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software development package

 
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prasadmehendale



Joined: 28 May 2002
Posts: 2

PostPosted: Wed May 29, 2002 8:31 pm    Post subject: Reply with quote

i am an electrical engr and want to develop a simulator for avr microcontroller on seal. is it possible to develop the same on the present development package available with seal. the application involves multiple windows.
prasad
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BadSector
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Joined: 24 Oct 2001
Posts: 328
Location: Greece, Samos

PostPosted: Thu May 30, 2002 2:17 am    Post subject: Reply with quote

if you need something "grafical" (f.e. graphs, counters, etc) then no. SEAL's drawing routines are very slow.

In other cases, then yes. With the current tools (you need DJGPP, Allegro 4.0.1 and the SEAL include files) you can make a microcontroller emulator.


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_xduffy_
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Joined: 15 Mar 2002
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PostPosted: Thu May 30, 2002 6:16 am    Post subject: Reply with quote

Depends on how fast the updates have to be

Anyway, Bad Sector you said something about fastening the routines, do you know how to?

'Cause I dont... would be good
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biggyp



Joined: 16 Oct 2001
Posts: 1473
Location: England, United Kingdom

PostPosted: Fri May 31, 2002 2:24 am    Post subject: Reply with quote

i know english is not your native tongue but thats amusing, should that be "speeding up", or are the routines in question particularly loose at the moment?

no offense intended.

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_xduffy_
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PostPosted: Fri May 31, 2002 2:30 am    Post subject: Reply with quote

lol

I actually know how to write good english too.... But I always write answers in the SEAL forumm in a hurry, the result can be questonable.

But yes, I consider the drawing routines to be quite loose
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BadSector
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PostPosted: Sat Jun 01, 2002 7:31 am    Post subject: Reply with quote

Actually the major thing that must changed is the way that SEAL uses video memory. When it initializes it creates a virtual screen area (offscreen place) that is double than the actual resolution (so for 640x480 it makes 1280x960 or 1280x480.. i don't remember exactly, but anyway enough to hold the visible area).

Remember the BITMAP *out = begin_paint function? Well, "out" points to that offscreen area. SEAL draws all the mess in the offscreen area (actually redraws the whole object - desktop, window or control) and then copies it from the offscreen area to the visible area. In this way we don't get flickering . BUT!! It's slow when your graphics card doesn't support hardware blits or Allegro wasn't able to detect that your graphics card supports them (in some cases this happens because you run under windows).

That what needs to be changed is this. While i was developing Absolute SEAL, i tried to make it use a memory buffer instead of that offscreen area... but wasn't helped.

So in order for SEAL to speed up it's drawing routines, the way that it draws things must changed. I founded a way to draw windows in a desktop and i used it with The Force. But is pain in ass to implement it (personally i don't know if i'm going to rewrite that much code ). Also it needs to be modified in order to work with object oriented interfaces like SEAL's (The Force wasn't object oriented: it was just a desktop with a linked list of windows).

Also i have another one problem. SEAL2 is something unknown to me! Yes! I looked SEAL 2.0.11's source code and i were lost. I don't know them. I have to start from the scratch. In AbsoluteSEAL/BadSeal/SEAL1 i feel like home, but in SEAL2 ...not.

So even if i made this change, it will be on Absolute SEAL and Owen or someone else who knows SEAL2's sources will make the convertion.


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_xduffy_
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Joined: 15 Mar 2002
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PostPosted: Sat Jun 01, 2002 9:40 am    Post subject: Reply with quote

Ok I see... Well, I honestly admit that I had no idea that SEAL rendered in that way... When I was working on my GUI in C++ for school (ryan was/is interested in it) I thought about these matters... Much better to only redraw the stuff that's actually changed... And I guess that's what you did in The Force, Kostas, right?

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BadSector
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PostPosted: Sun Jun 02, 2002 7:13 am    Post subject: Reply with quote

no... this is actually slower than this because you cannot know what the program is going to change.

i was painting things straight to the screen... (where it's difficult to avoid flickering... so flickering in some points [f.e. the titlebar]).
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