m_BallTimer.stop();}
                            
                            Q_INVOKABLE void setInterval(int & interval){
                                m_timerInterval = interval;
                                m_BallTimer.setInterval(interval);
                            }
                            
                        signals:
                            void rightWallhit();
                            void leftWallHit();
                            void rightRacketHit();
                            void leftRacketHit();
                            void upperOrLowerWallHit();
                            
                            void moveBall();
                        
                        public slots:
                            
                        private:
                            bool hitsRightRacket();
                            bool hitsLeftRacket();
                            
                            bool hitsUpperOrLowerWall();
                            bool hitsRightWall();
                            bool hitsLeftWall();
                            
                        private slots:
                            void doCalculation();
                            
                        protected:
                            int m_timerInterval = 10;
                            QTimer m_BallTimer;
                        };
                        
                        #endif // BACKEND_H
                        
                        //Backend.cpp
                        #include "backend.h"
                        
                        BackEnd::BackEnd(PropertyBase *parent) : PropertyBase(parent)
                        {
                            connect(&m_BallTimer, &QTimer::timeout, this, &BackEnd::doCalculation);
                        }
                        
                        bool BackEnd::hitsRightRacket()
                        {
                            if( (xBall() + wBall() >= xRedRacket() && xBall() <= xRedRacket() + wRedRacket() ) &&
                                (yBall() + hBall() >= yRedRacket() && yBall() <= yRedRacket() + hRedRacket() ))
                                return true;
                            
                            return false;
                        }
                        
                        bool BackEnd::hitsLeftRacket()
                        {
                            if( (xBall() + wBall() >= xBlackRacket() && xBall() <= xBlackRacket() + wBlackRacket() ) &&
                                (yBall() + hBall() >= yBlackRacket() && yBall() <= yBlackRacket() + hBlackRacket() ))
                                return true;
                            
                            return false;
                        }
                        
                        bool BackEnd::hitsUpperOrLowerWall()
                        {
                            if(yBall() <= 0 || yBall() +hBall() >= hScreen())
                                return true;
                            
                            return false;
                        }
                        
                        bool BackEnd::hitsRightWall()
                        {
                            if(xBall() + wBall() >= wScreen())
                                return true;
                            
                            return false;
                        }
                        
                        bool BackEnd::hitsLeftWall()
                        {
                            if(xBall() <= 0)
                                return true;
                            
                            return false;
                        }
                        
                        void BackEnd::doCalculation()
                        {
                            if(hitsRightWall()){
                                timerStop();
                                emit rightWallhit();
                            }
                            
                            if(hitsLeftWall()){
                                timerStop();
                                emit leftWallHit();
                            }
                            
                            if(hitsRightRacket())
                                emit rightRacketHit();
                            
                            if(hitsLeftRacket())
                                emit leftRacketHit();
                            
                            if(hitsUpperOrLowerWall())
                                emit upperOrLowerWallHit();
                            
                            emit moveBall();
                        }
                        
                        
                        //main.cpp
                        #include <QGuiApplication>
                        #include <QQmlApplicationEngine>
                        
                        #include "backend.h"
                        
                        int main(int argc, char *argv[])
                        {
                            QGuiApplication app(argc, argv);
                            
                            qmlRegisterType<BackEnd>("myBackend",1,0,"BackEnd");
                        
                            QQmlApplicationEngine engine;
                            engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
                            if (engine.rootObjects().isEmpty())
                                return -1;
                        
                            return app.exec();
                        }
                        
                        
                        //main.qml
                        Window {
                            id: window
                            visibility: Window.Maximized
                            title: qsTr("The PingPong Game - A QML Game")
                            color: "gray"
                            
                            
                            BackEnd{
                                id:myBackend
                                
                                xBall: ball.x
                                yBall: ball.y
                                wBall: ball.width
                                hBall: ball.height
                                
                                xRedRacket: redRacket.x
                                yRedRacket: redRacket.y
                                //....
                                
