By Dan Parks Sydow

The Be working procedure is a brilliant platform simply looking forward to purposes. based, object-oriented to the middle, and primed for nice graphical interfaces, Be meets the desires of laptop clients on the flip of the century -- yet they demand both dependent functions for showing and manipulating content material. This ebook provides C++ programmers their begin to constructing these applications.Be will end up to be a excitement for builders who've struggled with APIs on Microsoft home windows, the Macintosh, or the X Window procedure. It offers constant and intuitive equipment for developing interfaces and dealing with messages. yet you are going to nonetheless have a difficult time if all you should study from is bureaucratic reference documentation just like the Be Developer's advisor (also released by means of O'Reilly & Associates). This booklet is a conventional advisor to software improvement that starts off with the main easy thoughts and leaves you with a company beginning for extra research.The ebook starts off with common "Hello, international" courses and progressively provides parts of the graphical interface. It rigorously describes drawing and message dealing with. whereas the focal point is at the graphical interface, simple OS beneficial properties like threads and dossier dealing with also are introduced.Be runs on either PowerPC and Intel structures, providing an identical API on either. The courses during this publication will for this reason bring together and run on any platform. Be's personal built-in improvement setting, BeIDE (originally Metrowerks CodeWarrior), is used to boost all examples.

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Extra resources for Programming the Be Operating System: Writing Programs for the Be Operating System

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The four-character method is the old way of supplying a signature to an application, and is dated. The newer MIME string format is discussed in more detail later in this chapter. ” Unfortunately, such conciseness isn’t always possible. Such is the case with the subject of resources. I’ll begin with a short summation—“a resource is code that represents one element of a program”—but adding clarity to that vague explanation necessitates a couple of paragraphs. The “element of a program” I speak of is usually thought of as one part, or entity, of a program’s graphical user interface.

Because my intent here is to provide an overview of what a project consists of (as opposed to exploring the useful and exciting things that can be accomplished via the code within the files of a project), I’ll stick to staid and familiar ground. On the next several pages I look at the HelloWorld project. You’ve certainly encountered a version of the HelloWorld program—regardless of your programming background. ” is written to a window. Figure 2-2 shows what is displayed on your screen when the HelloWorld program is launched.

Usually a project folder has the same name that the final application that gets built from the project will have. Here I’m making a new project based on the HelloWorld project only for the sake of providing a specific example, so after duplicating the HelloWorld folder, I’ll simply change the name of the folder from HelloWorld copy to MyHelloWorld (each of these folders can be found in the Chapter 2 examples folder available on the O’Reilly web site). Step 3 is the renaming of the project-related files.

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