@sierdzio AFAIK you're right, it doesn't since it uses the GraphicsView framework. However I don't remember if it completely bypasses it if Qt's built with OpenGL support.
Kimmo Lindholm wrote a very nice Paint app for the Jolla which is open source, and uses this technique (but it's far more complicated since it offers a bunch of different modes and features too): https://github.com/kimmoli/paint/blob/master/qml/pages/Paint.qml
See https://qt.gitorious.org/qt/qtdeclarative/source/3f2eabc8d90c4ee535cb0a2500e033171e203537:src/plugins/qmltooling and in particular https://qt.gitorious.org/qt/qtdeclarative/source/3f2eabc8d90c4ee535cb0a2500e033171e203537:src/plugins/qmltooling/shared/qpacketprotocol.cpp
I'm experimenting a bit with QML as we speak, but classically using standard Qt4/Qt5 you would have an EventTimer() (specified by some msec timer update) and a Paint() function that you can override in your Draw class doing the screen update. (Actually another approach is possible as well)
But basically, inside the Paint() update you would do the drawing & animation needed. QML may have something similar in updatePaintNode().
Hope that helps,
-Vince
OK, here are my suggestions:
use Flickable's flick() method link. It should work better than your solution, be more fluid and natural-looking
1ms timer resolution is completely useless: QtQuick updates the screen (paints a new frame) every 16.6 ms to achieve constant 60 Hz refresh rate. So you are wasting time and CPU power by invoking it 16 times more often than the software can pain it ;-) I'd suggest setting it to at least 16ms, but in reality I would probably use 50-100ms and tweak it to look good using flick() method mentioned above
Oh yeah :) ! Finally i have found the bug . The problem was the Load() func. it was before the ,,arduino = new QSerialPort ;" . Thanks for all of the help :) !!!
I have similar problem.
In my project, I cannot expose my main.qml file (must be binary & a part of exe). But the javascript file is user editable. Is this combination possible?