                                onRightWallhit: {
                                    leftCounter.count++
                                    out_timer.interval = 2000
                                    out_timer.running = true
                                }
                                onLeftWallHit: {
                                    rightCounter.count++
                                    out_timer.interval = 2000
                                    out_timer.running = true
                                }
                                onRightRacketHit: {
                                    if (redRacket.yUwards) {
                                        if (ball.yincrement == 0)
                                            ball.yincrement = -ball.ran
                                        else if (ball.yincrement > 0)
                                            ball.yincrement *= -1
                                        
                                    }
                                    else if (redRacket.yDwards) {
                                        if (ball.yincrement == 0)
                                            ball.yincrement = ball.ran
                                        else if (ball.yincrement < 0)
                                            ball.yincrement *= -1
                                        setInterval(table.duration/4)
                                    }
                                }
                                 ....
                            }
                        .....
                        }
                        

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                        A: It's blue light.
                        Q: What does it do?
                        A: It turns blue.

                        tomyT 1 Reply Last reply
                        2
                        • J.HilkJ J.Hilk

                          heres an quick example how your Backend could look like:

                          //PropertyBase.h
                          #ifndef PROPERTYBASE_H
                          #define PROPERTYBASE_H
                          
                          #include <QObject>
                          
                          class PropertyBase : public QObject
                          {
                              Q_OBJECT
                              
                              Q_PROPERTY(double xBall READ xBall WRITE setXBall NOTIFY xBallChanged)
                              Q_PROPERTY(double yBall READ yBall WRITE setYBall NOTIFY yBallChanged)
                              Q_PROPERTY(double wBall READ wBall WRITE setWBall NOTIFY wBallChanged)
                              Q_PROPERTY(double hBall READ hBall WRITE setHBall NOTIFY hBallChanged)
                              
                              Q_PROPERTY(double xRedRacket READ xRedRacket WRITE setXRedRacket NOTIFY xRedRacketChanged)
                              Q_PROPERTY(double yRedRacket READ yRedRacket WRITE setYRedRacket NOTIFY yRedRacketChanged)
                              Q_PROPERTY(double wRedRacket READ wRedRacket WRITE setWRedRacket NOTIFY wRedRacketChanged)
                              Q_PROPERTY(double hRedRacket READ hRedRacket WRITE setHRedRacket NOTIFY hRedRacketChanged)
                              
                              Q_PROPERTY(double xBlackRacket READ xBlackRacket WRITE setXBlackRacket NOTIFY xBlackRacketChanged)
                              Q_PROPERTY(double yBlackRacket READ yBlackRacket WRITE setYBlackRacket NOTIFY yBlackRacketChanged)
                              Q_PROPERTY(double wBlackRacket READ wBlackRacket WRITE setWBlackRacket NOTIFY wBlackRacketChanged)
                              Q_PROPERTY(double hBlackRacket READ hBlackRacket WRITE setHBlackRacket NOTIFY hBlackRacketChanged)
                              
                              Q_PROPERTY(double wScreen READ wScreen WRITE setWScreen NOTIFY wScreenChanged)
                              Q_PROPERTY(double hScreen READ hScreen WRITE setHScreen NOTIFY hScreenChanged)
                              
                              inline double xBall(){return m_xBall;}
                              inline double yBall(){return m_yBall;}
                              inline double wBall(){return m_wBall;}
                              inline double hBall(){return m_hBall;}
                              
                              inline double xRedRacket(){return m_xrRacket;}
                              inline double yRedRacket(){return m_yrRacket;}
                              inline double wRedRacket(){return m_wrRacket;}
                              inline double hRedRacket(){return m_hrRacket;}
                              
                              inline double xBlackRacket(){return m_xbRacket;}
                              inline double yBlackRacket(){return m_ybRacket;}
                              inline double wBlackRacket(){return m_wbRacket;}
                              inline double hBlackRacket(){return m_hbRacket;}
                              
                              inline double wScreen(){return m_wScreen;}
                              inline double hScreen(){return m_hScreen;}
                              
                              void setXBall(const double &);
                              void setYBall(const double &);
                              void setWBall(const double &);
                              void setHBall(const double &);
                              
