I have a Qt application, where, among other things, there is a function render which goes through a list of objects and creates for each an according (subclassed) QGraphicsPathItem which it then puts as a child in a (subclassed) QGraphicsScene. (It is done in the code below through a visitor GGObjConstructor which gets initialized with the variable scene which is the scene where the items are to be added to).
XTimer timer;
timer.start();
gobjlist gobjlis = ogc._gobjectlis;
GGObjConstructor ggoc(scene, z_value, bkground_color);
for(auto obj: gobjlis) {
obj->exec( &ggoc );
}
timer.stop();
My class XTimer is used in an obvious way to measure the time for this proceeding.
Now the problem is: Only the time spent in the loop where all the items are prepared and inserted into the scene is measured by timer. For a typical example with ~165000 items this gives about 7.5 sec as timer-value at reaching timer.stop(). But the application is after these 7.5 sec still frozen, with the screen-window where the scene is to by displayed yet invisible and only after about 25 sec (hand-stopped) suddenly the display window appears with all the items to be displayed.
Now of course I would like to measure these "freeze time" (or time till the application becomes responsive again, or maybe time till display window appears). But I found no way to do this although I looked some time through stackoverflow or the net in general. The best hint I found was
stackoverflow question
The answer there seemed to imply, that it would be not really simple to achieve (overriding paintEvent method and such things).
Question: Is this true? Or is there a simple way to measure the time till the application becomes responsive again/the image is really displayed?
I had a similar problem with an application once, where I wanted to measure the time the app freezes to figure out with logging what was causing these freezes. What I came up was to measure how long the Eventloop of the mainthread was not responding, because this directly corresponds to a frozen app.
The basic idea is to not run a QApplication but inherit from QApplication and override the notify() function. Some apps do this anyway to catch exceptions which would otherwise break the eventloop. Here is some pseudo-code which should bring the idea across:
bool MyApplication::notify( QObject * receiver, QEvent * event )
{
// something like storing current time like:
// auto start = std::chrono::system_clock::now();
// auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(start - end );
// if( elapsed.count() > 1000 ){
// log something like: Mainthread responds again after <elapsed> seconds
// }
// Note that end must be a member variable
// end = start;
return QApplication::notify(receiver, event);
}
Note 1: If your app does not continuesly run through notify() you can for testing purposes introduce a dummy QTimer which triggers faster than the logging time threshold.
Note 2: if you use multiple threads, esp. QThreads it could be necessary to filter the receiver object and perform that code only if the reciever is in the mainthread.
With this code you can log every freeze of the main-thread (frozen GUI) and determine the length of the freeze. With proper logging you can figure out whats causing the freezes.
Keep in mind that this will only log after the freeze has resolved!
Addition:
It is more complicated and slow, but for debugging/investigation purposes you can store the last event and Object-Tree of the reciever and log that as well. Than you even know which was the last event which triggered the freeze and the recieving Object.
Related
using QtCreator to make a loftier interface to a sofware.
There is basically a set of buttons to tune and inputs, a start and stop job
buttons, my problem comes from an infinite loop that freezes the display so I came up with using fork() so that the loop have to compete with the main program instead of eating up the whole resources (no multithreading), but the program crashes spiting:
[xcb] Unknown sequence number while processing queue
[xcb] Most likely this is a multi-threaded client and XInitThreads has not
been called
[xcb] Aborting, sorry about that.
a.out: ../../src/xcb_io.c:274: poll_for_event: Assertion
`!xcb_xlib_threads_sequence_lost' failed.
the fonction calling the loop is called 'ON', 'OFF' is supposed to exit the forked process.
//in button 'ON' func
ps = fork();
if(getpid() == ps)
{
while(1)
{
strcpy(word, charset(minlength, maxlength, N));
ui->pass->setText(word);//operation on the display
....SNIP
}
}
//In button 'OFF' func
if(getpid() == ps)
exit(0);
I'm really asking what is the correct way of starting a while(1) and be able to break, exit, or return from it while not freezing the window using QT, thanks.
You crash probably here:
ui->pass->setText(word);//operation on the display
as in Qt, you can not change UI from non UI threads directly. Only from signals and slots mechanism.
The proper way to not freeze UI is obviously to compute lengthy operations in another thread.
You can achieve this in several ways:
One is by sub-classing QObject class to create 'worker object' which would perform all heavy operations. You create new QThread object that should live as long as you need your object. And use QObject::moveToThread method to move created object to new thread. To control your worker object you should send signals from object and call it's slots also via signal-slot mechanism. If you call them directly - they will be executed in caller thread (so do not perform stuff like worker->startHeavyJob(); in UI thread). Instead emit signal in UI (emit sigStartHeavyStuff();) and connect it to slot of your worker object (slotDoHeavyStuff();)
if you do not want to bother with this (if operation is pretty small)
- you can use QApplication::processEvents() to process events in UI event loop while going in your infinite while loop.
