於 11/1/2010 17:52, MacArthur, Ian (SELEX GALILEO, UK) 提到:
>
>>      Is there any reference number about the memory consumption for a
>> typical FLTK application using directFB or Kdrive/TinyX as backend. I
>> have used MiniGUI and GTK over directFB before. MiniGUI is extremely
>> fast while GTK is very slow. What if FLTK compare to them?
>
> I'm sorry, I don't have any actual numbers I can give you.
>
> However, if your hardware is supported (or similar enough to a supported
> target) it is not usually that hard to get TinyX up and running. Once
> you have that, building fltk on top of it is trivial, so you can then
> make your own measurements directly on your own hardware, which will be
> the most definitive answer possible!
>
> What target hardware do you have? Is it something fairly standard?
> For example, getting it to work on top of an OMAP device like a
> beagleboard is an easy "Just Works out of the box" type of thing.
>

        My hardware is ARM9 400MHz CPU with 32MB ram. However, only about 12MB
are free for used. I have tried to run a mini gtk program on Directfb.
It takes up about 18MB already........ And what I observe on PC, X
program is huge. I admit that X itself is small (KDrive claim it can run
on 4MB). However, X has bad behavior that its memory usage will be
easily jump to several times larger even it runs a very small program....

        Maybe I should try out DirectFB+FLTK first and see if it is usable in
my constraint first.

        Thanks for your advice!

>>      If I make a port for FLTK on framebuffer (not DirectFB), is it
>> possible? Or will it be really tough to do that?
>
> It is certainly possible, but it will not be easy. How tough it is will
> depend on how familiar you are with the framebuffer and writing of
> low-level graphics functions.
>
> You will need to write your own functions for lines, points, circles,
> fills, for example, and also mechanisms for handling the pointing device
> and any keyboard i/o and so forth, and possibly provide mechanisms to
> drive timers and etc.
>
> So... To be honest, by the time you have provided all that low-level
> stuff, you may find it is just as much code as if you had used TinyX
> (which already provides all that) in the first place!
>
> And of course this all assumes you don't need OpenGL... Getting OpenGL
> to play nice in fltk on top of the framebuffer might be "interesting"...
>
>
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