                              void setXRedRacket(const double &);
                              void setYRedRacket(const double &);
                              void setWRedRacket(const double &);
                              void setHRedRacket(const double &);
                              
                              void setXBlackRacket(const double &);
                              void setYBlackRacket(const double &);
                              void setWBlackRacket(const double &);
                              void setHBlackRacket(const double &);
                              
                              void setWScreen(const double &);
                              void setHScreen(const double &);
                          public:
                              explicit PropertyBase(QObject *parent = nullptr);
                          
                          signals:
                              void xBallChanged();
                              void yBallChanged();
                              void wBallChanged();
                              void hBallChanged();
                              
                              void xRedRacketChanged();
                              void yRedRacketChanged();
                              void wRedRacketChanged();
                              void hRedRacketChanged();
                              
                              void xBlackRacketChanged();
                              void yBlackRacketChanged();
                              void wBlackRacketChanged();
                              void hBlackRacketChanged();
                              
                              void wScreenChanged();
                              void hScreenChanged();
                          protected:
                              double m_xBall;
                              double m_yBall;
                              double m_wBall;
                              double m_hBall;
                              
                              double m_xrRacket;
                              double m_yrRacket;
                              double m_wrRacket;
                              double m_hrRacket;
                              
                              double m_xbRacket;
                              double m_ybRacket;
                              double m_wbRacket;
                              double m_hbRacket;
                              
                              double m_wScreen;
                              double m_hScreen;
                          };
                          
                          #endif // PROPERTYBASE_H
                          

                          //

                          //PropertyBase.cpp
                          #include "propertybase.h"
                          
                          
                          PropertyBase::PropertyBase(QObject *parent) : QObject(parent)
                          {
                          
                          }
                          
                          void PropertyBase::setXBall(const double &value)
                          {
                              if(value != m_xBall){
                                  m_xBall = value;
                                  emit xBallChanged();
                              }
                          }
                          
                          void PropertyBase::setYBall(const double &value)
                          {
                              if(value != m_YBall){
                                  m_yBall = value;
                                  emit yBallChanged();
                              }
                          }
                          
                          void PropertyBase::setWBall(const double &value)
                          {
                              if(value != m_wBall){
                                  m_wBall = value;
                                  emit wBallChanged();
                              }
                          }
                          
                          void PropertyBase::setHBall(const double &value)
                          {
                              if(value != m_hBall){
                                  m_hBall = value;
                                  emit hBallChanged();
                              }
                          }
                          
                          void PropertyBase::setXRedRacket(const double &value)
                          {
                              if(value != m_xrRacket){
                                  m_xrRacket = value;
                                  emit xRedRacketChanged();
                              }
                          }
                          
                          void PropertyBase::setYRedRacket(const double &value)
                          {
                              if(value != m_yrRacket){
                                  m_yrRacket = value;
                                  emit yRedRacketChanged();
                              }
                          }
                          
                          void PropertyBase::setWRedRacket(const double &value)
                          {
                              if(value != m_wrRacket){
                                  m_wrRacket = value;
                                  emit wRedRacketChanged();
                              }
                          }
                          
                          void PropertyBase::setHRedRacket(const double &value)
                          {
                              if(value != m_hrRacket){
                                  m_hrRacket = value;
                                  emit hRedRacketChanged();
                              }
                          }
                          
                          void PropertyBase::setXBlackRacket(const double &value)
                          {
                              if(value != m_xbRacket){
                                  m_xbRacket = value;
                                  emit xBlackRacketChanged();
                              }
                          }
                          
                          void PropertyBase::setYBlackRacket(const double &value)
                          {
                              if(value != m_ybRacket){
                                  m_ybRacket = value;
                                  emit yBlackRacketChanged();
                              }
                          }
                          
                          void PropertyBase::setWBlackRacket(const double &value)
                          {
                              if(value != m_wbRacket){
                                  m_wbRacket = value;
                                  emit wBlackRacketChanged();
                              }
                          }
                          
