Add a "event processing" chapter into the first steps document
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2018-12-25 Markus Gans <guru.mail@muenster.de>
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* Add a "event processing" chapter into the first steps document
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2018-12-24 Markus Gans <guru.mail@muenster.de>
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2018-12-24 Markus Gans <guru.mail@muenster.de>
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* Events can not only be sent to FWidgets, but also to FObjects
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* Events can not only be sent to FWidgets, but also to FObjects
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* New event FUserEvent for user-defined events
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* New event FUserEvent for user-defined events
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2018-12-19 Markus Gans <guru.mail@muenster.de>
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2018-12-19 Markus Gans <guru.mail@muenster.de>
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* Use of smart pointers
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* Use of smart pointers
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* Add a "memory management" Chapter into the first steps document
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* Add a "memory management" chapter into the first steps document
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2018-12-17 Markus Gans <guru.mail@muenster.de>
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2018-12-17 Markus Gans <guru.mail@muenster.de>
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* Improve FButton mouse click animation
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* Improve FButton mouse click animation
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@ -13,7 +16,7 @@
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2018-12-15 Markus Gans <guru.mail@muenster.de>
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2018-12-15 Markus Gans <guru.mail@muenster.de>
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* Use of the C++11 auto specifier in the program code
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* Use of the C++11 auto specifier in the program code
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* Code reduction by using of Range-based for loop
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* Code reduction by using of range-based for loop
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* The example program for video attributes now replaces
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* The example program for video attributes now replaces
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the switch statement with a vector of lambda expressions
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the switch statement with a vector of lambda expressions
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@ -101,7 +101,7 @@ not closed.
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Memory Management
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Memory Management
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-----------------
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-----------------
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If you want to create a hierarchy of FObjects (or derived classes/widgets),
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To create a hierarchy of FObjects (or derived classes/widgets),
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a new FObject must initialize with its parent object.
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a new FObject must initialize with its parent object.
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```cpp
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```cpp
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@ -109,9 +109,8 @@ FObject* parent = new FObject();
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FObject* child = new FObject(parent);
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FObject* child = new FObject(parent);
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```
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```
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When you deallocate the used memory of a parent FObject,
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To deallocate the used memory of a parent FObject, the allocated memory
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the allocated memory of its child objects will automatically deallocate
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of its child objects will also automatically deallocate.
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too.
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An object can also be assigned to another object later via `addChild()`.
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An object can also be assigned to another object later via `addChild()`.
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@ -134,3 +133,172 @@ If an FObject with a parent will remove from the hierarchy,
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the destructor automatically deletes the object assignment from
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the destructor automatically deletes the object assignment from
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its parent object. If a class object doesn't derive from FObject,
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its parent object. If a class object doesn't derive from FObject,
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you must implement storage deallocation yourself.
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you must implement storage deallocation yourself.
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**File:** *memory.cpp*
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```cpp
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#include <final/final.h>
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using namespace finalcut;
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int main (int argc, char* argv[])
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{
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FApplication app(argc, argv);
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// The object dialog is managed by app
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FDialog* dialog = new FDialog(&app);
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dialog->setText ("Window Title");
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dialog->setGeometry (25, 5, 40, 8);
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// The object input is managed by dialog
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FLineEdit* input = new FLineEdit("predefined text", dialog);
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input->setGeometry(8, 2, 29, 1);
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input->setLabelText (L"&Input");
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// The object label is managed by dialog
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FLabel* label = new FLabel ( "Lorem ipsum dolor sit amet, consectetur "
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"adipiscing elit, sed do eiusmod tempor "
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"incididunt ut labore et dolore magna aliqua."
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, dialog );
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label->setGeometry (2, 4, 36, 1);
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app.setMainWidget(dialog);
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dialog->show();
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return app.exec();
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}
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```
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*(Note: You can close the window with the mouse,
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<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
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After entering the source code in *memory.cpp* you can compile
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the above program with gcc:
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```cpp
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g++ -O2 -lfinal memory.cpp -o memory
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```
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Event Processing
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----------------
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Calling `FApplication::exec()` starts the FINAL CUT main event loop.
