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<channel>
	<title>Paul Solt</title>
	<atom:link href="http://paulsolt.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://paulsolt.com</link>
	<description>Putting the Inc back in Solt since 2005.</description>
	<lastBuildDate>Sun, 22 Aug 2010 23:06:42 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>GLUT Object Oriented Framework on Github</title>
		<link>http://paulsolt.com/2010/08/glut-object-oriented-framework-on-github/</link>
		<comments>http://paulsolt.com/2010/08/glut-object-oriented-framework-on-github/#comments</comments>
		<pubDate>Sun, 22 Aug 2010 06:30:09 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[computer animation]]></category>
		<category><![CDATA[cross platform]]></category>
		<category><![CDATA[git]]></category>
		<category><![CDATA[GLUT]]></category>
		<category><![CDATA[Mac OS X]]></category>
		<category><![CDATA[object oriented wrapper]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=610</guid>
		<description><![CDATA[In 2009 I took a Computer Animation course at @RIT I created an object-oriented C++ wrapper for GLUT. The idea was to create a set of classes that could be reused for each of the separate project submissions. The main class wraps around the GLUT C-style functions and provides a class that can be inherited [...]]]></description>
			<content:encoded><![CDATA[<p>In 2009 I took a Computer Animation course at @RIT I created an object-oriented C++ wrapper for GLUT. The idea was to create a set of classes that could be reused for each of the separate project submissions. The main class wraps around the GLUT C-style functions and provides a class that can be inherited from, to provide application specific functionality.</p>
<p>The idea was to make the boiler plate code disappear and make it easier for novice programmers to get an animated graphics window in as few lines as possible. Only four lines of code are needed to get the window running at 60 frames per second. You can subclass the framework and implement your own OpenGL animation or game project.</p>
<p><strong>Edit (8/22/10)</strong>: You don&#8217;t need to use pointers, I&#8217;ve updated the code example with working code.<br />
<code></p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #666666;">// main.cpp</span>
<span style="color: #339900;">#include &quot;GlutFramework.h&quot;</span>
<span style="color: #0000ff;">using</span> <span style="color: #0000ff;">namespace</span> glutFramework<span style="color: #008080;">;</span>
<span style="color: #0000ff;">int</span> main<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> argc, <span style="color: #0000ff;">char</span> <span style="color: #000040;">*</span>argv<span style="color: #008000;">&#91;</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	GlutFramework framework<span style="color: #008080;">;</span>
	framework.<span style="color: #007788;">startFramework</span><span style="color: #008000;">&#40;</span>argc, argv<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
        <span style="color: #0000ff;">return</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span></pre></div></div>

<p></code></p>
<p>The code uses a cross-platform (Windows/Mac tested) timer to create a constant frame-rate, which is necessary for animation projects. It&#8217;s under the MIT License, so feel free to use it as you see fit.<br />
<a href=" http://github.com/PaulSolt/GLUT-Object-Oriented-Framework"></p>
<p>http://github.com/PaulSolt/GLUT-Object-Oriented-Framework</a></p>
<p>An Xcode 3.1 and Visual Studio 2010 project is hosted on github to support Mac and Windows. There is no setup on the Mac, but Windows users will need to configure GLUT. I plan on posted tutorials on how to get setup on both platforms. For now, look at the resources section below.</p>
<div id="attachment_617" class="wp-caption aligncenter" style="width: 514px"><a href="http://paulsolt.com/wp-content/uploads/2010/08/teapot.png"><img class="size-full wp-image-617 " title="teapot" src="http://paulsolt.com/wp-content/uploads/2010/08/teapot.png" alt="" width="504" height="407" /></a><p class="wp-caption-text">Animated teapot</p></div>
<p>Resources:</p>
<ul>
<li>Previous Post: <a href="http://paulsolt.com/2009/07/openglglut-classes-oop-and-problems/">http://paulsolt.com/2009/07/openglglut-classes-oop-and-problems/</a></li>
<li>GLUT for Windows: <a href="http://www.xmission.com/~nate/glut.html ">http://www.xmission.com/~nate/glut.html </a></li>
<li>Visual Studio and GLUT setup: <a href="http://www.cs.uiowa.edu/~cwyman/classes/common/howto/winGLUT.html">http://www.cs.uiowa.edu/~cwyman/classes/common/howto/winGLUT.html</a></li>
<li>Old Post on GLUT in Eclipse: <a href="http://www.paulsolt.com/GLUT/">http://www.paulsolt.com/GLUT/</a> </li>
</ul>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>C++ Logging and building Boost for iPhone/iPad 3.2 and MacOSX</title>
		<link>http://paulsolt.com/2010/04/c-logging-and-building-boost-for-iphoneipad-3-2-and-macosx/</link>
		<comments>http://paulsolt.com/2010/04/c-logging-and-building-boost-for-iphoneipad-3-2-and-macosx/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 05:15:42 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Boost]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone 3.2]]></category>
		<category><![CDATA[Xcode]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=559</guid>
		<description><![CDATA[In my effort to write more robust and maintainable code I have been searching for a cross-platform C++ logging utility. I&#8217;m working on a C++ static library for iPhone/iPad 3.2/Mac/Windows and I needed a way to log what was happening in my library. Along the way I was forced to build Boost for iPhone, iPhone [...]]]></description>
			<content:encoded><![CDATA[<p>In my effort to write more robust and maintainable code I have been searching for a cross-platform C++ logging utility. I&#8217;m working on a C++ static library for iPhone/iPad 3.2/Mac/Windows and I needed a way to log what was happening in my library. Along the way I was forced to build Boost for iPhone, iPhone Simulator, and the Mac.</p>
<h5>Why logging?</h5>
<p>Mobile devices lack a console when detached from a development machine, so it&#8217;s hard to track down issues. I needed a system that could log at multiple levels (Debug1, Debug2, Info, Error, Warning) and be thread safe. Multiple logger levels allow a developer to turn up/down the detail of information that is stored, which in turn affect performance with I/O writes. A developer with logging information can better track down crashes and other issues during an applications lifetime.</p>
<h5>Why Boost Logger Library v2?</h5>
<p>I struggled trying to get a logger working. After many failed attempts with <a href="http://pantheios.sourceforge.net/">Pantheios</a>, <a href="http://logging.apache.org/log4cxx/">log4cxx</a>, <a href="http://log4cpp.sourceforge.net/">log4cpp</a>, and <a href="http://code.google.com/p/google-glog/">glog</a>, I settled on the <a href="http://torjo.com/log2/">Boost Logger Library v2</a> because I was able to &#8220;compile&#8221; for iPhone/iPad 3.2 and Mac OSX. Most of the loggers required other dependencies that would need to be rebuilt for iPhone and didn&#8217;t directly support iPhone.</p>
<p>The Boost Logger is all header files so it doesn&#8217;t require &#8220;compiling,&#8221; which made it much easier to get working. However, it does require a few Boost libraries that need to be compiled. The Boost Logging needs the following libraries: filesystem, system, and threading depending on what functionality is used.</p>
<h4>Step 1: Building Boost for iPhone/iPad and iPhone Simulator 3.2</h4>
<p>A few Boost libraries need compiling for the iPhone/iPad and the iPhone Simulator in order to link against the Boost Logger. <a href="http://iphone.galloway.me.uk/2009/11/compiling-boost-for-the-iphone/">Matt Galloway</a> provided a demo on how to compile Boost 1.41/1.42 for iPhone/iPhone Simulator. Here are the steps I used for Boost 1.42 based on his tutorial.</p>
<ol>
<li>Get <a href="http://www.boost.org/users/news/version_1_42_0">Boost 1.42</a></li>
<li>Extract Boost:</li>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #c20cb9; font-weight: bold;">tar</span> xzf boost_1_42_0.tar.gz</pre></div></div>

