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  1. #1
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    Default Re: QWidget::update() efficiency with hierarchy of custom widgets

    Quote Originally Posted by redBeard View Post
    Yeah, that's what I figgered....


    Is there a problem? Well, my end application will probably have 10 - 20 instrument displays, some using basic QPainter primitives and some using OpenGL primitives. I was sort of shocked to see 50% utilization with only 3 simple instruments and no real other processing (my prototype does no DSP work - filtering, FFTs, etc. - just displaying raw signal data).

    I was concerned that what I am doing will not scale well.

    I have seen other applications like I'm writing with 10-20 display instruments and fairly extensive (50 or so) data transform elements take 1 - 2 % CPU. Impressive...
    Don't you think there's something wrong if your computer is only using the CPU 2% of the time?

    In real life, the CPU is working at 100% capacity very nearly 100% of the time. How that usage is allocated to a particular program, over a particular period of time, varies so widely as to be meaningless.

    I'm usually much more concerned that a program is running correctly when it is initially developed; if needed, optimization can be applied later at the points where it is required.

  2. #2
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    Default Re: QWidget::update() efficiency with hierarchy of custom widgets

    Quote Originally Posted by SixDegrees View Post
    I'm usually much more concerned that a program is running correctly when it is initially developed; if needed, optimization can be applied later at the points where it is required.
    Obviously correctness is paramount. I only optimize after verifying correctness of the software.

    However, I have a large number of elements to develop, creating a good pattern now whilst in prototyping stage will allow me to develop these elements without having to go back (much) and optimize a large code base.

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