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How RapidUI speeds up your work by a magnitude...

"A factor of 10x" is a bold claim. This comparison shows you how I think the Lit Window Library has the potential to achieve this kind of time saving. The following code snippets are part of the RssReader Tutorial: Tutorial: Writing an RSS Reader...

If you are an impatient reader, you can skip directly to the C++ code comparison here: Reading settings...

Benefits: Write less code, reduce errors, save time...

The benefits come at a cost, but only a small one. Read Preparing to use the Lit Window Library... to find out what you need to do to be able to use the Lit Window Library in your application. Now for the benefits...

Example: Persistence

One of the most common scenarios: you have to load and save the users settings.

Reading settings...

Normal C++ codeC++ with Lit Window Library
void ReadSettings(wxConfigBase &cfg, Settings &s)
    long l;
    cfg.Read("/settings/m_nextRefresh", &l);
    cfg.Read("/settings/m_refreshAfter", &l);
    // read channels vector
    cfg.Read("/settings/m_channels/size", &l);
    size_t i;
    for (i=0; i<l; ++i) {
       Channel newChannel;
       cfg.SetPath(wxString::Format("/settings/m_channels/E%08d", i));
       ReadChannel(cfg, newChannel);

void ReadChannel(wxConfigBase &cfg, Channel &newChannel)
   long l;
   cfg.Read("m_webAddress", &newChannel.m_newWebAddress);
   cfg.Read("m_title", &newChannel.m_title);
   cfg.Read("m_cacheExpires", &l);
   cfg.Read("m_lastRead", &l);
   cfg.Read("m_headlines/size", &l);
   size_t i;
   for (i=0; i<l; ++i) {
      cfg.SetPath(wxString::Format("E%08d", i));
      Headline newHeadline;
      cfg.Read("m_title", &newHeadline.m_title);
      cfg.Read("m_body", &newHeadline.m_body);
      long publishedTime;
      cfg.Read("m_published", &publishedTime);
      cfg.Read("m_url", &newHeadline.m_url);
void ReadSettings(wxConfigBase &cfg, Settings &s)
   cfg >> setpath("/settings") >> s;
View next comparison: Implicit data binding by name

... and writing settings ...

But, of course, that's not all. You'll need almost the same code for writing the settings. Here is the code using the Lit Window Library (I'll spare you the normal C++ code).
void WriteSettings(wxConfigBase &cfg, Settings &s)
   cfg << setpath("/settings") << s;

... and going through it again.

Now consider the work neccessary if you have to add a member variable to Headline. Assume you have to add this:
wxString m_notes;   // some user notes
Here is what you have to do...
Normal C++ codeC++ with Lit Window Library
  • Modify the Headline struct.
  • Find the Read method and add
     cfg.Read("m_notes", &newHeadline.m_notes) 
  • Find the Write method and add
     cfg.Write("m_notes", &currentHeadline.m_notes) 
  • Modify the Headline struct.
  • Find the data adapter definition and add
Using the Lit Window Library is not only shorter, it also eliminates many possible errors because Read/WriteSettings is very unlikely to be the only place where you would have to add code.

Example: Displaying settings in a dialog

Another very common coding task. Before a dialog is shown, you have to transfer the values from your member variables to the dialog widgets (controls). And when the user presses OK, you have to copy the variables back.

Implicit data binding by name

RapidUI has a data binding mechanism that automatically binds widgets and member variables of the same name. When you create your dialog resource, you simply give the widgets the same name as the member variable you want to use for it.

wxWidgets' XRC resource scheme allows widgets to have names rather than numerical IDs. If your GUI framework uses numerical IDs to identify widgets, you need one additional step, but otherwise its the same.
Suppose you want to show a dialog for the Channels structure. You create a dialog template with two edit boxes - one for the title and one for the web address - and a spinbutton for the refresh period.
Normal C++ codeC++ with Lit Window Library
void MyDialog::TransferData(Channel &s, bool saveData)
   if (saveData) { // copy values from widgets to data
   } else {
void MyDialog::CreateControls()
   // or any other initialisation code to
   // init the member variables representing the widgets
void ShowDialog()
   Channel channel;
   MyDialog dlg;
   dlg.TransferData(channel, false);
   if (dlg.ShowModal()==IDYES) {
      dlg.TransferData(channel, true);
void ShowDialog()
   Channel channel;
   if (litwindow::ShowModalDialog(make_accessor(channel), "ID_CHANNEL_DIALOG")==IDYES) {
      // do something
View next comparison: FillListbox ... - or - a better widget: lwListBox

The RapidUI mechanism automatically transfers the value of all member variables from the 'channel' struct to their widgets and back.

Example: 'FillListbox()'. The next level of "Reuse"...

