Changes

Jump to navigation Jump to search
no edit summary
Line 2: Line 2:  
* memory footprint of applications
 
* memory footprint of applications
 
* memory leaks
 
* memory leaks
* required flash footprint of the application is huge
+
* required flash footprint of the application; if it is big, there may not be space.  However, JFFS2 does data compression, so don't presume that the size of a file in a conventional file system corresponds to the actual amount of flash used.  As a *rule of thumb*, expect a factor of 2 compression for text and typical data, expect no compression on already compressed content, but take actual measurements to understand what your actual flash usage will be.
* your application should be engineerd and packaged to make it easy to strip unneeded functionality. For example, GAIM supports just about every IM protocol in existance, but we can only anticipate 3 being common. So the fact it uses plugins that we can choose to not package saves greatly on its footprint, whereas if everything were built in, both the memory and flash footprint would be much larger.
+
* your application should be engineered and packaged to make it easy to strip unneeded functionality. For example, GAIM supports just about every IM protocol in existance, but we can only anticipate 3 being common. So the fact it uses plugins that we can choose to not package saves greatly on its footprint, whereas if everything were built in, both the memory and flash footprint would be much larger.
 
* ability to operate applications when running in grayscale mode
 
* ability to operate applications when running in grayscale mode
* the 640x480 effective resolution in color mode: some applications will find this hard, even though the frame buffer will always be in high resolution.  If your application does not honor the font resolution change-on-the-fly mechanisms, or hardwires fonts by pixel size, your application won't be able to switch modes gracefully and may require manual intervention to be usable.
+
* the 640x480 effective resolution in color mode: some applications will find this hard, even though the frame buffer will always be in high resolution.  If your application does not honor the font resolution change-on-the-fly mechanisms, or hardwires fonts by pixel size, your application won't be able to switch modes gracefully and may require manual intervention to be usable.  Please fix.
 
* the hardware does support alpha blending (Porter-Duff compositing), so we expect to eventually support this well
 
* the hardware does support alpha blending (Porter-Duff compositing), so we expect to eventually support this well
 
* no 3D hardware: we don't have shaded triangles or a geometry pipe; so any OpenGL used will be based on Mesa, and without hardware, will be very slow
 
* no 3D hardware: we don't have shaded triangles or a geometry pipe; so any OpenGL used will be based on Mesa, and without hardware, will be very slow
1

edit

Navigation menu