<li>Create a user-config.jam file in your user directory (~/user-config.jam) such as /Users/paulsolt/user-config.jam with the following. (<strong>Note</strong>:  this config file needs to be rename or moved during the MacOSX bjam build)</li>
<p><code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">~<span style="color: #000000; font-weight: bold;">/</span>user-config.jam
using darwin : 4.2.1~iphone
   : <span style="color: #000000; font-weight: bold;">/</span>Developer<span style="color: #000000; font-weight: bold;">/</span>Platforms<span style="color: #000000; font-weight: bold;">/</span>iPhoneOS.platform<span style="color: #000000; font-weight: bold;">/</span>Developer<span style="color: #000000; font-weight: bold;">/</span>usr<span style="color: #000000; font-weight: bold;">/</span>bin<span style="color: #000000; font-weight: bold;">/</span>gcc-<span style="color: #000000;">4.2</span> <span style="color: #660033;">-arch</span> armv7 <span style="color: #660033;">-mthumb</span> <span style="color: #660033;">-fvisibility</span>=hidden <span style="color: #660033;">-fvisibility-inlines-hidden</span>
   : <span style="color: #000000; font-weight: bold;">&lt;</span>striper<span style="color: #000000; font-weight: bold;">&gt;</span>
   : <span style="color: #000000; font-weight: bold;">&lt;</span>architecture<span style="color: #000000; font-weight: bold;">&gt;</span>arm <span style="color: #000000; font-weight: bold;">&lt;</span>target-os<span style="color: #000000; font-weight: bold;">&gt;</span>iphone <span style="color: #000000; font-weight: bold;">&lt;</span>macosx-version<span style="color: #000000; font-weight: bold;">&gt;</span>iphone-<span style="color: #000000;">3.2</span>
   ;
&nbsp;
using darwin : 4.2.1~iphonesim
   : <span style="color: #000000; font-weight: bold;">/</span>Developer<span style="color: #000000; font-weight: bold;">/</span>Platforms<span style="color: #000000; font-weight: bold;">/</span>iPhoneSimulator.platform<span style="color: #000000; font-weight: bold;">/</span>Developer<span style="color: #000000; font-weight: bold;">/</span>usr<span style="color: #000000; font-weight: bold;">/</span>bin<span style="color: #000000; font-weight: bold;">/</span>gcc-<span style="color: #000000;">4.2</span> <span style="color: #660033;">-arch</span> i386 <span style="color: #660033;">-fvisibility</span>=hidden <span style="color: #660033;">-fvisibility-inlines-hidden</span>
   : <span style="color: #000000; font-weight: bold;">&lt;</span>striper<span style="color: #000000; font-weight: bold;">&gt;</span>
   : <span style="color: #000000; font-weight: bold;">&lt;</span>architecture<span style="color: #000000; font-weight: bold;">&gt;</span>x86 <span style="color: #000000; font-weight: bold;">&lt;</span>target-os<span style="color: #000000; font-weight: bold;">&gt;</span>iphone <span style="color: #000000; font-weight: bold;">&lt;</span>macosx-version<span style="color: #000000; font-weight: bold;">&gt;</span>iphonesim-<span style="color: #000000;">3.2</span>
   ;</pre></div></div>

<p><code></p>
<li>Make sure the file <em>boost_1_42_0/tools/build/v2/tools/darwin.jam</em> has the following information:</li>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">tools<span style="color: #000000; font-weight: bold;">/</span>build<span style="color: #000000; font-weight: bold;">/</span>v2<span style="color: #000000; font-weight: bold;">/</span>tools<span style="color: #000000; font-weight: bold;">/</span>darwin.jam
<span style="color: #666666; font-style: italic;">## The MacOSX versions we can target.</span>
.macosx-versions =
    <span style="color: #000000;">10.6</span> <span style="color: #000000;">10.5</span> <span style="color: #000000;">10.4</span> <span style="color: #000000;">10.3</span> <span style="color: #000000;">10.2</span> <span style="color: #000000;">10.1</span>
    iphone-<span style="color: #000000;">3.2</span> iphonesim-<span style="color: #000000;">3.2</span>
    iphone-3.1.3 iphonesim-3.1.3
    iphone-3.1.2 iphonesim-3.1.2
    iphone-<span style="color: #000000;">3.1</span> iphonesim-<span style="color: #000000;">3.1</span>
    iphone-<span style="color: #000000;">3.0</span> iphonesim-<span style="color: #000000;">3.0</span>
    iphone-2.2.1 iphonesim-2.2.1
    iphone-<span style="color: #000000;">2.2</span> iphonesim-<span style="color: #000000;">2.2</span>
    iphone-<span style="color: #000000;">2.1</span> iphonesim-<span style="color: #000000;">2.1</span>
    iphone-<span style="color: #000000;">2.0</span> iphonesim-<span style="color: #000000;">2.0</span>
    iphone-1.x
    ;</pre></div></div>

<li>Change directories to the Boost directory that you downloaded:</li>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #7a0874; font-weight: bold;">cd</span> <span style="color: #000000; font-weight: bold;">/</span>path<span style="color: #000000; font-weight: bold;">/</span>to<span style="color: #000000; font-weight: bold;">/</span>boost_1_42_0</pre></div></div>

<li>Run the following commands to compile the iPhone and iPhone Simulator Boost libraries. I only need filesystem, system, and thread to be use Boost logging for the iPhone, so I don't build everything. Run ./bootstrap.sh --help or ./bjam --help for more options. I built the binaries to a location in my development folder to include in my project dependencies.</li>
<p><code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">.<span style="color: #000000; font-weight: bold;">/</span>bootstrap.sh <span style="color: #660033;">--with-libraries</span>=filesystem,system,thread</pre></div></div>

<p></code><br />
<code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">.<span style="color: #000000; font-weight: bold;">/</span>bjam <span style="color: #660033;">--prefix</span>=<span style="color: #800000;">${HOME}</span><span style="color: #000000; font-weight: bold;">/</span>dev<span style="color: #000000; font-weight: bold;">/</span>boost<span style="color: #000000; font-weight: bold;">/</span>iphone <span style="color: #007800;">toolset</span>=darwin <span style="color: #007800;">architecture</span>=arm target-os=iphone macosx-version=iphone-<span style="color: #000000;">3.2</span> <span style="color: #007800;">define</span>=_LITTLE_ENDIAN <span style="color: #007800;"><span style="color: #c20cb9; font-weight: bold;">link</span></span>=static <span style="color: #c20cb9; font-weight: bold;">install</span>
.<span style="color: #000000; font-weight: bold;">/</span>bjam <span style="color: #660033;">--prefix</span>=<span style="color: #800000;">${HOME}</span><span style="color: #000000; font-weight: bold;">/</span>dev<span style="color: #000000; font-weight: bold;">/</span>boost<span style="color: #000000; font-weight: bold;">/</span>iphoneSimulator <span style="color: #007800;">toolset</span>=darwin <span style="color: #007800;">architecture</span>=x86 target-os=iphone macosx-version=iphonesim-<span style="color: #000000;">3.2</span> <span style="color: #007800;"><span style="color: #c20cb9; font-weight: bold;">link</span></span>=static <span style="color: #c20cb9; font-weight: bold;">install</span></pre></div></div>

<p></code></p>
<li><strong>Update: </strong>Create a universal Boost Library using the lipo tool. In this example I'm assuming the binaries that were created have the following names. The names from the bjam generation will be different, based on your own configuration.<strong>End Update</strong></li>
<p><code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">lipo <span style="color: #660033;">-create</span> libboost_filesystem_iphone.a libboost_filesystem_iphonesimulator.a <span style="color: #660033;">-output</span> libboost_filesystem_iphone_universal.a
&nbsp;
lipo <span style="color: #660033;">-create</span> libboost_system_iphone.a libboost_system_iphonesimulator.a <span style="color: #660033;">-output</span> libboost_system_iphone_universal.a
&nbsp;
lipo <span style="color: #660033;">-create</span> libboost_thread_iphone.a libboost_thread_iphonesimulator.a <span style="color: #660033;">-output</span> libboost_thread_iphone_universal.a</pre></div></div>

<p></code></p>
<li>I'm working on a cross-platform project and my directory structure looks like the following structure. I copied the include and lib files for iPhone and iPhone Simulator into the appropriate directories. The dependency structure allows me to checkout the project on another machine and have relative references to Boost and other dependencies.</li>
<p><code></p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;">   <span style="color: #000000; font-weight: bold;">|</span>-ArtworkEvolution
   <span style="color: #000000; font-weight: bold;">|</span>---Xcode
   <span style="color: #000000; font-weight: bold;">|</span>-----BoostLoggingTest
   <span style="color: #000000; font-weight: bold;">|</span>---dependencies
   <span style="color: #000000; font-weight: bold;">|</span>-----iphone
   <span style="color: #000000; font-weight: bold;">|</span>-------debug
   <span style="color: #000000; font-weight: bold;">|</span>-------release
   <span style="color: #000000; font-weight: bold;">|</span>---------include
   <span style="color: #000000; font-weight: bold;">|</span>-----------boost
   <span style="color: #000000; font-weight: bold;">|</span>---------lib
   <span style="color: #000000; font-weight: bold;">|</span>-----iphone-simulator
   <span style="color: #000000; font-weight: bold;">|</span>-------debug
   <span style="color: #000000; font-weight: bold;">|</span>-------release
   <span style="color: #000000; font-weight: bold;">|</span>---------include
   <span style="color: #000000; font-weight: bold;">|</span>-----------boost
   <span style="color: #000000; font-weight: bold;">|</span>---------lib
   <span style="color: #000000; font-weight: bold;">|</span>-----macosx
   <span style="color: #000000; font-weight: bold;">|</span>-------debug
   <span style="color: #000000; font-weight: bold;">|</span>-------release
   <span style="color: #000000; font-weight: bold;">|</span>---------include
   <span style="color: #000000; font-weight: bold;">|</span>-----------boost
   <span style="color: #000000; font-weight: bold;">|</span>-----------libs
   <span style="color: #000000; font-weight: bold;">|</span>-----win32
   <span style="color: #000000; font-weight: bold;">|</span>---docs
   <span style="color: #000000; font-weight: bold;">|</span>---source
   <span style="color: #000000; font-weight: bold;">|</span>---tests</pre></div></div>

