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Native Platform Rendering on Windows and iOS with RAD Studio 10 Seattle With this release, we support native platform rendering on Windows for controls such as TEdit and TMemo, in addition to supporting native platform rendering for a range of controls on iOS. The underlying architecture is MVC based and backward compatible, enabling you to choose between Styled and Platform control types at design time on a per control basis for each supported control. This allows you to select whether a control will be implemented at runtime by FireMonkey’s GPU driven rendering or...

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C++Builder XE5 3D app for iOS - rotating Earth and Mars In this blog post we'll take a quick look at 3D iOS application programming using C++Builder XE5 Update 2. This application will contain two rotating planets - Earth and Mars using TSphere, TTextureMaterialSource and TFloatAnimation components. The rotation will be controlled by a TSwitch and the camera Z axis position will be controlled using a TTrackBar. To start the project I use the "File | New | FireMonkey Mobile Application - C++Builder" menu item and choose the "Blank Application" ...
Using Image Effects Filters in your C++Builder for iOS apps In this video I show you how to work with Image Effect Filters in your iOS apps using C++Builder XE5. The FM Application Platform provides more than 50 image effects and filter effects classes for you to use in your apps. The image effects use the Pixel Shader language and the GPU to work with bitmap images while offloading the CPU. I created a FM Mobile application for C++Builder using the Blank Form mobile project template. I added a TTToolBar component aligned to the top of the client ...
Countdown to CodeRage 8 Delphi Conference: T minus 9 days and counting We are now into the single digits for the number of days before CodeRage 8 Delphi Conference starts. The anticipation is building and the presenters are completing their session preparations. Nine more days until the CodeRage 8 Delphi Conference starts on Tuesday, October 15. Delphi XE5 allows you to create iOS, Android, Windows and Mac OSX applications using one codebase and true native optimized machine code. Join Embarcadero and software development experts from around the world at the CodeRa...
iOS app dev with Delphi XE4 and FireMonkey 3 is a quantum leap beyond XE2... During my recent product launch travels and during several of the Friday Developer Direct sessions, developers have asked me several common questions:  1) Is FireMonkey for iOS in XE4 the same as the FireMonkey iOS that was part of XE2, 2) Do we cross compile Delphi code to Objective-C code and then build the iOS app using XCode on the Mac and 3) Why do I need a Mac to be able to build an iOS app with XE4?  There are simple answers to all of three of these questions:  1) No, 2) No, 3) Because.  ...
C++Builder XE4 use case: (I need to) Build a Windows and Mac C++ app For ISVs and Enterprises the #1 application development challenge today is supporting the growing heterogeneous mix of client devices, UI approaches, OS versions, and emerging form factors. With traditional development approaches, for every new platform supported, a whole new team is required to create and manage a separate codebase. This approach multiplies your costs and time to market with each addition. To turn this mounting challenge into a competitive advantage C++ developers need an edge,...
C++Builder XE4: multi-device, true native, on-device rapid prototyping C++ developers are deep into the mad, mad, mad, mad world of multiple devices.  Users inside and outside of enterprises are using desktops, notebooks, netbooks, ultrabooks, smartphones, tablets, servers and clouds as their main and secondary computing devices.  Being able to build native apps for Windows and Mac with a single codebase allows you to code once and create a high performance app that runs on PCs and Macs. Using true native C++ gives you more control and your users the best app exper...
Combining multiple image effect filters in your C++ FireMonkey applications In previous blogs and videos, I showed you how to use the FireMonkey image effect components and image effect filters in your C++Builder XE3 Windows and Mac applications. "January 14 - Using Pixel Shader Image Effects in your C++Builder XE3 Windows and Mac apps" showed you how to use an image effect component in the UI of your application.  "January 19 - Using Image Effect Filters in your C++Builder XE3 Windows and Mac apps" showed you how to use a single effect filter and save the output bitma...
31 C++Builder XE3 videos in January - Jan 29 - Working with 3D models in your C++Builder Windows and Mac Apps During each day of January 2013, I am creating a new video showing you how to use the new C++Builder XE3 compilers for Win32, Win64 and OSX to create multi-platform, database, multi-tier, HD and 3D applications. In this twenty-ninth video you'll learn how to use industry standard 3D Model files (Collada DAE, Wavefront OBJ and ASCII Scene Export ASE) in your HD and 3D Windows (Win32/Win64) and Mac OS X applications using the TModel3D component. You can use the TModel3D component on a 3D form and ...
31 C++Builder XE3 videos in January - Jan 19 - Using Image Effect Filters in your C++Builder XE3 Windows and Mac apps During each day of January 2013, I am creating a new video showing you how to use the new C++Builder XE3 compilers for Win32, Win64 and OSX to create multi-platform, database, multi-tier, HD and 3D applications. In my January 14 C++ video, I showed how you can use the image effects components to manipulate bitmaps in your application. In a comment Yilmaz Yoru asked how can you save the effected image. In this nineteenth video you will learn how to use the FireMonkey image effect filters to app...

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