In the early 1990ies 'reuse' was the magic concept that was supposed to finally get us out of the software development dilemma and propel productivity to the next level. It hasn't happened. While you can certainly reuse a listbox, you cannot really reuse a 'channels listbox', i.e. a listbox showing a list of webchannels for an RssReader. With every new application you have to rewrite the same old functions showing the particular data of your application in the widgets. One of my favorites is 'FillListbox'.

FillListbox ... - or - a better widget: lwListBox

The Lit Window Library adds another layer onto a basic GUI framework and enhances the existing widgets. Take a standard listbox. Usually it has the following properties:

The Lit Window Library listbox widget adds the following properties: _ container of 'things'

The important point is that 'thing' can be any data structure you define, as long as you also provide a data adapter. Here is how it works:
Normal C++ codeC++ with Lit Window Library
void FillChannelsListbox(wxListBox *lb, Settings &s)
   size_t i;
   for (i=0; i<s.m_channels.size(); ++i) {
View next comparison: ... and a very complex rule.

This example assigns a member variable m_channels to the Items property of a listbox channelsListbox. The Items property accepts any container. The Column property of the listbox contains the name of the member you want to display. If you wanted to show m_webaddress instead, you would simply change the Column property.

The same mechanism works for comboboxes, listcontrols, radioboxes, editcontrols etc...

Example: Rules. Connecting widgets...

This last comparison brings everything so far together and adds the final Lit Window Library mechanism: Rules. For the past 15 years or so nearly every GUI programmer has used the 'Methods, Properties, Events' paradigm. Widgets and objects have methods, they have properties and they send or receive events. Todays GUI designers and IDEs make it very easy to throw together a quick prototype of how a GUI should look, but...

Connecting the widgets takes time and work...

... its when you want to code the connections between widgets where the hard work begins. With 'connection' I mean the implementation of intercepting events and updating other controls in response. This usually happens in the form of countless OnSomething methods that are called by the framework whenever an event occurs.

A very simple rule...

Rules are a much more natural way of specifying such a connection. When you think of the requirements your application must meet, you'll probably come across sentences like "Editcontrol B shall be disabled when the Checkbox A is checked". That is a rule.
Normal C++ codeC++ with Lit Window Library
void SomeDialog::OnUpdateEditcontrol(wxUpdateEvent &evt)
editControlB.Enabled = !checkboxA.Checked

... and a very complex rule.

Most rules are a lot more difficult to implement than the primitive example above. Take the RssReader Tutorial example (Tutorial: Writing an RSS Reader...). Here a listbox contains a list of available news channels. A second listbox contains the headlines of the currently selected channel. The rule says:
The headlines_listbox shall always display the list of headlines of the currently selected channel.
In other words: Whenever the user selects a different channel, the headlines_listbox must be updated to reflect that change.
Normal C++ codeC++ with Lit Window Library

void SomeDialog::OnSelectChannel(wxCommandEvent &evt) 
   int selectedChannelIdx=channelsListbox->GetSelected();
   if (selectedChannelIdx>=0)

void SomeDialog::FillHeadlinesListbox(vector<Headline> &headlines)
   size_t i;
   for (i=0; i<headlines.size(); ++i) {
   headlinesListbox.Column = "m_title"
   headlinesListbox.Items = channelsListbox.Current.m_headlines
The first rule selects the member variable m_title as the element that is shown in the listbox. The last rule does the work. It ensures that the Items property (the list of elements shown) of the headlinesListbox is always 'in sync' with the m_headlines member variable of the currently selected (property Current) element of the channelsListbox.

Let me explain a bit more slowly.

And RapidUI does the rest. It ensures that whenever the user changes the channelsListbox selection, all rules depending on channelsListbox are reevaluated. As a result, the headlinesListbox is updated every time the user changes the selection.

Preparing to use the Lit Window Library...

Most libraries force you to use their data structures. They define the structures! You have to learn and use them and live with them, even if they don't quite fit your needs.

The Lit Window Library works differently. You define any data structures you like. To be able to use them, the library needs an adapter for every one of your data structures. This requires some initial work, but not very much.

If this is your data structure

struct Headline
    wxString    m_title;        // the headline title
    wxString    m_body;         // the news in html
    wxDateTime  m_published;    // date/time when this headline was published
    string      m_url;          // an associated URL

struct Channel
    string              m_webAddress;   // url of the channel
    wxString            m_title;        // the title of this channel
    wxTimeSpan          m_cacheExpires; // timespan between two refreshes
    vector<Headline>    m_headlines;    // the list of headlines
    wxDateTime          m_lastRead;     // date/time when this channel was last read

struct RssReaderData
    vector<Channel> m_channels;         // store all channels
    wxTimeSpan      m_refreshAfter;     // timespan between two refreshes
    wxDateTime      m_nextRefresh;      // time of next refresh

extern RssReaderData g_data;

the data adapter definition will look like this




Let me point out several important things about the data adapter mechanism.

The data adapter definition above is the investment you have to make to use the Lit Window Library.

Copyright 2004, Hajo Kirchhoff, Lit Window Productions