OpenCL and also Heterogeneous computing

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8 comments, last by Nawy 10 years, 6 months ago
I use a WinAPI. Because I think that is fast GUI, such as tow a big Qt Framework is a crazy idea. And a lot of dlls files... WinAPI is not bad, but isn't crossplatform. Well, I want use a OpenCL for Heterogeneous computing.
Here is scheme:
OpenGL(As Graphics) + OpenCL(As computing) + OpenAL(As Sound) + WInAPI(As GUI and also I/O)
And What do you say? Will the scheme work quickly?
Please feel free to criticize and comment!
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I use a WinAPI. Because I think that is fast GUI, such as tow a big Qt Framework is a crazy idea. And a lot of dlls files... WinAPI is not bad, but isn't crossplatform. Well, I want use a OpenCL for Heterogeneous computing.
Here is scheme:
OpenGL(As Graphics) + OpenCL(As computing) + OpenAL(As Sound) + WInAPI(As GUI and also I/O)
And What do you say? Will the scheme work quickly?
Please feel free to criticize and comment!

yes, quite quickly cool.png

If you want a more concrete answer, you need to ask a more specific question. What kind of a project are you aiming at?

If you want a more concrete answer, you need to ask a more specific question. What kind of a project are you aiming at?

I want create Graphics Engine, which include physics engine and simple sound system.
Most of the attention I will concentrate to physics engine, because I have idea. This project can be use as gaming engine and for scientific purposes.

Well it kinds of sucks to have all those cool cross-platform Open*L frameworks and then proceed to lock yourself into Windows by using the Win32 API. Especially if you intend to use it for "scientific purposes", a lot of that happens on Unix-type operating systems that drive large hardware clusters. Why can't the graphics engine power your GUI library? If you don't want to reinvent Qt that's fine, but I doubt most games use the Win32 API beyond creating a window to draw their stuff into. Usually they have their own GUI implementation based on whatever graphics library they are using, or use an existing framework which helps them place stuff on the screen, but you certainly don't see Windows controls in games, those are meant for desktop applications.

“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

Well it kinds of sucks to have all those cool cross-platform Open*L frameworks and then proceed to lock yourself into Windows by using the Win32 API. Especially if you intend to use it for "scientific purposes", a lot of that happens on Unix-type operating systems that drive large hardware clusters. Why can't the graphics engine power your GUI library? If you don't want to reinvent Qt that's fine, but I doubt most games use the Win32 API beyond creating a window to draw their stuff into. Usually they have their own GUI implementation based on whatever graphics library they are using, or use an existing framework which helps them place stuff on the screen, but you certainly don't see Windows controls in games, those are meant for desktop applications.

I think, that WinAPI is a most fastest for WindowsOS. Earlier I wrote to programms on Qt framework. Programms needed a lot of dlls, very much. It's very bad (IMHO). And This did led to what I stopped to use the Qt. I want to use a fast GUI and I/O, but Qt is a quite slow as compared with WinAPI. What will advise?


I think, that WinAPI is a most fastest for WindowsOS. Earlier I wrote to programms on Qt framework. Programms needed a lot of dlls, very much. It's very bad (IMHO). And This did led to what I stopped to use the Qt. I want to use a fast GUI and I/O, but Qt is a quite slow as compared with WinAPI. What will advise?

If your GUI framework is the slowest part of your application, either your application is so trivial it's not worth worrying about or you are doing something fundamentally wrong.

As Bacterius said, generally a graphics/physics engine doesn't use a desktop GUI framework at all. I still don't really know what exactly you want to do with the Win32 API?

Can you provide an example of the type of program you want to make and why you need a GUI framework for it.

if you think programming is like sex, you probably haven't done much of either.-------------- - capn_midnight


If your GUI framework is the slowest part of your application, either your application is so trivial it's not worth worrying about or you are doing something fundamentally wrong.

As Bacterius said, generally a graphics/physics engine doesn't use a desktop GUI framework at all. I still don't really know what exactly you want to do with the Win32 API?

Can you provide an example of the type of program you want to make and why you need a GUI framework for it.

For example: Create window and create a view of OpenGL to workspace of window. And I think that is the end to use GUI(not considering a I/O). Then I want a FAST I/O, and fast GUI. I don't to show to here my code, because it's quite a big. But I don't create more then one window.

For multiplatform window handling (and other "basics"), you can use SDL.

For multiplatform window handling (and other "basics"), you can use SDL.

WoW!!! Wonderful! Never I heard about SDL. I test it, very good! Thank you!

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