Performance

Kai Koehne

Qt Weekly #4: Benchmarking Code

Published Thursday April 3rd, 2014 | 1 Comment on Qt Weekly #4: Benchmarking Code
Posted in Performance, Qt | Tags: , ,

Qt provides several built-in ways to benchmark the runtime costs of code. Let’s have a quick glance at the most common ones. There comes a time in every non-trivial application when performance starts to matter. In fact, it’s common for developers to pro-actively try to mitigate this by doing micro-optimizations, and aiming for optimized coding […]

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Getting more out of Qt on Windows Embedded Compact 7 & ARM processors

Published Tuesday January 29th, 2013 | 12 Comments on Getting more out of Qt on Windows Embedded Compact 7 & ARM processors
Posted in Build system, Compilers, Embedded, Performance, Qt

At the moment most of the buzz is probably around Qt5, but it is good to remember that Qt4 is still alive. While we are working to increase platform coverage on Qt5, there are still some platforms that are officially supported by Digia only with the Qt4 codebase. One of those platforms is Windows Embedded […]

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Render Thread Animations in Qt Quick 2.0

Published Monday August 20th, 2012 | 12 Comments on Render Thread Animations in Qt Quick 2.0
Posted in Performance, Qt Quick 2

One of the shortcomings of the Qt Quick API is that despite having a dedicated rendering thread, our animations are always running on the GUI thread. Running animations outside the application’s main thread has the advantage that it greatly reduces jerkyness as operations that block the main thread will not hinder the animations from running. […]

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QCoreApplication mini benchmark

Published Tuesday August 14th, 2012 | 28 Comments on QCoreApplication mini benchmark
Posted in Performance, Qt

For robustness and security reasons, it often makes sense to split functionality into various smaller binaries (daemons) rather than having a few big and monolithic applications. Qt 4 introduced modularized Qt libraries in order to enable Qt based daemons that don’t require any GUI. Thanks to the strong embedded focus and several sane architecture decisions, […]

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Debugging Qt Quick 2 – Console API

Published Thursday March 1st, 2012 | 10 Comments on Debugging Qt Quick 2 – Console API
Posted in Debugging, Performance, Qt Quick, Qt Quick 2, QtCreator

Qt Quick brings a lot of flexibility and speed to development. Traditionally one had to do the “compile, package, deploy, run” cycle over and over again, whereas with Qt Quick you can now do incremental changes to your source even at runtime! In Qt Creator, we are trying to leverage the power of Qt Quick, […]

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QtWebKit Accelerated Compositing Report

Published Thursday November 10th, 2011 | 5 Comments on QtWebKit Accelerated Compositing Report
Posted in Graphics, OpenGL, Performance, Qt, QtWebKit, WebKit

We’ve been doing lots of interesting stuff around accelerated compositing in QtWebKit in the last year since my last blog post, and several people have asked for information about it. So here goes a brain-dump, hope some people find it useful ๐Ÿ™‚ If you want to know more about the basics of accelerated compositing, please […]

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Chasing the raspberry pi dragon: OpenGL ES2 accelerated Qt PI

Published Monday October 3rd, 2011 | 18 Comments on Chasing the raspberry pi dragon: OpenGL ES2 accelerated Qt PI
Posted in C++, Embedded, Kinetic, Lighthouse, OpenGL, Performance, Qt Quick

The raspberry pi initiative is very compelling and (forgive me for the hype)ย just got even more compelling now that we have Qt 5 running with full acceleration on the target. A tagline of “An ARM Linux box for $25. Take a byte!” sums it up rather nicely and should get many a geeks pulse racing. […]

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Text Rendering in the QML Scene Graph

Published Friday July 15th, 2011 | 26 Comments on Text Rendering in the QML Scene Graph
Posted in Graphics, OpenGL, Painting, Performance

Some time ago, Gunnar presented to you what the new QML Scene Graph is all about. As mentioned in that article, one of the new features is a new technique for text rendering based on distance field alpha testing. This technique allows us to leverage all the power of OpenGL and have text like we […]

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