                          void PropertyBase::setHBlackRacket(const double &value)
                          {
                              if(value != m_hbRacket){
                                  m_hbRacket = value;
                                  emit hBlackRacketChanged();
                              }
                          }
                          
                          void PropertyBase::setWScreen(const double &value)
                          {
                              if(value != m_wScreen){
                                  m_wScreen = value;
                                  emit wScreenChanged();
                              }
                          }
                          
                          void PropertyBase::setHScreen(const double &value)
                          {
                              if(value != m_hScreen){
                                  m_hScreen = value;
                                  emit hScreenChanged();
                              }
                          }
                          
                          //Backend.h
                          #ifndef BACKEND_H
                          #define BACKEND_H
                          
                          #include "propertybase.h"
                          #include <QTimer>
                          
                          class BackEnd : public PropertyBase
                          {
                              Q_OBJECT
                              
                          public:
                              explicit BackEnd(PropertyBase *parent = nullptr);
                          
                              Q_INVOKABLE void timerStart(){m_BallTimer.start(m_timerInterval);}
                              Q_INVOKABLE void timerStop(){m_BallTimer.stop();}
                              
                              Q_INVOKABLE void setInterval(int & interval){
                                  m_timerInterval = interval;
                                  m_BallTimer.setInterval(interval);
                              }
                              
                          signals:
                              void rightWallhit();
                              void leftWallHit();
                              void rightRacketHit();
                              void leftRacketHit();
                              void upperOrLowerWallHit();
                              
                              void moveBall();
                          
                          public slots:
                              
                          private:
                              bool hitsRightRacket();
                              bool hitsLeftRacket();
                              
                              bool hitsUpperOrLowerWall();
                              bool hitsRightWall();
                              bool hitsLeftWall();
                              
                          private slots:
                              void doCalculation();
                              
                          protected:
                              int m_timerInterval = 10;
                              QTimer m_BallTimer;
                          };
                          
                          #endif // BACKEND_H
                          
                          //Backend.cpp
                          #include "backend.h"
                          
                          BackEnd::BackEnd(PropertyBase *parent) : PropertyBase(parent)
                          {
                              connect(&m_BallTimer, &QTimer::timeout, this, &BackEnd::doCalculation);
                          }
                          
                          bool BackEnd::hitsRightRacket()
                          {
                              if( (xBall() + wBall() >= xRedRacket() && xBall() <= xRedRacket() + wRedRacket() ) &&
                                  (yBall() + hBall() >= yRedRacket() && yBall() <= yRedRacket() + hRedRacket() ))
                                  return true;
                              
                              return false;
                          }
                          
                          bool BackEnd::hitsLeftRacket()
                          {
                              if( (xBall() + wBall() >= xBlackRacket() && xBall() <= xBlackRacket() + wBlackRacket() ) &&
                                  (yBall() + hBall() >= yBlackRacket() && yBall() <= yBlackRacket() + hBlackRacket() ))
                                  return true;
                              
                              return false;
                          }
                          
                          bool BackEnd::hitsUpperOrLowerWall()
                          {
                              if(yBall() <= 0 || yBall() +hBall() >= hScreen())
                                  return true;
                              
                              return false;
                          }
                          
                          bool BackEnd::hitsRightWall()
                          {
                              if(xBall() + wBall() >= wScreen())
                                  return true;
                              
                              return false;
                          }
                          
                          bool BackEnd::hitsLeftWall()
                          {
                              if(xBall() <= 0)
                                  return true;
                              
                              return false;
                          }
                          
                          void BackEnd::doCalculation()
                          {
                              if(hitsRightWall()){
                                  timerStop();
                                  emit rightWallhit();
                              }
                              
                              if(hitsLeftWall()){
                                  timerStop();
                                  emit leftWallHit();
                              }
                              
                              if(hitsRightRacket())
                                  emit rightRacketHit();
                              
                              if(hitsLeftRacket())
                                  emit leftRacketHit();
                              
                              if(hitsUpperOrLowerWall())
                                  emit upperOrLowerWallHit();
                              