<p></code></p>
<li>Download the <a href="http://torjo.com/log2/">Boost Logging Library v2</a> and unzip it.</li>
<li>Copy and paste the logging folder into each include/boost folder for iPhone and iPhone Simulator dependency folders like in my directory structure. After you unzip the header files are located in the folder logging/boost/logging.</li>
</ol>
<h4>Step 2:  Creating the Xcode Project</h4>
<p>With the iPhone and iPhone Simulator Boost libraries in hand we're ready to make an Xcode project. Due to the difference in the iPhone and iPhone Simulator libraries we'll need to make two targets. One will build linking against the iPhone Boost libraries (arm) and the other against the iPhone Boost Simulator libraries (x86).</p>
<p><strong>Update:</strong> You don't need to create two targets, as we can use the lipo tool to make a universal iPhone/iPhone Simulator library file. The universal library file can be shared between iPhone and iPhone Simulator build configurations. See the instructions for using lipo to create the universal library files in the previous section. However, I will keep the two target instructions up as an alternate approach for Xcode project development, if you choose not to use the lipo tool.</p>
<p><strong>End Update</strong></p>
<p>1. Create a new iPhone project (view based)</p>
<p>2. There will be two targets: "BoostLoggingTest Device" and "BoostLogging Test Simulator" each will reference different headers and libraries. Duplicate the starting target and rename each target respectively.</p>
<div id="attachment_566" class="wp-caption aligncenter" style="width: 502px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Screen-shot-2010-04-06-at-7.43.21-PM.png"><img class="size-full wp-image-566 " title="Screen shot 2010-04-06 at 7.43.21 PM" src="http://paulsolt.com/wp-content/uploads/2010/04/Screen-shot-2010-04-06-at-7.43.21-PM.png" alt="" width="492" height="427" /></a><p class="wp-caption-text">Duplicate target to make iPhone/iPhoneSimulator targets</p></div>
<p>3. Add the libraries that we compiled into two groups: device and simulator under Resources. Right-click on the group "Simulator" or "Device" and select "Add Existing Files". Search for the library .a files that you copied into the iphone and iphone-simulator directories. These resources should be added relative to the project folder.</p>
<p>4. Drag the appropriate libraries to each Target. We need two targets since the architecture is different on the iPhone device (arm) versus the iPhone Simulator (Intel x86).</p>
<div id="attachment_569" class="wp-caption aligncenter" style="width: 486px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/DragDeviceLibraries.png"><img class="size-full wp-image-569 " title="DragDeviceLibraries" src="http://paulsolt.com/wp-content/uploads/2010/04/DragDeviceLibraries.png" alt="" width="476" height="431" /></a><p class="wp-caption-text">Drag the device libraries to the device target.</p></div>
<div id="attachment_570" class="wp-caption aligncenter" style="width: 486px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/DragSimulatorLibraries.png"><img class="size-full wp-image-570 " title="DragSimulatorLibraries" src="http://paulsolt.com/wp-content/uploads/2010/04/DragSimulatorLibraries.png" alt="" width="476" height="431" /></a><p class="wp-caption-text">Drag simulator dependencies to the iPhone simulator target</p></div>
<p>5. Add the "Header Search Path" for each target. For me the relative path will be two directories up from the Xcode project folders:  <em>../../dependencies/iphone/release/include</em> and <em>../../dependencies/iphone-simulator/release/include.</em> Right-click on each Target in the left pane and click on "Get Info" -&gt; Build -&gt; Type "Header" in the search field -&gt; Edit the list of paths.</p>
<div id="attachment_571" class="wp-caption aligncenter" style="width: 522px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Device-Header-Path.png"><img class="size-full wp-image-571   " title="Device Header Path" src="http://paulsolt.com/wp-content/uploads/2010/04/Device-Header-Path.png" alt="" width="512" height="471" /></a><p class="wp-caption-text">Add the Device Target Header Search path for the boost libraries</p></div>
<div id="attachment_572" class="wp-caption aligncenter" style="width: 528px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Simulator-Header-Path.png"><img class="size-full wp-image-572 " title="Simulator Header Path" src="http://paulsolt.com/wp-content/uploads/2010/04/Simulator-Header-Path.png" alt="" width="518" height="471" /></a><p class="wp-caption-text">Add the simulator targets Header Search Paths</p></div>
<p>6. Change the base SDK of each target. For the Device you need to use <em>iPhone Device 3.2</em> and the Simulator Target needs <em>iPhone Simulator 3.2</em> or later.</p>
<div id="attachment_573" class="wp-caption aligncenter" style="width: 441px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Device-Base-SDK.png"><img class="size-full wp-image-573 " title="Device Base SDK" src="http://paulsolt.com/wp-content/uploads/2010/04/Device-Base-SDK.png" alt="" width="431" height="471" /></a><p class="wp-caption-text">Set the Device Target to iPhone Device 3.2</p></div>
<div id="attachment_574" class="wp-caption aligncenter" style="width: 441px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Simulator-Base-SDK.png"><img class="size-full wp-image-574 " title="Simulator Base SDK" src="http://paulsolt.com/wp-content/uploads/2010/04/Simulator-Base-SDK.png" alt="" width="431" height="471" /></a><p class="wp-caption-text">Set the Simulator Target to iPhone Simulator 3.2</p></div>
<p>7. Now you have two different targets. One is for the iPhone Device and the other is for the iPhone Simulator. We did this because we built separate binaries for Boost on the iPhone (arm) and simulator (x86) platforms.</p>
<p>8. Set the project's <em>Active SDK</em> to use the Base SDK (top left of Xcode). Now it will automatically choose the iPhone Device or iPhone Simulator based on the Base SDK of each Target you select.</p>
<p>9. Logging on the iPhone requires that we use the full path to the file within the application sandbox. Use the following Objective-C code to get it:</p>

<div class="wp_syntax"><div class="code"><pre class="objc" style="font-family:monospace;"><span style="color: #400080;">NSString</span> <span style="color: #002200;">*</span>docsDirectory <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>NSSearchPathForDirectoriesInDomains<span style="color: #002200;">&#40;</span>NSDocumentDirectory, NSUserDomainMask, <span style="color: #a61390;">YES</span><span style="color: #002200;">&#41;</span> objectAtIndex<span style="color: #002200;">:</span><span style="color: #2400d9;">0</span><span style="color: #002200;">&#93;</span>;
<span style="color: #400080;">NSString</span> <span style="color: #002200;">*</span>path <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>docsDirectory stringByAppendingPathComponent<span style="color: #002200;">:</span><span style="color: #bf1d1a;">@</span><span style="color: #bf1d1a;">&quot;err.txt&quot;</span><span style="color: #002200;">&#93;</span>;
<span style="color: #a61390;">const</span> <span style="color: #a61390;">char</span> <span style="color: #002200;">*</span>outputFilename <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>path UTF8String<span style="color: #002200;">&#93;</span>;</pre></div></div>

<p>10. I modified one of the Boost Logging samples to use the full file path on the iPhone. Rename the main.m as main.mm to use Objective-C/C++ and copy paste the following:  <span style="font-family: Consolas, Monaco, 'Courier New', Courier, monospace; line-height: 18px; font-size: 12px; white-space: pre;"><a href="http://paulsolt.com/wp-content/uploads/2010/04/main.txt">main.mm code</a></span></p>
<p>11. If everything compiled and ran on the Device you can get the application data from the Xcode Organizer (Option+Command+O) Navigate to Devices and then look in Applications for the test application. Just drag the "Application Data" to your desktop to download it from the device. Your logs should appear in the Documents folder.</p>
<h4>Part 3: Build Boost for Mac OS X 10.6 - 4 way fat (32/64 PPC and 32/64 Intel)</h4>
<p>1. Build boost for Mac OS X. <strong>Note</strong>:  If you setup the user-config.jam file for iPhone Boost build, rename or move the file to a different folder than your home directory, otherwise ignore this command.</p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #c20cb9; font-weight: bold;">mv</span> ~<span style="color: #000000; font-weight: bold;">/</span>user-config.jam ~<span style="color: #000000; font-weight: bold;">/</span>user-config.jam.INACTIVE</pre></div></div>