Another way is to use QtConcurrentRun framework to run function in separate thread which manages itself. Threads are taken from thread pool and are managed by Qt. This approach looks like something you want to do. Though you still will be able to access UI objects only through signals and slots.
I see one big issue in the presented code that is causing your freeze: You never let Qt process anything while you are in the loop. You need to allow Qt to run it's event loop. The easiest way is to use QApplication::processEvents() inside the loop.
I'm also not a fan of a while(1) loop for a couple of reasons. The first of which is that it can eat machine cycles waiting for things to happen. I doubt you really need to run the code as fast as possible, you could probably get away with some sleeping in your loop.
The other issue is that it is hard to break out. A cleaner approach would be something like this
void MyClass::on_pushButton_ON_clicked()
{
MyClass::done = false; // this is a class attribute
while (!MyClass::done) {
QApplication::processEvents();
//...
}
}
void MyClass::on_pushButton_OFF_clicked()
{
MyClass::done = true;
}
I think I'm having a problem similar to the one in Qt crash when redrawing Widget, and switching to Qt::QueuedConnection fixed the problem. However, in my case, both the signal emitter and received are always in the same thread (the main thread).
I have a QAbstractItemModel with entry rows, and a QSortFilterProxyModel for filtering. Since the model can be very large, I wanted to make a progress bar when filtering. Updating the filter basically does this in a slot that is connected to a QAction::toggled signal:
m_ProgressBar = new QProgressBar(); // Put into status bar etc.
auto connection = connect(m_filteredModel, SIGNAL(filterProgressChanged(int)), m_ProgressBar, SLOT(setValue(int)), Qt::QueuedConnection);
m_filteredModel->UpdateFilter();
delete m_ProgressBar;
disconnect(connection);
UpdateFilter basically does some housekeeping and then calls invalidate, making the filter model requery filterAcceptsRow for every row.
The filter model then emits the filterProgressChanged(int) signal within filterAcceptsRow (works by incrementing a counter and dividing by the source model's row count, and is only emitted when the actual int progress value changes).
UpdateFilter returns when the filtering is complete. The progress bar is not deleted until then (verified), so it should work in my opinion. Not deleting the progress bar leads to getting a new one every call, but the crash is still the same.
Everything is done in the main thread: Creating the progress bar, calling UpdateFilter, emitting the filterProgressChanged signal. However, when the connection is created as Qt::AutoConnection, i.e. direct, it crashes (only when disabling the filter, for some reason) within repainting the progress bar. The same happens when I call setValue directly in my own event handler, which is what I did prior to switching to the current code.
Now I have a solution that works, but I don't understand why the original code does not work. I thought that a DirectConnection would only make an actual difference when sender and receiver of the signal are in different threads, but they're not. You can easily see in the stack trace that everything happens within the same thread, and that is even true with the queued connection.
So, what's going wrong in the original code? Is there something I just missed? Is there any way to get more information out of the actual crash?
I only found out that in void QRasterPaintEngine::clip(const QRect &rect, Qt::ClipOperation op), state() returns 0, and the code assumes it never returns 0, which is the immediate crash reason, but likely not the reason. And the stack trace points to painting as the problem area, that's all I saw when debugging this.
I'm on Windows with Qt 5.4.2 (also tried 5.7), and with MSVC 2013, if any of that matters.
Edit: As requested by code_fodder, I added the UpdateFilter and emit code (actualFilterFunction performs the actual filtering, but has nothing to do with signals or GUI or anything).
void MyModel::UpdateFilter() {
m_filterCounter = 0;
m_lastReportedProgress = -1;
invalidate();
}
bool MyModel::filterAcceptsRow(int sourceRow, const QModelIndex &sourceParent) const {
m_filterCounter++;
int progress = (100 * m_filterCounter) / m_sourceModel->rowCount();
if (progress != m_lastReportedProgress) {
emit filterProgressChanged(m_lastReportedProgress = progress);
}
return actualFilterFunction();
}
MyWindow which inherits from QMainWindow. MyWindow contains a QGLWidget that displays an animation.
The problem is that the animation pauses whenever I open a menu or resize the window.
