UI Prototyping and Development Across Multiple Devices with C++

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1 UI Prototyping and Development Across Multiple Devices with C++ John JT Thomas

2

3 First off, what is a device? Anything with a CPU, memory, and RTOS (embedded device) AND with display, and input (mobile devices) AND An app ready operating system (ios/android/windows/etc.)

4 It s all about the Client Again

5 An Unprecedented Multi-Device Landscape

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10 When will Tablets surpass Notebooks? This year. 10

11 Apps for every device

12 2013+ Client Diversity Will continue to Expand

13 Apps are everywhere So is C++

14 C++ is perfect for these apps C++ is a cross-platform language There are C++ compilers for every single (relevant) device out there C++ is particularly well suited for embedded devices

15 Native is Key for Client Device UX Servers Client Devices Code Safety & Protection is Paramount Ability to Scale Performance via HW Web UX typically network bound UX Performance is Paramount Fixed/Deployed HW Profiles UX typically HW bound Virtual Code: Java,.NET, HTML5/JS Native Code: C++, Obj-C, Delphi 15

16 Why isn t C++ used on all devices then? Some developers view it as too complicated Although there is a language and library standard there are a lot of differences in that level of support across platforms There is no standard User Interface controls specification

17 C++ is being used in a hybrid way Developers with a C++ source code base keep app logic in C++ For presentation layer, use provided APIs in provided language Objective-C / Cocoa Java / Dalvik HTML5/JavaScript/PhoneGap

18 Typical Application Architecture Presentation Layer Business Layer Data Access Layer

19 Current multi-device C++ strategy ios Android BlackBerry 10 C++ Source Code WinRT

20 Current multi-device C++ strategy ios Android BlackBerry 10 Presentation Layer C++ Source Code WinRT

21 Current multi-device C++ strategy ios Obj-C/Cocoa Android Java/Dalvik BlackBerry 10 C++/Cascades C++ Source Code WinRT C++/WinRT

22 The Traditional Approach for Targeting Multiple Devices $ $ $ $ $ $ $ $ $ $ $ $

23 Current multi-device C++ strategy ios Android BlackBerry 10 HTML/JS/CSS C++ Source Code WinRT

24 Current multi-device C++ strategy ios Android BlackBerry 10 Embarcadero FireMonkey C++ Source Code WinRT

25 The C++Builder Native Multi-Device Approach $ 25

26 UI Design and Visual Prototyping Across multiple devices with C++

27 Visual Design / Prototyping

28 Visual Designer Provides a design surface for the layout of UI controls Allows modification of design time properties Creates event handlers for common events Displays live or prototype data in designer

29 Component-Based Framework

30 Application Frameworks C Delphi/C++ (FM) Windows Encapsulation Delegation Method Pointers (closures) Properties Text file form Windows Encapsulation Streaming-system RTTI

31 Modern Language Features Property-Method-Event Automatic Reference Counting Interfaces Attributes Generics/Collections Anonymous Methods (Lambda functions/closures) Rich RTTI (introspection/reflection)

32 RTTI and PME extensions classid delphirtti closure property published

33

34 User Interface Controls

35 Native CPU/GPU Application Platform Compile C++ natively to Windows, Mac, and ios * Application, database, and animation are CPU powered All UI, graphics, and effects are GPU powered

36 HD Forms High performance GPU powered scalable vector UIs, Bitmapped Controls, and Native Conrols Mutliple resolutions on any device Hundreds of visual UI components GPU based style engine to control UI look and feel HUDs with transparencies and transition effects

37 3D Forms GPU powered 3D forms Hardware based lighting, textures, and animation 3D Forms can contain HD UI elements and effects

38 Effects and Animation 50+ Photoshop-like GPU effects Simultaneous multiple effects without performance hit Path based animation for all HD and 3D UI and graphics

39 Applications that Connect Everywhere High-speed connectivity to popular databases Multi-tier applications Clients on multiple computers and devices Connect to the world of data, services, and the cloud

40 Application Prototyping Design and prototype your application using sample data from the TPrototypeBindSource component Add a ClientDataSet component to your form and load your actual data Simply select all of your bindings and change the data source to use your real data in your application

41 FireMonkey on Android and ios Native and Custom Styles True Native Apps Delphi/C++Builder components and model

42 Cross compilation and Packaging App Sources FM Framework Cocoa SDK Native Developer Kit.app in IPA.so in APK

43 Native Styling

44 Native controls and TEdit Cut/Copy/Paste/Zoom Message alerts Custom Picker Date Picker Phone Dialer ios Keyboards Text Editing for TMemo

45 Layout Management Alignment Anchors Form Family for loading the correct form depending on the target device when developing different forms for phones vs tablets and Landscape vs Portrait

46 Multi-Resolution Image Support TImage has been updated with MultiResBitmap property 1x and 2x options are shown by default Easily add your own resolutions, i.e. 1.5x, 3x etc. 46

47 Gestures

48 Media Library Actions Accessing the Camera App Accessing the Camera Roll Sharing content i.e. photos via Message Slide Transitions for Tabs

49 Sensor Components Location Sensor (GPS) Motion Sensort (Accelerometer) Orientation Sensor (Gyroscope)

50 Camera Provides access to camera sensors: activate flash get sensor position etc. access front/back camera take pictures/video

51 Location Service / GPS Sensor Commonly used in applications that require location awareness Get location of your ios device using latitude and longitude Use Reverse Geocoding to convert location data to a readable address Works across Win/Mac/iOS Can be used with the WebBrowser component to display a location on the map

52 Mobile Services Notification Center... and more

53 DataSnap MEAP N-tier Client Devices MBaaS Enterprise Backend

54 Review of objections C++ is too complicated Too many differences between platforms for C++ support No common User Interface

55 Embarcadero s Approach C++ is too complicated C++11 Visual Design/Prototyping Automatic Reference Counting Common User Interface

56 Embarcadero s Approach Too many differences between platforms for C++ support Common toolchain (CLANG/LLVM) Common STL (Dinkumware) across platforms Same development environment and process for targeting all platforms

57 Embarcadero s Approach Too many differences between platforms for C++ support Common toolchain (CLANG/LLVM) Common STL (Dinkumware) across platforms Same development environment and process for targeting all platforms Common Application Platform API

58 Embarcadero s Approach No common User Interfaces FM Styled and Native Controls Common layout management OS specific look and feel Fully customizable UI with Styles

59 Thank You and we are looking for C++ beta testers Questions?

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