Generic Logic, Inc.

GLG Toolkit:
Royalty-Free Components

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HTML5 & JavaScript (Client Side)
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Pricing
 
Overview

Customizing Look and Feel

Creating Custom Components

Programming API


Royalty-Free Deployment

Pricing Information

Supported Platforms

GLG Widgets FAQs
Widget Catalog
Integration with Application Environment
    C/C++
    Java
    C# / VB.NET
    HTML5 & JavaScript

Data Integration and Supply

Cross-Platform Use
    Unix and Linux
    Windows
    Java

    C# / .NET
    HTML5 & JavaScript

Toolkit Architecture

Overview                                                (Click on images to get a larger view)

Dashboard with GLG
          Controls Widgets GLG's extensive library of dials and meters, gauges, charts, graphs, process control widgets and other graphical components is built on top of the Toolkit's object engine - an approach radically different from the traditional methods of creating programming components.

Instead of writing a custom class or code for each component, a component is just a drawing created using the Graphics Builder and comprised of a collection of graphical objects which define the graphical appearance of each widget. The connections between objects in the drawing are also wired within the  Builder to define the component's logical behavior.

At run time, the component's drawing is loaded into the GLG object engine, which renders the component on the screen and handles user interaction according to the component description defined in the drawing file. The GLG object engine is encapsulated in a GLG Widget, which presents the user with a simple resource-based Programming API for loading the component and updating it with real-time data.

The obvious benefit of the GLG component design approach is component's portability: as soon as the GLG object engine is ported to a new platform or programming environment, all GLG widgets are immediately available. For example, all GLG widgets are available on a variety of hardware and software platforms, as well as in C/C++/C#/.NET, Java and HTML5 JavaScript.

Since the components are built on top of the Toolkit's vector graphics engine, they are screen-resolution independent. When the control is resized, the graphics inside it are resized as well to fit its new extent. The Toolkit also handles flicker-free updates and all platform-dependent details of the low-level graphics, so the developer does not need to. A run-time choice of an OpenGL or a native GDI renderer is also available, with no additional programming required.

Samples of GLG widgets The Graphics Builder may be used to customize each component interactively. In addition to changing the component's resources, it also allows the user to edit the component's graphics directly, changing its shape or adding/deleting new graphical objects to the component's drawing. For example, it is possible to change the shape of a dial's needle or to copy and paste it to add a second needle. Another example is adding custom annotation labels to a graph, or adjusting the size of its plotting area to leave more space for custom labels. The Graphics Builder may also be used to create custom dashboards  and simulation control panels that contain multiple widgets to be deployed as one component, while each individual widget on the page can be still be updated independently.

All components may be reused in different programming environments using a choice of C/C++, Java, C# .NET, ActiveX or JavaScript programming containers provided by the Toolkit for a variety of Unix/Linux, Windows and Web/Mobile platforms. Since each component is completely defined by its GLG drawing and has no source code, no porting is required.

The Toolkit provides a variety of native programming containers for integrating GLG components into users' applications: a Motif, Gtk or Qt widget for X/Unix/Linux environment, a custom control, an MFC class, a C# User Control or an ActiveX Control for Windows, and a Java bean for Java applications. The Java version of the Toolkit uses its own, 100% pure Java object engine, while the C# version implements the GLG object engine in C#. The Web edition of the Toolkit uses HTML5 and JavaScript rendering engine. GLG's easy-to-use Programming API is provided for altering the appearance of components at run-time.

In addition to the widget containers for integration with the platform's native programming environment, a generic cross-platform API is also provided. If the generic API is used, the same source code may be compiled and run on any supported C/C++ platform without any changes.

Click here for the GLG Widgets FAQs.

Customizing Look and Feel

Real-Time Chart The toolkit provides several pre-built widget sets:

Each widget set contains from ten to a hundred widgets. Each widget is simply a drawing created with the Graphics Builder.

The component's drawing can be loaded into the Graphics Builder for browsing its resources or interactive editing. Since the component is a collection of graphical objects, it is extremely flexible. The control's appearance (colors, shapes and position of objects, etc.) can be changed interactively using the Builder's point and click interface, and a modified component can be saved for later use. More extensive customization, such as adding new labels, legends, and axes can also be performed. Click here for information on the Graphics Builder.

