How to implement communicating GUI thread using c++/Qt? - qthread

I am planning a Qt simulator, i.e. a GUI surface in one thread receives the signals
emitted from another thread (this other thread is suspended -not resumed- while processing),
while the main program is essentially just for starting the two threads.
I found
How to emit cross-thread signal in Qt?
which works (after adding a missing semicolon), but after calling
MyObject::MySlot (i.e. printing the text ""slot called"), the control goes to
CThread2::exec() and is not given back CThread1::run(), which would emit further signals.
It looks like its event loop keeps waiting for another event.
I do not want either thread to quit: CThread1 is expected to emit a series of signals,
and CThread2 is expected to process them.
What is wrong here? (the MWE is provided in the reply part of the thread above)
Another question, how a GUI surface can be moved to a thread, given that
http://doc.trolltech.com/4.6/qthread.html
states that
"Note, however, that it is not possible to use any widget classes in the thread."

Related

PyQt signals: will a fired signal still do its job after a disconnect()?

I'm dealing with an application where many signals get fired after which a reconnect follows. I'll explain in detail how the application works, and also where my confusion starts.
1. Reconnecting a signal
In my application, I reconnect signals frequently. I will use the following static function for that, taken from the answer of #ekhumoro (and slightly modified) from this post: PyQt Widget connect() and disconnect()
def reconnect(signal, newhandler):
while True:
try:
signal.disconnect()
except TypeError:
break
if newhandler is not None:
signal.connect(newhandler)
2. The application
Imagine the function emitterFunc(self) looping through a list of objects. Upon each iteration, the function connects mySignal to an object, fires the signal and then disconnects mySignal again at the start of the next iteration step. The fired signal also carries some payload, for example an object Foo().
EDIT:
The design shown above is simplified a lot. In the final design, the signal emitter and the receiving slot might operate in different threads.
For reasons that would lead us too far astray, I cannot just connect all the objects at once, emit a signal, and finally disconnect them all. I have to cycle through them one-by-one, doing a connect-emit-disconnect procedure.
Again for reasons that would lead us too far, I cannot just call these slots directly.
3. A mental image of the Signal-Slot mechanism
Over time, I have built up a mental image of how the Signal-Slot mechanism works. I imagine a Signal-Slot engine absorbing all fired signals and putting them in a Queue. Each signal awaits its turn. When time is ready, the engine passes the given signal to the appropriate handler. To do that correctly, the engine has some 'bookkeeping' work to ensure each signal ends up in the right slot.
4. Behavior of the Signal-Slot engine
Imagine we're at the nth iteration step. We connect self.mySignal to object_n. Then we fire the signal with its payload. Almost immediately after doing that, we break the connection and establish a new connection to object_n+1. At the moment we break the connection, the fired signal probably didn't do its job yet. I can imagine three possible behaviors of the Signal-Slot engine:
[OPTION 1] The engine notices that the connection is broken, and discards sig_n from its Queue.
[OPTION 2] The engine notices that the connection is re-established to another handler, and sends sig_n to the handler of object_n+1 (as soon as it gets to the front of the Queue).
[OPTION 3] The engine doesn't change anything for sig_n. When fired, it was intended for the handler of object_n, and that's where it will end up.
5. My questions
My first question is pretty obvious by now. What is the correct Signal-Slot engine behavior? I hope it is the third option.
As a second question, I'd like to know to what extent the given mental image is correct. For example, can I rely on the signals getting out of the Queue in order? This question is less important - it's certainly not vital to my application.
The third question has to do with time efficiency. Is reconnecting to another handler time-consuming? Once I know the answer to the first question, I will proceed building the application and I could measure the reconnection time myself. So this question is not so vital. But if you know the answer anyway, please share :-)
I would start with your second question, to say that your mental image is partially correct, because a queue is involved, but not always. When a signal is emitted, there are three possible ways of calling the connected slot(s) and two of them use the event queue (a QMetaCallEvent is instantiated on the fly and posted with QCoreApplication's method postEvent, where the event target is the slot holder, or the signal receiver, if you prefer). The third case is a direct call, so emitting the signal is just like calling the slot, and nothing get queued.
Now to the first question: in any case, when the signal is emitted, a list of connections (belonging to the signal emitter) is traversed and slots are called one after the other using one of the three methods hinted above. Whenever a connection is made, or broken, the list will be updated, but this necessarily happens before or after the signal is emitted. In short: there is very little chances to succeed in blocking a call to a connected slot after the signal has been emitted, at least not breaking the connection with disconnect(). So I would mark the [OPTION 3] as correct.
If you want to dig further, start from the ConnectionType enum documentation where the three fundamental types of connection (direct, queued and blocking-queued) are well explained. A connection type can be specified as a fifth argument to QObject's method connect, but, as you'll learn from the above linked docs, very often is Qt itself to choose the connection type that best suits the situation. Spoiler: threads are involved :)
About the third question: I have no benchmark tests at hand to show, so I will give a so called primarily opinion based answer, the kind of answer that starts with IMHO. I think that the signal/slot realm is one of those where the keep-it-simple rules do rule, and your reconnect pattern seems to make things much complicated than they need to be. As I hinted above, when a connection is made, a connection object is appended to a list. When the signal is emitted, all the connected slots will be called somehow, one after the other. So, instead of disconnect/reconnect/emit at each cycle in your loop, why don't just connect all items first, then emit the signal, then disconnect them all?
I hope my (long and maybe tldr) answer helped. Good read.

