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Congratulations on the project! The description mentions targeting embedded applications. What's the definition of embedded in this context? I see "several hun
by ddeck 6y ago
Congratulations on the project!
The description mentions targeting embedded applications. What's the definition of embedded in this context? I see "several hundred kilobytes of RAM" mentioned - What's a minimal configuration likely to look like?
Just trying to get a feel for the typical embedded application that you'd be targetting. Most of the embedded work I do is with <= 64kb RAM, which I'm guessing is not your target.
It might be helpful if you could perhaps contrast the product with existing (similar?) libraries such as as LVGL[1], uGFX[2] etc.
[1] https://github.com/lvgl/lvgl https://github.com/lvgl/lvgl
[2] https://ugfx.io/ https://ugfx.io/
- tronical 6y agoHi ddeck! We need to make our description a bit more precise - and we're working on comparisons. In terms of pure RAM usage (as opposed to ROM) in our experience the display resolution contributes a lot to what's left (unless there are dedicated frame buffers). So if you mention <= 64kb RAM, what kind of displays are you typically dealing with? Generally I think we're aiming a little above LVGL/uGFX in terms of configuration, but also with with a much richer UI / features.
- ddeck 6y ago>So if you mention <= 64kb RAM, what kind of displays are you typically dealing with? Typically displays with integrated SRAM. To give an example, a recent project used a 480x320x16-bit display and an MCU with 64kb SRAM. The display/drawing buffer took 38kb of that (i.e. 1/8 of the display).
- tronical 6y agoCool! I’d say that’s the very low end for us, but we think that it should be possible to create decent UIs also for such configurations. It would require additional work for us to target that right now but we’d be happy to take that offline. Drop us an email at info@sixtyfps.io please if you’re interested:)