Editing a Chart in the
            Graphics BuilderSince the visual appearance is encapsulated in the drawing, the application does not have to be recompiled every time the drawing changes. This enables fast prototyping by eliminating time-consuming compile-link cycles.

All aspects of the component may be completely customized with the Builder, which eliminates the notion of a component's source code, since the drawing serves as a complete description of the object's appearance and behavior.

The Graphics Builder allows the developer to give custom names to a component's attributes. This provides an easy access to any component's attribute, which is not possible for code-based components, whereas only attributes that were handled in the code are accessible. Such named attributes become resources and can be accessed from the program at run-time to alter a component's appearance or to supply dynamic real-time data.

The Graphics Builder can also be used to create panels or dashboards containing multiple controls. Simply create a new canvas, drag-and-drop, position and resize controls using the mouse, name each control to access its resources and save the drawing. The control panel is now ready to be used in an application. It can also be prototyped with simulated data in the Builder.

Creating New Custom Components

Avionics gauges New custom components can be created from scratch using the Professional or Enterprise Editions of the Graphics Builder. It is also possible to use an existing component as a template and modify it. For example, a second needle may be added to a dial by copying the dial's needle and pasting the copy into the dial. After the second instance of the needle is renamed, it is ready to be driven by program's data. Since the needle object encapsulates all its controlling parameters, no extra work is necessary. The needle's dynamics parameters will have been copied. The simulation panel shown on the right uses avionics gauges widget set and is a good example of a custom component.

Newly created custom components can be integrated into the Graphics Builder, in which case they will appear in the Builder's component palette.

Custom components are not limited to graphs, meters or dials. A custom component may be as complex as a dynamic process control drawing used to visualize the state of a chemical process. The parameters controlling a drawing's dynamics are exported as resources and may be used by the program to update the drawing with real-time data.

The Professional Edition of the Graphics Builder provides the functionality required to build such custom drawings from scratch. The Enterprise Edition of the Builder may be used to add custom events for handling elaborate user interaction, or to display object tooltips. Click here for information on the Builder's Editions.

Programming API

GLG's easy-to-use Programming API is resource based. Instead of learning a separate method for each of the component's resources, a single SetResource method is used to set any of its resources, even custom attributes created by the user. All a programmer needs to know is the name of a given resource, either an intuitive default such as FillColor, or a custom name given to the resource by the developer.

The Toolkit can be deployed using a variety of programming environments, as well as the hardware and software platforms. GLG components may be deployed using either a cross-platform or a native platform-specific programming container. A cross-platform C/C++ API may be used in a platform-independent way on both Unix/Linux and Windows, enabling an application to be compiled and run on any platform without any changes to its source code.

An MFC class for Windows and a Motif, Gtk or Qt widget for Unix/Linux provide native deployment containers for the respective programming environments. A Java bean and Java class library for the Java development, as well a choice of a C# User Control or an ActiveX Control for the C# and VB.NET deployment are also provided. The HTML5 JavaScript library provides a Web deployment option. Click here for more information on available programming containers and deployment options.

The Programming API may be used to modify resources of components at run-time and animate the component with real-time data. It may also be used to handle user interaction. Click here for more information on using the API to supply data.

Click on the following links for more information on specific topics of the GLG Programming API:

Cross-Platform Use
Integration with Application Environment

Data Integration and Supply
Object Selection
User Interaction

The Extended API allows the application to create and add objects to the drawing programmatically. This is convenient if the nature of the graphics or the number of objects is not known until run-time. The Extended API may also be used to implement drawing editor functionality (such as dragging objects with the mouse). Click here for more information.

Royalty-Free Deployment

GLG widget components and the GLG Standard API are royalty-free and can be distributed with your application with no run-time fees.

Select one of the links for more information:

Pricing Information

The starter package for deploying GLG widgets consists of a Widget Editor (the Limited or Basic Edition of the Graphics Builder), one widget set, and one deployment option of your choice, such as a C/C++ library,  a Java class library, a C# User Control, an ActiveX Control or a JavaScript library.  Additional widget sets may be added to the package as well.

Click here for detailed pricing information.

If you plan to create custom components, you will need the Professional or Enterprise Edition of the Graphics Builder. The Professional Edition of the Builder can be used to create custom components and drawings from scratch. The Enterprise Edition adds the capabilities for adding custom events to objects for implementing sophisticated user interaction logic. Click here for more information on Builder Editions.