Qt/C++, QObject::connect() effect on currently executed function?

I always use QObject::connect() in all my applications but it is not clear to me its effect when my program is currently inside a function. Suppose I have the following code:
void main() {
//other stuffs here
QObject::connect(xxx,SIGNAL(yyy()),this,SLOT(zzz());
}
void aFunction()
{
//a bunch of codes here
//i am here when suddenly signal is emitted from QObject::connect();
//another bunch of codes here
}
I assume that when the signal is emitted, QObject::connect leaves the function "aFunction()" to execute "zzz()". What will happen to the remaining codes in the "aFunction()"
Thanks.
I can understand the confusion, coming from procedural to event based programming gives me same experience like you do now.
Short answer:
in non multi threaded environment, slot zzz() will be executed after aFunction() finishes. In fact, the signal probably gets emitted after aFunction finishes.
in multi threaded env., same thing but it is "after some time", not after.
Key to understanding this is Event Loop. QApplication::exec() runs a forever loop polling for event. New event is then handled, signals get emitted and depending on the fifth argument of QObject::connect which is a Qt::ConnectionType, ultimately runs the connected slot. You can read QObject documentation for more detail..
So your aFunction probably gets called after some signal, so after it is finished, it's back to event loop again, then your 'suddenly emitted' signal actually gets emitted and zzz is executed.
Even in multi threading environment, inter thread signals and slots work with Qt::QueuedConnection which basically just posts the emitted signal to corresponding thread so that when that thread's event loop come around to process it - it will be executed sequentially as well.
Ultimately what you will have to remember is that this Turing Machine called computers is executing sequences of codes, whether it's semi paralel (e.g time sharing, pipelining) or truly paralel (e.g multi cores, multi cpu) the part where codes get sent (or distributed? or fetched?) to its execution will always run in sequences or in one or more ways have to be simulated to be sequential so that no code is executed twice in multiple execution node.
There is no "suddenly"

What are the differences between event and signal in Qt

It is hard for me to understand the difference between signals and events in Qt, could someone explain?
An event is a message encapsulated in a class (QEvent) which is processed in an event loop and dispatched to a recipient that can either accept the message or pass it along to others to process. They are usually created in response to external system events like mouse clicks.
Signals and Slots are a convenient way for QObjects to communicate with one another and are more similar to callback functions. In most circumstances, when a "signal" is emitted, any slot function connected to it is called directly. The exception is when signals and slots cross thread boundaries. In this case, the signal will essentially be converted into an event.
Events are something that happened to or within an object. In general, you would treat them within the object's own class code.
Signals are emitted by an object. The object is basically notifying other objects that something happened. Other objects might do something as a result or not, but this is not the emitter's job to deal with it.
My impression of the difference is as follows:
Say you have a server device, running an infinite loop, listening to some external client Events and reacting to them by executing some code.
(It can be a CPU, listening to interrupts from devices, or Client-side Javascript browser code, litsening for user clicks or Server-side website code, listening for users requesting web-pages or data).
Or it can be your Qt application, running its main loop.
I'll be explaining with the assumption that you're running Qt on Linux with an X-server used for drawing.
I can distinguish 2 main differences, although the second one is somewhat disputable:
Events represent your hardware and are a small finite set. Signals represent your Widgets-layer logic and can be arbitrarily complex and numerous.
Events are low-level messages, coming to you from the client. The set of Events is a strictly limited set (~20 different Event types), determined by hardware (e.g. mouse click/doubleclick/press/release, mouse move, keyboard key pressed/released/held etc.), and specified in the protocol of interaction (e.g. X protocol) between application and user.
E.g. at the time X protocol was created there were no multitouch gestures, there were only mouse and keyboard so X protocol won't understand your gestures and send them to application, it will just interpret them as mouse clicks. Thus, extensions to X protocol are introduced over time.
X events know nothing about widgets, widgets exist only in Qt. X events know only about X windows, which are very basic rectangles that your widgets consist of. Your Qt events are just a thin wrapper around X events/Windows events/Mac events, providing a compatibility layer between different Operating Systems native events for convenience of Widget-level logic layer authors.
Widget-level logic deals with Signals, cause they include the Widget-level meaning of your actions. Moreover, one Signal can be fired due to different events, e.g. either mouse click on "Save" menu button or a keyboard shortcut such as Ctrl-S.
Abstractly speaking (this is not exactly about Qt!), Events are asynchronous in their nature, while Signals (or hooks in other terms) are synchronous.
Say, you have a function foo(), that can fire Signal OR emit Event.
If it fires signal, Signal is executed in the same thread of code as the function, which caused it, right after the function.
On the other hand, if it emits Event, Event is sent to the main loop and it depends on the main loop, when it delivers that event to the receiving side and what happens next.
Thus 2 consecutive events may even get delivered in reversed order, while 2 consecutively fired signals remain consecutive.
Though, terminology is not strict. "Singals" in Unix as a means of Interprocess Communication should be better called Events, cause they are asynchronous: you call a signal in one process and never know, when the event loop is going to switch to the receiving process and execute the signal handler.
P.S. Please forgive me, if some of my examples are not absolutely correct in terms of letter. They are still good in terms of spirit.
An event is passed directly to an event handler method of a class. They are available for you to overload in your subclasses and choose how to handle the event differently. Events also pass up the chain from child to parent until someone handles it or it falls off the end.
Signals on the other hand are openly emitted and any other entity can opt to connect and listen to them. They pass through the event loops and are processed in a queue (they can also be handled directly if they are in the same thread).