The animation is implemented by calling QCoreApplication::postEvent(this, new QEvent(QEvent::UpdateRequest)) periodically, then calling redrawing each time the window receives the QEvent::UpdateRequest, like this:
bool MyWindow::event(QEvent *event)
{
qDebug() << event;
switch (event->type())
{
case QEvent::UpdateRequest:
render();
return true;
default:
return QMainWindow::event(event);
}
}
As seen from qDebug(), while a menu is open or the window is being resized, the window stops receiving update request events.
Is there a setting on QMainWindow/QWidget to make it continue to receive update request events? Or is there some better way to implement the animation?
Edit: I'm on Mac OS X.
This may be a Qt bug. I'll investigate.
Alas, you're way overcomplicating your code.
The postEvent should be simply replaced by this->update(). Behind the scenes it posts the event for you.
One can simply connect a QTimer instance's signal to widget, SLOT(update()). If you want to save on a QObject instance, use QBasicTimer and reimplement timerEvent as follows: void MyWidget::timerEvent(QTimerEvent* ev) { if (ev.timerId() == m_timer.timerId()) update(); }
There's no need to deal with event() reimplementation. Simply reimplement paintEvent() - that's what it's for.
Qt GUI updates are performing on MainThread. So slow gui response is reasonable, if you have many gui functionality does at same time. So generally, do not overload MaiThread with so many heavey function calls.
Probable solution to speed up your GUI response.
If PostEvent is called by your MainThread( if you are using timer from main gui thread ), instead move those to backend functionality in
a worker thread and postEvent once it has been done.
you call QCoreApplication::processEvents(), after your render(); function in MainThread.
This will help system to process all the other events that are in the event-loop before to continue
Please check, following link How to improve GUI response
Note: When creating and triggering the timer it will run within your thread by default, it wont start another thread.
Since I haven't heard any more from Kuba Ober about the possibility of this being a Qt bug, I went ahead and filed a bug report: https://bugreports.qt-project.org/browse/QTBUG-33382
I was able to partially work around the problem by calling the render() function more directly — that is, instead of sending an event, receiving the event, and having the event handler call the function. I accomplished this with a dispatch queue (but not the main dispatch queue, since that's tied to the default run loop so it has the same problem). However, working with the QGLWidget on multiple threads was difficult. After trying for a while to use the moveToThread() function to make this work, and considering other factors involved in the project, I decided to use something other than Qt to display this window.
i got problem when i trying to run a working thread in a for loop.
my code is something like this:
connect(&myworkingthread,SIGNAL(updataprocess(int)),processbar2,SLOT(setValue(int)));
for (int i=0;i<n;i++){
// each individual data will be loaded in this part...
myworkingthread.start();// this thread will take 5 secs to finish, a signal is
// also emitted to show the process of this thread(processbar2).
// after working thread, the processed data will be saved...
processbar1->setValue(i); // processbar is used to show the processing process
//problem of this code: data is totally wrong because the next thread will start before the last one finish.
}
i also wants to show the process of myworkingthread which is supposed to be implemented by
signal and slot. if i use the above code, the data is totally wrong. because the second thread will starts before the first one finish.
then i change my code like this:
connect(&myworkingthread,SIGNAL(updataprocess(int)),processbar2,SLOT(setValue(int)));
for (int i=0;i<n;i++){
// each individual data will be loaded in this part...
myworkingthread.start();// this thread will take 5 secs to finish
// signal is also emitted to show the process of this thread(processbar2).
myworkingthread.wait();// i will wait the thread until it finish
// after working thread, the processed data will be saved...
processbar1->setValue(i); // processbar is used to show the processing process
}
the problem of this code is that processbar of the thread is not working until the for loop goes through all the files.
is there any way to make the thread process in a for loop?
You need to call
QApplication::processEvents();
see Simple example using QProgressDialog: Any ideas why this doesn't work properly?
As far as I remenber, this should be called after the "emit" line in your thread...
This may be a bit of a beginners question, but I can't for the life of me figure it out.
I'm using flex to develop a GUI for a large project, specifically a status bar along the bottom. Within my StatusBar class is a ProgressBar, which other classes doing work can tell to update(change bar completion and label) as they progress. The problem I'm encountering is that flex won't update whats shown on the screen until it's too late, for example
ProgressBar initialized, 0% done
some class sets the ProgressBar to be 12% done
some class does some work
some class sets the ProgressBar to be 56% done
Whats happening is the 12% done is never displaying, it just hangs at 0% during the work, then skips right to 56% done. I've tried to understand the lifecycle of a flex component (invalidation and validation), and I think I understand it and am applying it correctly, but it's not working at all. I need to tell flex to redraw my StatusBar (or at least the ProgressBar within) after some class sets it to be 12% done, but before some class starts doing its work. How do I do this?
