Compute rendering time in a Qt5 QML Application - qml

I am using QT5 alpha for developing a QML app for a linux based tablet. The app gets slow upon having a certain number of qml widgets. I need to know how much time is spent to render each frame. Which component performs the rendering of the qml scenegraph and how can I compute frame time?
Thanks

You need to checkout qtdeclarative module. Rendering class is in src/quick/scenegraph/coreapi/ check qsgdefaultrenderer.cpp. However it may not help, because scenegraph renders everything at once. Each QML item is translated into much simplier nodes. Those nodes then combined into a list and then whole list is rendered. You may want to use QML profiler which comes with QT Creator.

Have you looked at the QML profiler in Qt Creator? In addition to rendering time it displays the cost of binding evaluation, component creation, and signal handling.

Related

How can I scroll till specific object visible in Squish Tests (QT application)?

I want to scroll to a specific object till it is visible in squish tests. This scroll is a horizontal one. I'm using a QT application. Currently I'm using mouseDrag method to do that. But it doesn't move to the correct position. I need to move it very consistently. I'm using QML to create those QT UI's. Help will be appreciated

How to implement an animated component with a fixed layout in react native

I would like to know how to implement a component that has a fixed layout, but frequently updates its display.
Suppose it is an element that needs to be tied to some in app state like a stop watch timer:
(source: mzstatic.com)
If the timer is running then the hundredths of seconds should be ticking on every frame. But in react native my instinct is to make that a <Text>00:12.36</Text> element.
Obviously calling render() is wrong. Is creating a native module the only option for this? Or is there some mechanism to drive frequent display changes within pure js? Are there best practices in this case?
Checkout setNativeProps it allows directly set text (and other properties of elements). Here're docs
You will be able to set text of <Text> component as
this._textInput.setNativeProps({text: '00:12:36'});

Detect end of GridView / ListView in Windows Store 8.1 App

Both GridView and ListView have a nice "bounce-effect" when you try to scroll beyond the begin or end.
Some applications (on other platforms) use this "drag-beyond-end" gesture as a trigger for some actions, like loading more items.
How can I detect this "state" (=user is at the begin/end and tries to scroll beyond that) in Windows Store App using XAML/C# ?
The rubber-band effect cannot be detected by code in a Windows 8 app (verified with the XAML controls team).
One way you could do that would be by handling all the inputs and the rubber-band effect yourself, but that is a bit of work, it reduces scrolling performance and requires manual handling of input on any list elements as well, so I would only recommend it as a last resort.
Also note the problem of the mouse input scenario since mouse scrolling doesn't involve this pull-beyond-edge behavior.
If you just want to load more items when you reach the end of the GridView, implement the ISupportIncrementalLoading interface with your collection derived from ObservableCollection<T>. See the answer here Load more items on grid view scroll end.

QML Loader strange behavior

I'm having issues rendering using OpenGL with a QQuickItem.
The setup:
I've partitioned the app window into a status bar and a display area. The display area will be used to render output from various Qt plugins. I'm using the QML Loader object to dynamically load the objects from the plugins as needed.
The problem:
I've duplicated the opengl rendering with qml example. If I load it into the display area directly it works perfectly. If I load it into the display area using a Loader it displays nothing. I've logged debugging messages and it's definitely running. I've debugged the app using GDebugger and it appears to be sending OpenGL calls.
Does the loader object mess with the window context?
Any suggestions on how to get this to work?
Is source for the loader object available somewhere?
The problem was not that the custom control wasn't drawing. It was my misuse of QML.
The dynamic loader was adding the content to a 'column' control. The layout controls exhibit 'undefined behavior' if you use them incorrectly. Changing to manual layout using anchors corrected the issue.

cocos2d mac application how to add splash screen when launching (Default.png)

i am migrating my iOS app onto mac. the loading time is a bit long (around 5 seconds) thus i need a splash loading screen (Just like Default.png image for iOS) but the project made from cocos2d template just shows a white screen. not sure about other apps. so is there anyway to set it?
I know that the screen size is not fixed on a mac app. but i have set a default size. and use auto scale in case of full screen mode.
EDIT:
I have tried a light weight loading scene as well but failed since the MainScene itself is light weight as well. I think the major loading time is due to the cocos2d environment set up.
In OS X a window appears when the application launches, it's not designed to use splash screens.You might want to reconsider that choice.
But if the window is still to slow to load or to display its contents, you can still do that but manually, it isn't easy like in iOS.You need to display another view inside the window until it loads.
EDIT
A little more of context: for example you can set in your xib file an image view containing the image do display.
Then you make start another thread that loads all the content that you need.After this, run a selector on the main thread that updates the window.
Based on my tests in Cocos2d 1.0.1 & 2.0 the basic Cocos2d OS X app launches really quickly.
This makes it seem pretty likely that it's something about your first scene that is taking a long time to load, or something else. Instruments can help you gather information about what your app is doing.
I suggest you make an initial lightweight cocos2d scene that will load quickly at startup and then load your second scene and transition to it. Ideally the loading of the assets for your second scene would be asynchronous (at least the ones that are slow). There are numerous blog posts on how to do this. (search for "cocos2d asynchronous loading" and you'll find many, such as this one: How to preload your game assets in a loading scene, though something more recent might be preferable).