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While the event loop is running, the system constantly checks whether
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an event has occurred and sends it to the application's currently focused
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object. The events of the terminal such as keystrokes, mouse actions or
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resizing the terminal are translated into `FEvent` objects and sent it to
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the active `FObject`. It is also possible to use `FApplication::sendEvent()`
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or `FApplication::queueEvent()` to send your own events to an object.
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`FObject`-derived objects process incoming events by reimplementing the
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virtual method `event()`. The `FObject` itself calls only
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`onTimer()` or `onUserEvent()` and ignores all other events. The
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`FObject`-derived class `FWidget` also reimplements the `event()` method
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to handle further events. `FWidget` calls the `FWidget::onKeyPress` method
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when you press a key, or the `FWidget::onMouseDown` method when you click
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a mouse button.
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### Event handler reimplementation ###
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An event in FINAL CUT is an object that inherits from the base class
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`FEvent`. There are several event types, represented by an enum value.
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For example, the method `FEvent::type()` returns the type
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`fc::MouseDown_Event` when you press down a mouse button.
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Some event types have data that cannot store in an `FEvent` object.
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For example, a click event of the mouse must store which button it
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triggered where the mouse pointer was at that time. In classes derived
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from `FEvent`, such as `FMouseEvent()`, we store this data.
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Widgets get their events from the `event()` method inherited from FObject.
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The implementation of `event()` in `FWidget` forwards the most common event
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types to specific event handlers such as `FMouseEvent()`, `FKeyEvent()` or
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`FResizeEvent()`. There are many other event types. It is also possible to
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create own event types and send them to other objects.
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**The FINAL CUT event types:**
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```cpp
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enum events
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{
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None_Event, // invalid event
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KeyPress_Event, // key pressed
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KeyUp_Event, // key released
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KeyDown_Event, // key pressed
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MouseDown_Event, // mouse button pressed
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MouseUp_Event, // mouse button released
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MouseDoubleClick_Event, // mouse button double click
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MouseWheel_Event, // mouse wheel rolled
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MouseMove_Event, // mouse move
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FocusIn_Event, // focus in
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FocusOut_Event, // focus out
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ChildFocusIn_Event, // child focus in
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ChildFocusOut_Event, // child focus out
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WindowActive_Event, // activate window
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WindowInactive_Event, // deactivate window
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WindowRaised_Event, // raise window
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WindowLowered_Event, // lower window
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Accelerator_Event, // keyboard accelerator
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Resize_Event, // terminal resize
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Show_Event, // widget is shown
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Hide_Event, // widget is hidden
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Close_Event, // widget close
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Timer_Event, // timer event occur
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User_Event // user defined event
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};
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```
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**File:** *timer.cpp*
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```cpp
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#include <final/final.h>
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using namespace finalcut;
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class dialogWidget : public FDialog
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{
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public:
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explicit dialogWidget (FWidget* parent = nullptr)
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: FDialog(parent)
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{
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setText ("Dialog");
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setGeometry (25, 5, 23, 4);
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label.setGeometry (1, 1, 10, 1);
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label.setAlignment (fc::alignRight);
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value.setGeometry (11, 1, 10, 1);
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id = addTimer(100);
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}
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private:
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virtual void onTimer (FTimerEvent* ev)
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{
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if ( id == ev->getTimerId() && n < 9999999999 )
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{
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value.setNumber(n);
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value.redraw();
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n++;
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}
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}
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FLabel label{"Counter: ", this};
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FLabel value{"0", this};
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long n{0};
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int id{0};
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};
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int main (int argc, char* argv[])
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{
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FApplication app(argc, argv);
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dialogWidget dialog(&app);
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app.setMainWidget(&dialog);
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dialog.show();
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return app.exec();
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}
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```
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*(Note: You can close the window with the mouse,
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<kbd>Shift</kbd>+<kbd>F10</kbd> or <kbd>Ctrl</kbd>+<kbd>^</kbd>)*
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After entering the source code in *timer.cpp* you can compile
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the above program with gcc:
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```cpp
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g++ -O2 -std=c++11 -lfinal timer.cpp -o timer
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```
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