Hi Prasad,
I have tried the following
while (1) {
lv_task_handler();
usleep(10 * 1000); /*Sleep for 10 millisecond*/
lv_tick_inc(10); /*Tell LittelvGL that 10 milliseconds were elapsed*/
}
But the system goes in Hardfault.
Is there any memory requirement?
Following are the code snippets related to memory in my code.
lv_conf.h:
/*=========================
Memory manager settings
*=========================*/
/* LittelvGL's internal memory manager's settings.
* The graphical objects and other related data are stored here. */
/* 1: use custom malloc/free, 0: use the built-in `lv_mem_alloc` and `lv_mem_free` */
#define LV_MEM_CUSTOM 0
#if LV_MEM_CUSTOM == 0
/* Size of the memory used by `lv_mem_alloc` in bytes (>= 2kB)*/
# define LV_MEM_SIZE (10U * 1024U)
/* Complier prefix for a big array declaration */
# define LV_MEM_ATTR
/* Set an address for the memory pool instead of allocating it as an array.
* Can be in external SRAM too. */
# define LV_MEM_ADR 0
/* Automatically defrag. on free. Defrag. means joining the adjacent free cells. */
# define LV_MEM_AUTO_DEFRAG 1
#else /*LV_MEM_CUSTOM*/
# define LV_MEM_CUSTOM_INCLUDE <stdlib.h> /*Header for the dynamic memory function*/
# define LV_MEM_CUSTOM_ALLOC malloc /*Wrapper to malloc*/
# define LV_MEM_CUSTOM_FREE free /*Wrapper to free*/
#endif /*LV_MEM_CUSTOM*/
As you can notice I have kept LV_MEM_SIZE as 10KB
Display frame buffer
static lv_color_t disp_buf1[LCD_HOR_RES * 10];
static lv_color_t disp_buf2[LCD_HOR_RES * 10];
where LCD_HOR_RES = 320
Heap Size = 0x2800
Stack Size = 0x400
Is there anything required?