                              emit moveBall();
                          }
                          
                          
                          //main.cpp
                          #include <QGuiApplication>
                          #include <QQmlApplicationEngine>
                          
                          #include "backend.h"
                          
                          int main(int argc, char *argv[])
                          {
                              QGuiApplication app(argc, argv);
                              
                              qmlRegisterType<BackEnd>("myBackend",1,0,"BackEnd");
                          
                              QQmlApplicationEngine engine;
                              engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
                              if (engine.rootObjects().isEmpty())
                                  return -1;
                          
                              return app.exec();
                          }
                          
                          
                          //main.qml
                          Window {
                              id: window
                              visibility: Window.Maximized
                              title: qsTr("The PingPong Game - A QML Game")
                              color: "gray"
                              
                              
                              BackEnd{
                                  id:myBackend
                                  
                                  xBall: ball.x
                                  yBall: ball.y
                                  wBall: ball.width
                                  hBall: ball.height
                                  
                                  xRedRacket: redRacket.x
                                  yRedRacket: redRacket.y
                                  //....
                                  
                                  onRightWallhit: {
                                      leftCounter.count++
                                      out_timer.interval = 2000
                                      out_timer.running = true
                                  }
                                  onLeftWallHit: {
                                      rightCounter.count++
                                      out_timer.interval = 2000
                                      out_timer.running = true
                                  }
                                  onRightRacketHit: {
                                      if (redRacket.yUwards) {
                                          if (ball.yincrement == 0)
                                              ball.yincrement = -ball.ran
                                          else if (ball.yincrement > 0)
                                              ball.yincrement *= -1
                                          
                                      }
                                      else if (redRacket.yDwards) {
                                          if (ball.yincrement == 0)
                                              ball.yincrement = ball.ran
                                          else if (ball.yincrement < 0)
                                              ball.yincrement *= -1
                                          setInterval(table.duration/4)
                                      }
                                  }
                                   ....
                              }
                          .....
                          }
                          
                          tomyT Offline
                          tomyT Offline
                          tomy
                          wrote on last edited by
                          #39

                          @J.Hilk
                          Thank you many times. :-)
                          I must analyse the code for both being familiar with the code and also the way C++ and QML have been mixed. :-)

                          J.HilkJ 1 Reply Last reply
                          1
                          • tomyT tomy

                            @J.Hilk
                            Thank you many times. :-)
                            I must analyse the code for both being familiar with the code and also the way C++ and QML have been mixed. :-)

                            J.HilkJ Offline
                            J.HilkJ Offline
                            J.Hilk
                            Moderators
                            wrote on last edited by J.Hilk
                            #40

                            @tomy
                            great,

                            but keep in mind, its just an example.
                            When I wrote it down, I realized quickly, that I would move a lot more into the c++ class.

                            You could(should) do the new Ball-Position calculation also in the backend.

                            you can set the Balls position through the QProperty-binding

                            xBall: ball.x
                            yBall: ball.y
                            

                            via calling setXBall() and setYBall inside the cpp-class.
                            In the end there should than be no need for any QML-side timers.

                            That should clean up and speed up your QML part significantly.


                            Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                            Q: What's that?
                            A: It's blue light.
                            Q: What does it do?
                            A: It turns blue.

                            tomyT 1 Reply Last reply
                            1
                            • J.HilkJ J.Hilk

                              @tomy
                              great,

                              but keep in mind, its just an example.
                              When I wrote it down, I realized quickly, that I would move a lot more into the c++ class.

                              You could(should) do the new Ball-Position calculation also in the backend.

                              you can set the Balls position through the QProperty-binding

                              xBall: ball.x
                              yBall: ball.y
                              

                              via calling setXBall() and setYBall inside the cpp-class.
                              In the end there should than be no need for any QML-side timers.

                              That should clean up and speed up your QML part significantly.

                              tomyT Offline
                              tomyT Offline
                              tomy
                              wrote on last edited by
                              #41

                              @J.Hilk
                              OK, I do my best to make it clear for myself. I should thank you very much. Vielen Dank.

                              1 Reply Last reply
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