<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #7a0874; font-weight: bold;">cd</span> <span style="color: #000000; font-weight: bold;">/</span>path<span style="color: #000000; font-weight: bold;">/</span>to<span style="color: #000000; font-weight: bold;">/</span>boost_1_42_0
.<span style="color: #000000; font-weight: bold;">/</span>bootstrap.sh <span style="color: #660033;">--with-libraries</span>=filesystem,system,thread
.<span style="color: #000000; font-weight: bold;">/</span>bjam <span style="color: #660033;">--prefix</span>=<span style="color: #800000;">${HOME}</span><span style="color: #000000; font-weight: bold;">/</span>dev<span style="color: #000000; font-weight: bold;">/</span>boost<span style="color: #000000; font-weight: bold;">/</span>macosx <span style="color: #007800;">toolset</span>=darwin <span style="color: #007800;">architecture</span>=combined address-model=<span style="color: #000000;">32</span>_64 <span style="color: #007800;"><span style="color: #c20cb9; font-weight: bold;">link</span></span>=static <span style="color: #c20cb9; font-weight: bold;">install</span></pre></div></div>

<p>2. Copy the output into your dependency structure and add the Boost Logging Library headers into the include/boost folder. (Same procedure as with iPhone)</p>
<p>3. Setup a Xcode project or target with the appropriate header search path, Boost Mac OSX libraries in the same way we setup the iPhone Xcode project.</p>
<p><strong>Note: </strong>If you get warnings about hidden symbols and default settings open the Xcode project for and make sure that the "Inline Methods Hidden" and "Symbols Hidden by Default" are unchecked. Clicking on/off might fix any Xcode warnings.</p>
<p style="text-align: center;"><a href="http://paulsolt.com/wp-content/uploads/2010/04/Hidden-Symbols-Off.png"><img class="aligncenter size-full wp-image-576" title="Hidden Symbols Off" src="http://paulsolt.com/wp-content/uploads/2010/04/Hidden-Symbols-Off.png" alt="" width="431" height="471" /></a></p>
<h5>References:</h5>
<ul>
<li><a href="http://iphone.galloway.me.uk/2009/11/compiling-boost-for-the-iphone/" target="_blank">http://iphone.galloway.me.uk/2009/11/compiling-boost-for-the-iphone/</a></li>
<li><a href="http://brockwoolf.com/blog/compile-and-use-boost-libraries-in-xcode-visual-studio">http://brockwoolf.com/blog/compile-and-use-boost-libraries-in-xcode-visual-studio</a></li>
</ul>
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		<item>
		<title>Artwork Evolution</title>
		<link>http://paulsolt.com/2010/04/artwork-evolution/</link>
		<comments>http://paulsolt.com/2010/04/artwork-evolution/#comments</comments>
		<pubDate>Sat, 03 Apr 2010 16:05:17 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Artwork Evolution]]></category>
		<category><![CDATA[Barcamp]]></category>
		<category><![CDATA[RIT]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=548</guid>
		<description><![CDATA[I presented at BarCamp #5 Rochester http://barcamproc.org/ at RIT on my ArtworkEvolution project. Here are my presentation slides. ArtworkEvolution-Barcamp I evolved images during the presentation and these are some of the results:]]></description>
			<content:encoded><![CDATA[<p>I presented at BarCamp #5 Rochester <a href="http://barcamproc.org/">http://barcamproc.org/</a> at RIT on my ArtworkEvolution project. Here are my presentation slides.</p>
<p><a href="http://paulsolt.com/wp-content/uploads/2010/04/ArtworkEvolution-Barcamp.pdf">ArtworkEvolution-Barcamp</a></p>
<p>I evolved images during the presentation and these are some of the results:</p>
<p style="text-align: center;">
<div id="attachment_550" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/texture127.png"><img class="size-full wp-image-550 " title="texture127" src="http://paulsolt.com/wp-content/uploads/2010/04/texture127.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Curved Sky</p></div>
<p style="text-align: center;">
<div id="attachment_551" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/texture128.png"><img class="size-full wp-image-551 " title="texture128" src="http://paulsolt.com/wp-content/uploads/2010/04/texture128.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">TV</p></div>
<p style="text-align: center;">
<div id="attachment_553" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/04/texture129.png"><img class="size-full wp-image-553 " title="texture129" src="http://paulsolt.com/wp-content/uploads/2010/04/texture129.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Pillar</p></div>
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		<title>iPad Revolution</title>
		<link>http://paulsolt.com/2010/02/ipad-revolution/</link>
		<comments>http://paulsolt.com/2010/02/ipad-revolution/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 22:38:41 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[revolution]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=420</guid>
		<description><![CDATA[A lot of people have been talking about the iPad. Here are my opinions on the future of iPad, computing, and entertainment. The iPad is set to revolutionize how we interact with multimedia content and computers. There are a number of reasons that make the hardware and software standout. First and foremost, it is affordable [...]]]></description>
			<content:encoded><![CDATA[<p>A lot of people have been talking about the iPad. Here are my opinions on the future of iPad, computing, and entertainment.</p>
<p><a href="http://paulsolt.com/wp-content/uploads/2010/02/ipad.jpg"><img class="aligncenter size-medium wp-image-507" title="ipad" src="http://paulsolt.com/wp-content/uploads/2010/02/ipad-272x300.jpg" alt="" width="272" height="300" /></a></p>
<p><strong>The iPad is set to revolutionize how we interact with multimedia content and computers.</strong> There are a number of reasons that make the hardware and software standout. First and foremost, it is affordable cutting-edge technology. The $499 price point means that it is not out of reach for average consumers who are interested in an updated “all-in-one” computing device. All 9.7 inches of the screen are multi-touch, which will allow software developers to create very interactive applications. Star Trek, Avatar, and other science fiction movie computer interfaces can finally be realized on a large multi-touch screen. The device is connected, which allows the consumer to use it anywhere. Lastly, the device will provide the ultimate responsive user experience.</p>
<h4>Home Entertainment Revolution</h4>
<p>Apple now has the ability to revolutionize the home entertainment market. They are provided a multi-media portal, which will change the way we use our TV’s, computers, and music players. Imagine controlling a TV from the couch without attaching any wires. A user might want to watch “Batman Begins” on their 42” HDTV. A few touches will open iTunes and start the movie. I mentioned the TV, how does that fit into the picture? The movie streams wirelessly in HD from the couch to the 42” TV. Gone are all the cables, remotes, and hassles. Don’t bother with power cable, since the device will play content for 10 hours straight. The entertainment cabinet can be cleaned out. Throw out the VCR, CD player, DVD player, Blue-Ray player, cable TV, satellite TV, and digital antennas because they are not needed. Apple will be the one stop remote control into all media content and it will be seamless to use and control.</p>
<h4>Affordable Technology</h4>
<p>A few years back, in 2007, Amazon set out to take over the digital books arena. They did a pretty good job at providing access to books, but that is about all they did. The Kindle DX costs $489 and is just a digital book reader. It has limited processing power and storage space. The main attraction is the e-ink technology that is supposed to be easier to read. Overall, the device is nice, but is very limited in the target audience and lacks multi-media capabilities like an iPhone.<br />
Apple worked hard to set the price point of the iPad as close as possible to the Kindle, because they are directly competing with Kindle’s e-book market. For $10 more one can get a fully color display that can play videos, music, games, display e-books, and run applications. Apple did a wonderful job in selecting a set of features that could be combined for a relatively low price point. The device is slightly more expensive than other eBook readers and net books, but not overly expensive.</p>
<h4>Large Multi-Touch Screen</h4>
<p>For the longest time computers were something that required skill to use. However, this learning steep learning curve is almost no longer the case with the iPhone, iPod Touch, and iPad. The iPhone revolution brought capacitive multi-touch screens to the public. In English this means that a user just touches, not “presses,” the screen to perform actions. iPad is riding on that revolution wake and it is taking it step further by increasing the size of the screen. This technology is not foreign; it is mainstream and it is here to stay because it works. If a user knows how to use an iPhone or a laptop track pad then the transition is smooth. The touch screen is key, because it allows people to interact with a device just like they might interact with a microwave or a washing machine. A user physically touches, taps, and slides controls around that directly mirror the physical world. The iPad is a natural user interface and it is what most people what, but do not know how to ask for.</p>
<h4>Software is Key</h4>
<p>The main attraction with any working piece of hardware is software. People want to use a piece of hardware that is customizable. At any given point the device can assume different roles, because it was built to be extensible. In one instant it is an email program, movie player, music player, and then an entire college library. Apple has created a platform that provides many inputs and outputs that software developers can hook into to provide new and novel user experiences. The software development kit (SDK) has given developers direct access to technology that was locked down or too expensive to use. Developers can use a digital compass, accelerometer, multi-touch screen, microphone, and motion sensors to interact with a user in astonishing ways.</p>
<h4>Connected</h4>
<p>The iPhone provided the all-in-one experience because it can double as a music player, movie player, email program, Internet browser, and eBook reader. It was small, but it had the ability to execute each of those tasks. It has those abilities because of the Wi-Fi and 3G data connections. These connections make it possible to see content beyond the walls of a single hard drive. It provides a much richer experience to user. The iPad takes these same tasks and now makes it better by providing a bigger experience. Users can use these connections in a larger form factor and can be more productive. For most users a simple Wi-Fi connection will be all they need from the couch in the living room. Some users might be active and on the go, so they will need a 3G wireless connection. Apple has realized this connection issues and separated both technologies to reach different consumers needs. Users can get the Wi-Fi by itself, or combine Wi-Fi and 3G if they need to always have a connection the the internet.</p>
<h4>User Experience</h4>
<p>Users want fast responsive devices, not sluggish devices. A lot of users complain that they cannot run multiple applications (multi-tasking) on the iPhone, but what they do not realize is what they have to give up for multiple applications. Running anything in parallel on a mobile device means that it is dividing computing resources and power among applications that are invisible in the background. These resource hogs will slow a device down and drain a battery.</p>
<p><strong>Traditional multi-tasking is not what users want.</strong> Apple supports multi-tasking, but only to first party applications. In restricting access, Apple has complete control of the user experience. Third-party multi-tasking is not supported for a few reasons.</p>
<ul>
<li>Window’s Task Manager is a power user feature that is unnecessarily complicated. On a Windows Mobile 6.x device, task manager is a terrible experience. For example, pressing the ‘X’ on an application is not guaranteed to close the application. The button may only minimize the application, in which case it is still using computing resources and draining the battery. The ability to manage open applications is a power user feature on a mobile device and should be hidden from a typical user.</li>
<li>What is the difference between running an application in the background and running an application one at a time if the transition from one application to the next is fast and seamless? Does the experience have to differ solely from a technicality? iPhone applications can save state from the last thing they were doing when they are closed. For example, if a user is composing an email about a trip on an iPad. They need weather information and decide to check the weather with the following steps.
<ol>
<li>Press the home button.</li>
<li>Touch the weather application.</li>
<li>Press the home button.</li>
<li>Touch the email application.</li>
<li>Resume composing the email with the updated weather knowledge.</li>
</ol>
</li>
<li>Running applications in the background allows companies to directly compete with Apples multimedia business. iTunes is one of the few applications like Mail and Messages that run in the background. A user can play music through iTunes while using different applications. If a user could use Pandora for music in the background, then they would have a smaller reason to stay on the iTunes platform. I do not see Apple changing this policy, since it is not in their best interest.</li>
</ul>
<h4>Conclusion</h4>
<p>The iPad will simplify the experience to download new movies, games, music, books, and utility applications. There is no doubt in my mind that Apple will continue to innovate on this new iPad platform to further simplify and connect the multimedia experience in every persons home. The iPad is magic and just works.</p>
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		<item>
		<title>Texture Evolution</title>
		<link>http://paulsolt.com/2010/02/texture-evolution/</link>
		<comments>http://paulsolt.com/2010/02/texture-evolution/#comments</comments>
		<pubDate>Tue, 02 Feb 2010 05:24:12 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[image evolution]]></category>
		<category><![CDATA[natural selection]]></category>
		<category><![CDATA[texture evolution]]></category>
		<category><![CDATA[textures]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=384</guid>
		<description><![CDATA[For my Genetic Algorithms class I decided to work based on the work of Karl Sims. I have built a system that can evolve images based on &#8220;user natural selection&#8221; over a period of time. The user plays god and can select those images that will live and die to produce new images. Here&#8217;s a [...]]]></description>
