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Diffstat (limited to 'examples/bluetooth/pingpong/doc/src/pingpong.qdoc')
-rw-r--r-- | examples/bluetooth/pingpong/doc/src/pingpong.qdoc | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/examples/bluetooth/pingpong/doc/src/pingpong.qdoc b/examples/bluetooth/pingpong/doc/src/pingpong.qdoc deleted file mode 100644 index a91b8f2e..00000000 --- a/examples/bluetooth/pingpong/doc/src/pingpong.qdoc +++ /dev/null @@ -1,58 +0,0 @@ -// Copyright (C) 2017 The Qt Company Ltd. -// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only - -/*! - \example pingpong - \title Bluetooth QML Ping Pong example - \brief A QML example showing Bluetooth communication. - - The Bluetooth QML Ping Pong example presents the socket communication between two - Bluetooth devices. The basic concept is the ping pong game where two players - communicate via sockets. - - \image qmlpingpong_intro.png - - \include examples-run.qdocinc - - At the beginning, the user selects the role. One device acts as a server and the second - one as a client. The server side starts a service named "PingPong server". - - \snippet pingpong/pingpong.cpp Starting the server - - On the client side, the full service discovery on the nearby Bluetooth devices is done. - - \snippet pingpong/pingpong.cpp Searching for the service - - When the ping pong service is discovered, the client connects to the server using the socket. - - \snippet pingpong/pingpong.cpp Connecting the socket - - On the server side, the connected signal is emitted initiating that the client is connected. - The necessary signals and slots on the server side are connected. - - \snippet pingpong/pingpong.cpp Initiating server socket - - The game starts after the devices are connected and the screen is adjusted. - - \snippet pingpong/pingpong.cpp Start the game - - The server updates the ball direction and coordinates. The coordinates of pedals are sent - to each other every 10ms. - - \snippet pingpong/pingpong.cpp Updating coordinates - - The coordinates are updated and exchanged via sockets. As presented, the server sends its - pedal's y coordinate and the ball coordinates whereas, the client sends only its pedal - y coordinate. - - \snippet pingpong/pingpong.cpp Checking the boundaries - - In the code above, it was shown how the server checks whether the ball has reached - the boundaries of the board. In case of a collision with a pedal, a convex surface - is simulated. The part of the velocity normal to the simulated surface is inverted - and increased by 10% to speed up the game. In the case of the goal, the server updates - the results via its socket. - - \image intro1.png - -*/ |