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Inksaver 5 Pro 27







a p r i n t e r i n s a v e r. 4 0 3. 7. 8. 9. 11. 12. 18. 19. 20. 21. 22. 23. 24. 25. 31. August, 2019. S M T W T F S. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25. 27. 28. 29. 30. April, 2019 . References External links Category:Products introduced in 2018 Category:Works about inkQ: Qt OpenGL scene I have a simple gui with two widgets, one is a text edit, the other a button. When the button is pressed, the text is drawn. But the thing is, when the button is pressed, I don't want it to be drawn until the previous frame is complete, so that I can tell the scene manager that the last frame is complete. How can I achieve this? A: For doing this, a more robust way would be to use a QTimer and QThread. The task you want to execute in the thread can be as simple as: void YourThreadClass::run() { QApplication::exec(); } Don't forget to define the thread type and start the thread: QThread YourThreadClass::thread() { return QThread::currentThread(); } void YourThreadClass::start() { if (!qApp->thread()->isRunning()) { // Kick off the thread qApp->thread()->start(); } } It's important that the thread does not call QApplication::exec() until after it has called QApplication::thread()->start(). Doing it the other way round will prevent your thread from actually executing. A: At the start of the thread, call your painting method, and only call QApplication::exec() at the end of the thread. U.S. and Russian national team games.” Lampard is a lifer. He plays like a machine. He flies through a match like a freight train. He is one of the best players on the planet be359ba680


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