![]() We want to take this source and get it onto the display. That's done so that they stay in space within the storage. Most of those formats that we're going to talk about are encoded format - they’re compressed. There are a lot of different formats for how those embedded images are stored. We have all of these images that are sitting in some sort of source format these might be PNG images, JPGs or bitmap files, and they may even be raw images. One of the things we talked about earlier with this notion is our RAM being a limited resource, and something that we typically use for display frame buffers. Using frame buffers to optimize embedded graphics memory And that's all happening in the context of your graphics design tool. So in this case, we have Photoshop content decomposed into 31 different images that are being used within our user interface, and that content is now positioned, in place, shown, hidden, animated, alpha blended, composited together - all sorts of operations are happening with it. What we're talking about when we're taking content out of a graphics design tool is taking this imagery and exporting it as a number of sliced images. So say you or a team member is starting in Photoshop and coming into a Storyboard environment to represent your embedded graphics and images. ![]() It's because the graphic design tools are able to give us a lot of rich content and functionality that could be pre-processed and generated ahead of time. That's where a lot of the richness is coming from. Then engineers take that and convert it into a live representation of the embedded user interface product. Teams use desktop development environments and graphic design tools to develop the static representation of the UI. Creating embedded graphics in design tools and importing to Storyboard That content is then being handed off to a development or engineering team typically for inclusion in an embedded UI as a series of images - for placement and content. When we think about how embedded UIs are being created these days, we're talking a lot more about this shift of moving from graphic primitives like fills, polygons and rectangles, to content that is being crafted in design tools including: Photoshop, Illustrator, and Sketch. What does the type of graphics memory have to do with the topic of embedded UI imagery? What is the relationship between graphics memory, images, and bringing them together? But RAM is more costly, and as a result, it tends to be a much more limited supply. ![]() All of your dynamic content tends to live in RAM memory, meaning content that you're accessing, reading and writing very frequently. It can be used as persistent storage, but its access time is very slow for writing. As a result, it's used a lot for storage, your code, and the data of the program - but not a lot for writing content. But because of Flash’s access characteristics, it really favors reading content often. In part 1 of this memory series in our Embedded GUI Expert series, we looked at two different types of memory configurations or the different types of memory use: Flash memory and dynamic RAM memory.įlash memory is usually a very abundant memory in terms of memory available in embedded systems. Types of Embedded UI Memory Configurations
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