			<content:encoded><![CDATA[<p>For my Genetic Algorithms class I decided to work based on the work of <a href="http://www.karlsims.com/genetic-images.html">Karl Sims</a>. I have built a system that can evolve images based on &#8220;user natural selection&#8221; over a period of time.</p>
<p>The user plays god and can select those images that will live and die to produce new images. Here&#8217;s a fun sample of images:</p>
<div id="attachment_398" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture27.png"><img class="size-full wp-image-398  " title="texture27" src="http://paulsolt.com/wp-content/uploads/2010/02/texture27.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Curtains</p></div>
<div id="attachment_396" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture29.png"><img class="size-full wp-image-396 " title="texture29" src="http://paulsolt.com/wp-content/uploads/2010/02/texture29.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Waves</p></div>
<div id="attachment_394" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture31.png"><img class="size-full wp-image-394 " title="texture31" src="http://paulsolt.com/wp-content/uploads/2010/02/texture31.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Loops</p></div>
<div id="attachment_393" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture32.png"><img class="size-full wp-image-393 " title="texture32" src="http://paulsolt.com/wp-content/uploads/2010/02/texture32.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Logo</p></div>
<div id="attachment_392" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture33.png"><img class="size-full wp-image-392 " title="texture33" src="http://paulsolt.com/wp-content/uploads/2010/02/texture33.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Squirley</p></div>
<div id="attachment_391" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture34.png"><img class="size-full wp-image-391 " title="texture34" src="http://paulsolt.com/wp-content/uploads/2010/02/texture34.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Hungry Curves</p></div>
<div id="attachment_389" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture36.png"><img class="size-full wp-image-389 " title="texture36" src="http://paulsolt.com/wp-content/uploads/2010/02/texture36.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">A Future Road</p></div>
<div id="attachment_388" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture37.png"><img class="size-full wp-image-388 " title="texture37" src="http://paulsolt.com/wp-content/uploads/2010/02/texture37.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Wallpaper</p></div>
<div id="attachment_387" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture38.png"><img class="size-full wp-image-387 " title="texture38" src="http://paulsolt.com/wp-content/uploads/2010/02/texture38.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Pipes</p></div>
<div id="attachment_386" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture39.png"><img class="size-full wp-image-386 " title="texture39" src="http://paulsolt.com/wp-content/uploads/2010/02/texture39.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Peace</p></div>
<div id="attachment_385" class="wp-caption aligncenter" style="width: 458px"><a href="http://paulsolt.com/wp-content/uploads/2010/02/texture40.png"><img class="size-full wp-image-385 " title="texture40" src="http://paulsolt.com/wp-content/uploads/2010/02/texture40.png" alt="" width="448" height="448" /></a><p class="wp-caption-text">Planet Rings</p></div>
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		<title>iPhone Development with OpenGL</title>
		<link>http://paulsolt.com/2009/12/iphone-development-with-opengl/</link>
		<comments>http://paulsolt.com/2009/12/iphone-development-with-opengl/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 21:50:20 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=366</guid>
		<description><![CDATA[Here&#8217;s my second presentation on iPhone Development at RIT for the Computer Science Community (CSC).If you enjoyed it let me know. I decided to look into graphics and OpenGL for the presentation. Slides: iPhone Development II &#8211; Paul Solt Demo: Triangle Demo: OpenGL ES on iPhone The first demo is a basic OpenGL ES iPhone [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s my second presentation on iPhone Development at RIT for the Computer Science Community (<a title="Computer Science Community" onclick="javascript:pageTracker._trackPageview('/outbound/article/csc.cs.rit.edu');" href="http://csc.cs.rit.edu/">CSC</a>).If you enjoyed it let me know. I decided to look into graphics and OpenGL for the presentation.</p>
<h4>Slides: <a href="http://paulsolt.com/wp-content/uploads/2009/12/iPhone-Development-II-Paul-Solt.pdf">iPhone Development II &#8211; Paul Solt</a></h4>
<h4>Demo: Triangle Demo: <a href="http://paulsolt.com/wp-content/uploads/2009/12/OpenGL-test1.zip">OpenGL ES on iPhone</a></h4>
<p style="text-align: center;">
<div id="attachment_372" class="wp-caption aligncenter" style="width: 300px"><a href="http://paulsolt.com/wp-content/uploads/2009/12/Screen-shot-2009-12-10-at-12.53.35-PM.png"><img class="size-full wp-image-372 " title="OpenGL ES Triangle Demo" src="http://paulsolt.com/wp-content/uploads/2009/12/Screen-shot-2009-12-10-at-12.53.35-PM.png" alt="OpenGL ES Triangle Demo" width="290" height="539" /></a><p class="wp-caption-text">OpenGL ES Triangle Demo</p></div>
<p>The first demo is a basic OpenGL ES iPhone project using vertex/color arrays and an orthogonal view. It&#8217;s based on the tutorials from <a title="opengl es" href="http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html">Jeff LaMarche</a> This is the starting point for any iPhone OpenGL ES project. It&#8217;ll give you a window that you can draw in and manipulate OpenGL state. Use <a title="xcode opengl es template" href="http://www.innerloop.biz/code/Empty%20OpenGL%20ES%20Application.zip">Jeff&#8217;s xcode project template</a> to make this process painless and easy to get started. It&#8217;s easier than using GLUT!</p>
<h4>Demo: Cocos2D for iPhone: <a href="http://paulsolt.com/wp-content/uploads/2009/12/GraphicsDemo.zip">Cocos2D iPhone Graphics Demo</a></h4>
<p style="text-align: center;">
<div id="attachment_368" class="wp-caption aligncenter" style="width: 564px"><a href="http://paulsolt.com/wp-content/uploads/2009/12/Screen-shot-2009-12-09-at-7.33.41-PM.png"><img class="size-full wp-image-368  " title="Cocos2D Demo for iPhone" src="http://paulsolt.com/wp-content/uploads/2009/12/Screen-shot-2009-12-09-at-7.33.41-PM.png" alt="Cocos2D Demo for iPhone" width="554" height="298" /></a><p class="wp-caption-text">Cocos2D Demo for iPhone</p></div>
<p>A 2D graphics package to aid graphical applications on the iPhone. It provides some really neat animation support along with project templates to make setup a breeze. Cocos2D comes with two separate physics packages that you can incorporate into your game. The demo shows an animation trigger when the user pressed on the screen. Animations can be built from simple actions and combined to create a complex animation. It&#8217;s perfect for a platformer.</p>
<h4>Demo: Raytracing on the iPhone</h4>
<div id="attachment_382" class="wp-caption aligncenter" style="width: 300px"><a href="http://paulsolt.com/wp-content/uploads/2009/12/RaytracingIphoneFix.png"><img class="size-full wp-image-382" title="Raytracing with Photon Mapping" src="http://paulsolt.com/wp-content/uploads/2009/12/RaytracingIphoneFix.png" alt="Raytracing with Photon Mapping with correct aspect ratio" width="290" height="539" /></a><p class="wp-caption-text">Raytracing with Photon Mapping</p></div>
<p style="text-align: center;">
<p style="text-align: center;">
<p>I ported my computer graphics II ray tracer from OpenGL/GLUT to OpenGL ES on the iPhone. The performance is very slow on the iPhone 3G (133-230 seconds), but that&#8217;s to be expected with the given hardware. In the simulator it can render a scene in about 15 seconds. This demo shows how the performance of the actual device is vastly different from the iPhone simulator. I&#8217;m sure I can rework portions of the ray tracer to be more efficient, but that wasn&#8217;t the goal of the quick port.</p>
<h4>Resources:</h4>
<ul>
<li>OpenGL: &#8220;The Red Book&#8221; OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition)</li>
<li>OpenGL ES Tutorials: <a href="http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html">http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html</a></li>
<li>Cocos2D: <a href="http://code.google.com/p/cocos2d-iphone/">http://code.google.com/p/cocos2d-iphone/</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>iPhone Development Talk</title>
		<link>http://paulsolt.com/2009/10/iphone-development-talk/</link>
		<comments>http://paulsolt.com/2009/10/iphone-development-talk/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 03:05:05 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[iPhone]]></category>
		<category><![CDATA[CSC]]></category>
		<category><![CDATA[Objective-C]]></category>
		<category><![CDATA[Xcode]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=346</guid>
		<description><![CDATA[Today I gave a presentation on iPhone Development at RIT for the Computer Science Community (CSC).If you enjoyed it let me know. I&#8217;m looking into starting an informal iPhone Dev workshop for more topics. Here are the slides and Xcode projects: Slides:  iPhone Development &#8211; Paul Solt 1. Demo: Hello World Pusher:  Foo2 2. Demo: [...]]]></description>
			<content:encoded><![CDATA[<p>Today I gave a presentation on iPhone Development at RIT for the Computer Science Community (<a title="Computer Science Community" href="http://csc.cs.rit.edu/">CSC</a>).If you enjoyed it let me know. I&#8217;m looking into starting an informal iPhone Dev workshop for more topics.</p>
<p><a href="http://paulsolt.com/wp-content/uploads/2009/10/iphone.jpg"><img class="aligncenter size-full wp-image-355" title="iphone" src="http://paulsolt.com/wp-content/uploads/2009/10/iphone.jpg" alt="iphone" width="337" height="400" /></a></p>
<p>Here are the slides and Xcode projects:</p>
<p>Slides:  <a href="http://paulsolt.com/wp-content/uploads/2009/10/iPhone-Development-Paul-Solt1.pdf">iPhone Development &#8211; Paul Solt</a></p>
<p>1. Demo: Hello World Pusher:  <a href="http://paulsolt.com/wp-content/uploads/2009/10/Foo2.zip">Foo2</a></p>
<p>2. Demo: Touch Input:  <a href="http://paulsolt.com/wp-content/uploads/2009/10/Stalker.zip">Stalker</a></p>
<p>3. Demo: Robot Remote Control:  See my previous <a title="iPhone Remote Control" href="http://paulsolt.com/2009/08/iphone-playerstage-remote-control/">post</a></p>
<p>*The Touch Input demo was based on a demo given during the Stanford iPhone courses available on iTunes <a title="Stanford iPhone Course" href="http://deimos3.apple.com/WebObjects/Core.woa/Browse/itunes.stanford.edu.2024353965.02024353968.2024239964?i=1439008681">here</a>.</p>
<p><strong>Resources:</strong></p>
<ul>
<li>Cocoa Programming for Mac OS X by Aaron Hillegass (Third Edition)</li>
<li>Stanford iPhone Course (<a href="http://cs193p.stanford.edu/">cs193p.stanford.edu</a>)
<ul>
<li>Search “iPhone Application Programming” in iTunes</li>
</ul>
</li>
<li>Beginning iPhone 3 Development: Exploring the iPhone SDK by Jeff LaMarche
<ul>
<li>Blog: <a href="http://iphonedevelopment.blogspot.com"> iphonedevelopment.blogspot.com</a></li>
</ul>
</li>
<li>iPhone Dev Center
<ul>
<li><a href="http://developer.apple.com/iphone">developer.apple.com/iphone</a></li>
</ul>
</li>
</ul>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>iPhone Player/Stage Remote Control</title>
		<link>http://paulsolt.com/2009/08/iphone-playerstage-remote-control/</link>
		<comments>http://paulsolt.com/2009/08/iphone-playerstage-remote-control/#comments</comments>
		<pubDate>Thu, 20 Aug 2009 08:28:44 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[iPhone]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Objective-C]]></category>
		<category><![CDATA[player/stage]]></category>
		<category><![CDATA[remote control]]></category>
		<category><![CDATA[robotics]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=329</guid>
		<description><![CDATA[Here&#8217;s the iPhone Player/Stage Remote Control project! There&#8217;s a .pdf that describes how to setup Xcode in the .zip file. The goal of this project was to use the Player/Stage robotics code on the iPhone to communicate and control robots. I discuss how to setup the Xcode development environment. There are two example Xcode projects. [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s the iPhone Player/Stage Remote Control project! There&#8217;s a .pdf that describes how to setup Xcode in the .zip file.</p>
<p style="text-align: center;">
<div id="attachment_456" class="wp-caption aligncenter" style="width: 549px"><a href="http://paulsolt.com/wp-content/uploads/2009/08/RRemoteiPhone.png"><img class="size-full wp-image-456 " title="RRemoteiPhone" src="http://paulsolt.com/wp-content/uploads/2009/08/RRemoteiPhone.png" alt="" width="539" height="290" /></a><p class="wp-caption-text">Controlling a Robot over Wi-Fi</p></div>
<div id="attachment_455" class="wp-caption aligncenter" style="width: 506px"><a href="http://paulsolt.com/wp-content/uploads/2009/08/PlayerStage.png"><img class="size-full wp-image-455 " title="PlayerStage" src="http://paulsolt.com/wp-content/uploads/2009/08/PlayerStage.png" alt="" width="496" height="510" /></a><p class="wp-caption-text">A Virtual Robot in a Virtual World</p></div>
<p>The goal of this project was to use the Player/Stage robotics code on the iPhone to communicate and control robots. I discuss how to setup the  Xcode development environment. There are two example Xcode projects. The first one is an Objective-C project that wraps around the C++ Player/Stage code. The second project is a very primitive C++ program running on the iPhone without any UI. Both of these Xcode projects are fully documented and will serve as a starting point to iPhone Player/Stage development.</p>
<p>iPhone Player/Stage Remote Control Project: <a href="http://paulsolt.com/wp-content/uploads/2009/08/iPhonePlayerStage.zip">iPhonePlayerStage</a></p>
<p>Feel free to ask questions and let me know how you use the code.</p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>iPhone Remote Control Samples</title>
		<link>http://paulsolt.com/2009/08/iphone-remote-control-samples/</link>
		<comments>http://paulsolt.com/2009/08/iphone-remote-control-samples/#comments</comments>
		<pubDate>Tue, 04 Aug 2009 06:08:20 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[Computer Science]]></category>
		<category><![CDATA[ImagineRIT]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[player/stage]]></category>
		<category><![CDATA[remote control]]></category>
		<category><![CDATA[RIT]]></category>
		<category><![CDATA[Robot]]></category>

