ULV Pictorial Development Diary (56k die)
Posted: Sat May 04, 2013 10:29 am
This thread is here to document development of ULV from its inception through to its current state. The natural evolution of a hollow skeleton with barely working test code to a fully fledged world-beating application. We're not at the end of that yet, so expect this thread to keep growing over time.
This will mainly be a pictorial thread. I'll try to keep the pics per page count relatively low.
Before I started coding I had been thinking about this for some months. I even have one screen shot of that thinking process, so here it is, in the first post:
A rare piece of early ULV history from Mar 22 2013:
This will mainly be a pictorial thread. I'll try to keep the pics per page count relatively low.
Before I started coding I had been thinking about this for some months. I even have one screen shot of that thinking process, so here it is, in the first post:
A rare piece of early ULV history from Mar 22 2013:
Code: Select all
Carefully hand drawn using the touch pad on the old faithful Macbook Air and an app called Paintbrush.app. There were other sketches and notes predating this, but on paper :-)
I started off writing some back end libraries from ideas before I even dreamed of ULV. The back end libraries were unused until ULV, and had purely been written to an idea, with no tests and no real world usage. When I finally did include them later in the game for ULV, they worked pretty well. I did need some API changes to make them effective, however they're very usable now.
Currently the app uses less than 20% of the memory that OLV does for the same FreeEMS binary file. In fact, it actually uses less than the binary file does on disk. Magic? No, simply good design. It's also more than four times faster to load the data up. Additionally, there is no math done during zoom operations, so it's fast there too. It's fast and lean *everywhere*, by design.
On with the pictures! Comments here: http://forum.diyefi.org/viewtopic.php?f=40&t=2134
Fred.