IntroductionΒΆ

On this round you will implement a GUI project. It is recommended to read its assignment first, although there are many other sections before it. These preceding sections gives you examples to be exploited in implementing the project. However, it is better to select examples only based on the features you will implement in the project.

You can use the examples as follows:

  • Typewriting: the example is useful, if you need a large amount of push buttons.
  • Moving circle: the example is useful, if you need rectangles, key commands, or such a timer that enables an action to be done repeatedly (e.g. once in a second).
  • Fruits: the example is useful, if you want to add real figures on your program, instead of letters or numbers. The example provides some fruit figures as .png files in the Resources directory.
  • Waterdrop game: the example is rather difficult, and thus, most probably not useful from the point of view of the project, but from it you can learn more advanced ways for programming graphical user interfaces. As the project, also waterdrop game separates user interface and action logic from each other, but in the project it is enough to write all user interface code in the class MainWindow. From the waterdrop game, you can look at how implement several windows, but one window is enough in the project.