		<guid isPermaLink="false">http://paulsolt.com/2009/08/iphone-remote-control-samples/</guid>
		<description><![CDATA[Get ready for an iPhone robot remote control. I&#8217;m working on creating a couple samples and documentation. Check out the video from Imagine RIT: http://www.youtube.com/watch?v=MOxTV41Lqac Here&#8217;s the link to my follow-up post: iPhone Player/Stage Sample Projects]]></description>
			<content:encoded><![CDATA[<p>Get ready for an iPhone robot remote control. I&#8217;m working on creating a couple samples and documentation.</p>
<p>Check out the video from Imagine RIT: <a href="http://www.youtube.com/watch?v=MOxTV41Lqac">http://www.youtube.com/watch?v=MOxTV41Lqac</a></p>
<p>Here&#8217;s the link to my follow-up post: <a href="http://paulsolt.com/2009/08/iphone-playerstage-remote-control/">iPhone Player/Stage Sample Projects</a></p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>OpenGL/GLUT, Classes (OOP), and Problems</title>
		<link>http://paulsolt.com/2009/07/openglglut-classes-oop-and-problems/</link>
		<comments>http://paulsolt.com/2009/07/openglglut-classes-oop-and-problems/#comments</comments>
		<pubDate>Fri, 31 Jul 2009 06:59:30 +0000</pubDate>
		<dc:creator>Paul Solt</dc:creator>
				<category><![CDATA[Animation Project]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[function pointers]]></category>
		<category><![CDATA[GLUT]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[inheritance]]></category>
		<category><![CDATA[member functions]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[polymorphism]]></category>
		<category><![CDATA[static methods]]></category>

