/**************************************************************************** ** ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:FDL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Free Documentation License ** Alternatively, this file may be used under the terms of the GNU Free ** Documentation License version 1.3 as published by the Free Software ** Foundation and appearing in the file included in the packaging of this ** file. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \page qdeclarativeperformance.html \title QML Performance \section1 Opaque Items Items hidden behind an opaque item incur a cost. If an item will be enitrely obscured by an opaque item, set its opacity to 0. One common example of this is when a "details" page is shown over the main application view. \section1 Clipping \e clip is set to false by default. Enable clipping only when necessary. \section1 Anchors vs. Binding It is more efficient to use anchors rather than bindings to position items relative to each other. Consider this use of bindings to position rect2 relative to rect1: \code Rectangle { id: rect1 x: 20 width: 200; height: 200 } Rectangle { id: rect2 x: rect1.x y: rect1.y + rect1.height width: rect1.width - 20 height: 200 } \endcode This is achieved more efficiently using anchors: \code Rectangle { id: rect1 x: 20 width: 200; height: 200 } Rectangle { id: rect2 height: 200 anchors.left: rect1.left anchors.top: rect1.bottom anchors.right: rect1.right anchors.rightMargin: 20 } \endcode \section1 Images Images consume a great deal of memory and may also be costly to load. In order to deal with large images efficiently it is recommended that the Image::sourceSize property be set to a size no greater than that necessary to render it. Beware that changing the sourceSize will cause the image to be reloaded. Images on the local filesystem are usually loaded synchronously. This is usually the desired behavior for user interface elements, however for large images that do not necessarily need to be visible immediately, set the Image::asynchronous property to true. This will load the image in a low priority thread. \section1 View Delegates Delegates must be created quickly as the view is flicked. There are two important aspects to maintaining a smooth view: \list \o Small delegates - keep the amount of QML to a minimum. Have just enough QML in the delegate to display the necessary information. Any additional functionality that is only needed when the delegate is clicked, for example, should be created by a Loader as needed. \o Fast data access - ensure the data model is as fast as possible. \endlist \section1 Image resources over composition If possible, provide a single image resource, rather than using composition of a number of elements. For example, a frame with a shadow could be created using a Rectangle placed over an Image providing the shadow. It is more efficient to provide an image that includes the frame and the shadow. \section1 Limit JavaScript Avoid running JavaScript during animation. For example, running a complex JavaScript expression for each frame of an x property animation. \section1 Rendering Often using a different graphics system will give superior performance to the native graphics system (this is especially the case on X11). This can be configured using QApplication::setGraphicsSystem() or via the command line using the \c -graphicssystem switch. You can enable OpenGL acceleration using the \c opengl graphics system, or by setting a QGLWidget as the viewport of your QDeclarativeView. You may need to try various options to find what works the best for your application. For embedded X11-based devices one recommended combination is to use the raster graphics system with a QGLWidget for the viewport. While this doesn't guarantee the \bold fastest performance for all use-cases, it typically has \bold{consistently good} performance for all use-cases. In contrast, only using the raster paint engine may result in very good performance for parts of your application and very poor performance elsewhere. The QML Viewer uses the raster graphics system by default for X11 and OS X. It also includes a \c -opengl command line option which sets a QGLWidget as the viewport of the view. On OS X, a QGLWidget is always used. */