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Content preview:  >If you are *so* resouce constrained, use LVGL. 
You're probably not using 15MB Qt llibraries anyway, and they would 
take too long load anyway.
   Oh, we do. It's only the dynamic allocations. Initial allocation as 
determined
   by the loader, taking one big block, is fine or at least it always has been.
   

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--- Begin Message ---

>If you are *so* resouce constrained, use LVGL. You're probably not using 15MB 
Qt llibraries anyway, and they would take too long load anyway.

Oh, we do. It's only the dynamic allocations. Initial allocation as determined by the loader, taking one big block, is fine or at least it always has been.

Putting it in perspective for you.

The UI artists were providing one SVG file per screen. That file had all of the images for said screen. We had to pull each image out. Initially, because it was there, the section pre-loading images for BLITting just cached all of them from the file before moving on. One of the developers changed this early on to load alphabetically. We started getting more and more images. On the desktop things loaded in under 3 seconds so nobody cared. Cold boot on target was 40-45 minutes.

Changing the code to load all images from an SVG file before moving on dropped cold boot to under 5 minutes. (I want to say 3.) Still too long, but night and day different.

On the desktop we didn't notice any real difference.

Creating objects for all of the XML inside of the SVG was a lot of dynamic memory allocation in tiny units.

--
Roland Hughes, President
Logikal Solutions
(630)-205-1593

http://www.theminimumyouneedtoknow.com
http://www.infiniteexposure.net
http://www.johnsmith-book.com
http://www.logikalblog.com
http://www.interestingauthors.com/blog


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