		<guid isPermaLink="false">http://paulsolt.com/?p=156</guid>
		<description><![CDATA[Update: 8/22/10 Checkout the updated framework and post: http://paulsolt.com/2010/08/glut-object-oriented-framework-on-github/ I created a C style driver program that used OpenGL/GLUT for my computer animation course projects. It worked fine for the first project. However, there were multiple projects and they all started to use the same boiler plate code. In order to reuse code, I decided [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Update: 8/22/10</strong> Checkout the updated framework and post: <a href="http://paulsolt.com/2010/08/glut-object-oriented-framework-on-github/">http://paulsolt.com/2010/08/glut-object-oriented-framework-on-github/</a></p>
<p>I created a C style driver program that used OpenGL/GLUT for my <a href="http://paulsolt.com/projects/computer-animation/">computer animation course projects</a>. It worked fine for the first project. However, there were multiple projects and they all started to use the same boiler plate code. In order to reuse code, I decided to refactor and make an extensible class to setup GLUT. My goal was to make it easy to extend the core behavior of the GLUT/OpenGL application.</p>
<p>As I refactored the code I decided to make a base class to perform all the GLUT setup. There&#8217;s a first time for everything and I didn&#8217;t realize the scope of this change until I was committed to it. I will summarize the problems and how to solve them. The code and explanations should provide the basic understanding of what is happening, but it will not compile as it is provided.</p>
<p><strong>Problem 1</strong>: My initial attempt was to pass member functions to the GLUT callback functions. However, you can&#8217;t pass member functions from a class directly to C callback functions. The GLUT callback functions expect a function signature exactly as <strong>function(BLAH)</strong> and I was giving it something that was <strong>function(this, BLAH)</strong>. Where the &#8220;this&#8221; portion was the object passed under the hood.</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #0000ff;">class</span> AnimationFramework <span style="color: #008000;">&#123;</span>
<span style="color: #0000ff;">public</span><span style="color: #008080;">:</span>
	<span style="color: #0000ff;">void</span> display<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">void</span> run<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">void</span> keyboard<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">void</span> keyboardUp<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">void</span> specialKeyboard<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">void</span> specialKeyboard<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">void</span> startFramework<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> argc, <span style="color: #0000ff;">char</span> <span style="color: #000040;">*</span>argv<span style="color: #008000;">&#91;</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span><span style="color: #008080;">;</span></pre></div></div>

<p>&#8230; in the setup function for GLUT</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">startFramework</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> argc, <span style="color: #0000ff;">char</span> <span style="color: #000040;">*</span>argv<span style="color: #008000;">&#91;</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	<span style="color: #666666;">// Initialize GLUT</span>
	glutInit<span style="color: #008000;">&#40;</span><span style="color: #000040;">&amp;</span>argc, argv<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutInitDisplayMode<span style="color: #008000;">&#40;</span>GLUT_RGB <span style="color: #000040;">|</span> GLUT_DOUBLE <span style="color: #000040;">|</span> GLUT_DEPTH<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutInitWindowPosition<span style="color: #008000;">&#40;</span><span style="color: #0000dd;">300</span>, <span style="color: #0000dd;">100</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutInitWindowSize<span style="color: #008000;">&#40;</span><span style="color: #0000dd;">600</span>, <span style="color: #0000dd;">480</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutCreateWindow<span style="color: #008000;">&#40;</span><span style="color: #FF0000;">&quot;Animation Framework&quot;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> 
&nbsp;
	<span style="color: #666666;">// Function callbacks</span>
	glutDisplayFunc<span style="color: #008000;">&#40;</span>display<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> 		<span style="color: #666666;">// ERROR</span>
	glutKeyboardFunc<span style="color: #008000;">&#40;</span>keyboard<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> 		<span style="color: #666666;">// ERROR</span>
	glutKeyboardUpFunc<span style="color: #008000;">&#40;</span>keyboardUp<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> 	<span style="color: #666666;">// ERROR</span>
	glutSpecialFunc<span style="color: #008000;">&#40;</span>specialKeyboard<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> 	<span style="color: #666666;">// ERROR</span>
	glutSpecialUpFunc<span style="color: #008000;">&#40;</span>specialKeyboardUp<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> <span style="color: #666666;">// ERROR</span>
&nbsp;
	init<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>			<span style="color: #666666;">// Initialize</span>
	glutIdleFunc<span style="color: #008000;">&#40;</span>run<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> 	<span style="color: #666666;">// The program run loop  // ERROR</span>
	glutMainLoop<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>		<span style="color: #666666;">// Start the main GLUT thread</span>
<span style="color: #008000;">&#125;</span></pre></div></div>

<p><strong>Solution 1</strong>: Create static methods, and pass these static methods to the call back functions. All the logic for the AnimationFramework will go into these static methods. I&#8217;ve fixed the compiler errors, but it feels like a step backwards from what I set out to do.</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #0000ff;">class</span> AnimationFramework <span style="color: #008000;">&#123;</span>
<span style="color: #0000ff;">public</span><span style="color: #008080;">:</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> displayWrapper<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> runWrapper<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> keyboardWrapper<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> keyboardUpWrapper<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> specialKeyboardWrapper<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> specialKeyboardUpWrapper<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">void</span> startFramework<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> argc, <span style="color: #0000ff;">char</span> <span style="color: #000040;">*</span>argv<span style="color: #008000;">&#91;</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span><span style="color: #008080;">;</span></pre></div></div>