Qt: setting an override cursor from a non-GUI thread

A while ago I wrote a little RAII class to wrap the setOverrideCursor() and restoreOverrideCursor() methods on QApplication. Constructing this class would set the cursor and the destructor would restore it. Since the override cursor is a stack, this worked quite well, as in:
{
CursorSentry sentry;
// code that takes some time to process
}
Later on, I found that in some cases, the processing code would sometimes take a perceptible time to process (say more than half a second) and other times it would be near instantaneous (because of caching). It is difficult to determine before hand which case will happen, so it still always sets the wait cursor by making a CursorSentry object. But this could cause an unpleasant "flicker" where the cursor would quickly turn from the wait cursor to the normal cursor.
So I thought I'd be smart and I added a separate thread to manage the cursor override. Now, when a CursorSentry is made, it puts in a request to the cursor thread to go to the wait state. When it is destroyed it tells the thread to return to the normal state. If the CursorSentry lives longer than some amount of time (50 milliseconds), then the cursor change is processed and the override cursor is set. Otherwise, the change request is discarded.
The problem is, the cursor thread can't technically change the cursor because it's not the GUI thread. In most cases, it does happen to work, but sometimes, if I'm really unlucky, the call to change the cursor happens when the GUI thread gets mixed in with some other X11 calls, and the whole application gets deadlocked. This usually only happens if the GUI thread finishes processing at nearly the exact moment the cursor thread decides to set the override cursor.
So, does anyone know of a safe way to set the override cursor from a non-GUI thread. Keep in mind that most of the time, the GUI thread is going to be busy processing stuff (that's why the wait cursor is needed after all), so I can't just put an event into the GUI thread queue, because it won't be processed until its too late. Also, it is impractical to move the processing I'm talking about to a separate thread, because this is happening during a paint event and it needs to do GUI work when its done (figuring out what to draw).
Any other ideas for adding a delay to setting the override cursor would be good, too.
I don't think there is any other way besides a Signal-Slot connection going to the GUI thread followed by a qApp->processEvents() call, but like you said, this would probably not work well when the GUI thread is tied up.
The documentation for QCoreApplication::processEvents also has some recommended usages with long event processing:
This function overloads processEvents(). Processes pending events for
the calling thread for maxtime milliseconds or until there are no more
events to process, whichever is shorter.
You can call this function
occasionally when you program is busy doing a long operation (e.g.
copying a file).
Calling this function processes events only for the
calling thread.
If possible break up the long calls in the paint event and have it periodically check to see how long it has been taking. And in any of those checks, have it set the override cursor then from in the GUI Thread.
Often a QProgressBar can go a long way to convey the same information to the user.
Another option that could help quite a bit would be to render outside of the GUI thread onto a QImage buffer and then post it to the GUI when it is done.

QNetworkAccessManager handling asynchronous thread

I am new to QT. I have created object class QNetworkAccessManager main window as parent. Also registered to SIGNAL finished. It is working fine.
But I want to know in which thread it will run. Will it block the main thread. If i need to perform sequence of get operation how should I need to write the code.
Please give me some sample to understand concept properly.
It certainly does not run in the main thread, the calls to get() are asynchronous.
For example this would keep firing get requests:
while (condition) {
QNetworkRequest request;
request.setUrl(QUrl(m_ServerURL);
m_httpGetUpdatedFile->get(request);
}
You then have the slot for the finished signal which is processing the QNetworkReply. That slot basically should be getting called for each get request you make (even if it fails). If you need to keep track of when all your get requests have finished, you need to keep a track of how many you posted and then have your own finished flag or signal.
QNAM does use threads in the background, but this is completely invisible for your application code. Everything you see will run in the main thread.
QNAM works in the usual Qt way, it will emit signals when things happen, and you connect these signals to slots in your own code, which do things as much as they can. If they don't for example have enough data, then your slots must not block to wait for new data, instead they must return. And then they will be called again when/if there's more data (or you'll get another signal if for example connection was terminated).
Some links, in case you have not read these:
Qt signal & slot documentation
Qt networking documentation

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