As mentioned in other answers, the flash player is single threaded, if you don't break up your work into discrete chunks that can be executed in separate "frames", you're going to see jumps and stutters in the ui, which is effectively what you're seeing.
If you really must see that 12% message, then it's not enough to invalidate the display list, as the display list isn't getting a chance to update until after the 56% work has completed, you must explicitly interrupt the natural event cycle with a call to validateNow() after your message has been set.
This however is not the best way to do things if performance is of concern. You might get by with judicial usage of callLater() to schedule each chunk of work in turn, as this will allow the player to potentially complete a frame cycle (and update the display list) before attempting the next step in your process.
Glenn,
That is not at all how the threading in Flex works whatsoever. Like many UIs it has a message pump on the main UI thread (they do it in frames). When you call callLater() it places the passed in function pointer at the end of the message pump queue (on the next frame) and returns immediately. The function then gets called when the message pump has finished processing all of the messages prior (like mouse clicks).
The issue is that as the property change causes UI events to be triggered, they then place their own messages on the pump which now comes after your method call that you placed there from callLater().
Flex does have multiple threads but they are there for Adobe's own reasons and therefore are not user accessible. I don't know if there is a way to guarantee that a UI update will occur at a specific point, but an option is to call callLater a number of times until the operation occurs. Start off with a small number and increase until the number of iterations produces the result you want. Example:
// Change this to a number that works... it will probably be over 1, depending on what you're doing.
private const TOTAL_CALL_COUNT:int = 5;
private var _timesCalled:int = 0;
//----------------------------------------------------------------
private function set Progress( progress:int ):void
{
progressBar.value = progress;
DoNextFunction();
}
//----------------------------------------------------------------
private function DoNextFunction():void
{
if( _timesCalled >= TOTAL_CALL_COUNT )
{
_timesCalled = 0;
Function();
}
else
{
_timesCalled++;
callLater( DoNextFunction );
}
}
Try calling invalidateDisplayList() after each changes to your progress bar. Something like :
Class StatusBar
{
public function set progress(value:uint):void
{
progressBar.value = value;
progressBar.invalidateDisplayList();
}
}
Flex has an invalidation cycle that avoid screen redrawing everytime a property changes. As an example, if a property's value changes 3 times in a single frame, it will render only with the last value set. You can force a component to be redrawn by calling invidateDisplayList() which means updateDisplayList will be immediatly executed instead of waiting the next frame.
Actionscript in Flash player, like Javascript in the browser, is pseudo-multithreaded. That is, they're single threaded, but they have multiple execution stacks. This means you can't "sleep" in a particular thread, but you can spawn a new execution stack that gets deferred until a later time. The flex way of doing this is the "callLater" function. You can also use the setTimeout/setInterval functions. Or you can use a timer object built into the flash player. Or even "ENTER_FRAME" event listener. All of these will essentially allow you to do what you need, if I'm correct about the cause of your problems.
It sounds like you have one "thread" doing most of your work, never stopping to allow other execution stacks (threads*) to run.
The problem could be what PeZ is saying, but if that doesn't help, you might want to try some deferred calls for worker classes. So your process might look like this now:
Progress initialized.
Do some work.
Update progress bar to 12. (invalidate display list)
setTimeout(doMoreWork, 100);
Update progress bar to 52.
(if your worker is a UIcomponent, you can use uicomp.callLater(...), otherwise, you need to use setTimeout/timers/enter_frame for pure AS3 classes).
Sometimes its necessary set to zero before assign another value.
progressBar.setProgress(0, progressBar.maximum);
progressBar.setProgress(newValue, progressBar.maximum);
I'm using Flash Builder 4.6 and I also have a problem for the display of my progress bar. I open a new window where I start a new multiloader class (39 Mo of content). The new window is opened in background and the main window display a progress bar until the multiloader class has finished his work. However the opening window is blocking the animation of my main window. I know it's not the multiloader class cause I saw it running correctly.
But I will try to find some new ways of doing it.
The main purpose of my post is the complexity adobe has build around flash.
When you seek ressources for your own application or answers for your questions, it's a real pain to find the good ressource. There is a total mix up (at adobe side and at user side) between AS3, Flex, Flash CS, Flash Builder, AiR, ... If you try to develop in AS3, you will find that some examples won't work for you because it is not implemented in your SDK. You have more and more forums giving you the "best practice" or ironic answers based on experiences on different developping platform.
By example, just here above, I see progressBar.value = value; With my experience, I can say that in Flash Builder 4.6, this property is read-only. But It might be a custom class made by the user but who can tell.