<p>&#8230; in a setup function for GLUT</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">startFramework</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> argc, <span style="color: #0000ff;">char</span> <span style="color: #000040;">*</span>argv<span style="color: #008000;">&#91;</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	<span style="color: #666666;">// Initialize GLUT</span>
	glutInit<span style="color: #008000;">&#40;</span><span style="color: #000040;">&amp;</span>argc, argv<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutInitDisplayMode<span style="color: #008000;">&#40;</span>GLUT_RGB <span style="color: #000040;">|</span> GLUT_DOUBLE <span style="color: #000040;">|</span> GLUT_DEPTH<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutInitWindowPosition<span style="color: #008000;">&#40;</span><span style="color: #0000dd;">300</span>, <span style="color: #0000dd;">100</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutInitWindowSize<span style="color: #008000;">&#40;</span><span style="color: #0000dd;">600</span>, <span style="color: #0000dd;">480</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutCreateWindow<span style="color: #008000;">&#40;</span><span style="color: #FF0000;">&quot;Animation Framework&quot;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> 
&nbsp;
	<span style="color: #666666;">// Function callbacks</span>
	glutDisplayFunc<span style="color: #008000;">&#40;</span>displayWrapper<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>		<span style="color: #666666;">// NO ERRORS!</span>
	glutKeyboardFunc<span style="color: #008000;">&#40;</span>keyboardWrapper<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutKeyboardUpFunc<span style="color: #008000;">&#40;</span>keyboardUpWrapper<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutSpecialFunc<span style="color: #008000;">&#40;</span>specialKeyboardWrapper<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	glutSpecialUpFunc<span style="color: #008000;">&#40;</span>specialKeyboardUpWrapper<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
	init<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>					<span style="color: #666666;">// Initialize</span>
	glutIdleFunc<span style="color: #008000;">&#40;</span>runWrapper<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> 	<span style="color: #666666;">// The program run loop</span>
	glutMainLoop<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>				<span style="color: #666666;">// Start the main GLUT thread</span>
<span style="color: #008000;">&#125;</span></pre></div></div>

<p>I&#8217;ve made a bit of progress, but when you think about it, static methods aren&#8217;t much different from the plain C functions.</p>
<p><strong>Problem 2</strong>: I want to have the functionality in the instance methods, yet I&#8217;m stuck with static methods. I&#8217;m not encapsulating the behavior inside instance methods, and I have no option for inheritance. I&#8217;ve still failed to hit the initial goal of creating an easy to use object oriented GLUT wrapper that&#8217;s extensible.</p>
<p><strong>Solution 2</strong>: I need to make virtual instance methods in the class and call them from the static callback functions. But I can&#8217;t make the function calls directly, I need a static instance of the class to make the instance function calls. (Re-read, as it&#8217;s a little complex) All I need to do is pass an instance of the class or subclass and I&#8217;ll be able to extend the functionality. It&#8217;s a little tricky/ugly, but it&#8217;s the best method I&#8217;ve found for encapsulating C style GLUT into a C++ application.</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #0000ff;">class</span> AnimationFramework <span style="color: #008000;">&#123;</span>
<span style="color: #0000ff;">protected</span><span style="color: #008080;">:</span>
	<span style="color: #0000ff;">static</span> AnimationFramework <span style="color: #000040;">*</span>instance<span style="color: #008080;">;</span>
<span style="color: #0000ff;">public</span><span style="color: #008080;">:</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> displayWrapper<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> runWrapper<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> keyboardWrapper<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> keyboardUpWrapper<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> specialKeyboardWrapper<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> specialKeyboardUpWrapper<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">void</span> startFramework<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> argc, <span style="color: #0000ff;">char</span> <span style="color: #000040;">*</span>argv<span style="color: #008000;">&#91;</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
	<span style="color: #0000ff;">void</span> run<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">virtual</span> <span style="color: #0000ff;">void</span> display<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">float</span> dTime<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">virtual</span> <span style="color: #0000ff;">void</span> keyboard<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">virtual</span> <span style="color: #0000ff;">void</span> keyboardUp<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">virtual</span> <span style="color: #0000ff;">void</span> specialKeyboard<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">virtual</span> <span style="color: #0000ff;">void</span> specialKeyboardUp<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span><span style="color: #008080;">;</span></pre></div></div>

<p>The static methods are implemented here:</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #666666;">// Static functions which are passed to Glut function callbacks</span>
&nbsp;
<span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">displayWrapper</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	instance<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>displayFramework<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> <span style="color: #666666;">// calls display(float) with time delta</span>
<span style="color: #008000;">&#125;</span>
<span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">runWrapper</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	instance<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>run<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span>
<span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">keyboardWrapper</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	instance<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>keyboard<span style="color: #008000;">&#40;</span>key,x,y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span>
<span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">keyboardUpWrapper</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">char</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	instance<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>keyboardUp<span style="color: #008000;">&#40;</span>key,x,y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span>
<span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">specialKeyboardWrapper</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	instance<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>specialKeyboard<span style="color: #008000;">&#40;</span>key,x,y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span>
<span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">specialKeyboardUpWrapper</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> key, <span style="color: #0000ff;">int</span> x, <span style="color: #0000ff;">int</span> y<span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	instance<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>specialKeyboardUp<span style="color: #008000;">&#40;</span>key,x,y<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span></pre></div></div>

<p>The startFramework() method is the same as provided in the Solution 1. </p>
<p><strong>EDIT:</strong><br />
I left out details on how the instance was set. In my program, I subclassed AnimationFramework and created classes for each program I needed overriding the appropriate methods. As an example, KeyFrameFramework was a subclass in my project.</p>
<p>I have a function in my AnimationFramework.h</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #0000ff;">static</span> <span style="color: #0000ff;">void</span> setInstance<span style="color: #008000;">&#40;</span>AnimationFramework <span style="color: #000040;">*</span> framework<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span></pre></div></div>

<p>AnimationFramework.cpp</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;">AnimationFramework <span style="color: #000040;">*</span>AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">instance</span> <span style="color: #000080;">=</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span>
<span style="color: #0000ff;">void</span> AnimationFramework<span style="color: #008080;">::</span><span style="color: #007788;">setInstance</span><span style="color: #008000;">&#40;</span>AnimationFramework <span style="color: #000040;">*</span>framework<span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
	instance <span style="color: #000080;">=</span> framework<span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span></pre></div></div>

<p>The main.cpp looks something like this:</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #0000ff;">int</span> main<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> argc, <span style="color: #0000ff;">char</span> <span style="color: #000040;">*</span>argv<span style="color: #008000;">&#91;</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
&nbsp;
	AnimationFramework <span style="color: #000040;">*</span>f <span style="color: #000080;">=</span> <span style="color: #0000dd;">new</span> KeyFrameFramework<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> <span style="color: #666666;">// Subclass of AnimationFramework</span>
	f<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>setInstance<span style="color: #008000;">&#40;</span>f<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	f<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>setTitle<span style="color: #008000;">&#40;</span><span style="color: #FF0000;">&quot;Key Framing:&quot;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	f<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>setLookAt<span style="color: #008000;">&#40;</span><span style="color:#800080;">0.0</span>, <span style="color:#800080;">2.0</span>, <span style="color:#800080;">10.0</span>, <span style="color:#800080;">0.0</span>, <span style="color:#800080;">2.0</span>, <span style="color:#800080;">0.0</span>, <span style="color:#800080;">0.0</span>, <span style="color:#800080;">1.0</span>, <span style="color:#800080;">0.0</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	f<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>startFramework<span style="color: #008000;">&#40;</span>argc, argv<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">return</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span></pre></div></div>

<p>I set the instance variable of the AnimationFramework class to an AnimationFramework subclass called KeyFrameFramework. Doing so allows me to use polymorphism and call the appropriate functionality that is specific to each animation project. Note: Don&#8217;t set the instance within a constructor, since the object is not fully initialized until the constructor is finished. You need to set the instance after your subclass object has been created.</p>
<p>Let me know if you have any questions. Below are the references I used.</p>
<p><strong>References:</strong></p>
<ul>
<li><a href="http://www.parashift.com/c++-faq-lite/pointers-to-members.html#faq-33.5">http://www.parashift.com/c++-faq-lite/pointers-to-members.html#faq-33.5</a></li>
<li><a href="http://www.parashift.com/c++-faq-lite/ctors.html">http://www.parashift.com/c++-faq-lite/ctors.html</a></li>
<li><a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=314567">http://www.gamedev.net/community/forums/topic.asp?topic_id=314567</a></li>
</ul>
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