saveState in destructor of QMainWindow - qt

Is it correct to call saveState method in destructor of QMainWindow?
Or should I do it in QMainWindow::closeEvent (as in documentation)?
I have problems in some project with saving state from destructor. It seems to me, that in destructor of QMainWindow state maybe already incorrect, and then restoring from broken state gives strange results.
Moving of saving state from destructor to closeEvent method fixes problem.

Related

How to avoid segfault after calling deleteLater on pointer?

I have a GraphicsScene:public QGraphicsScene inherited class with a single QGraphicsView looking at it and QTimer, ticking to call function
void GraphicsScene::adv()
{
if (actor)
views().at(0)->ensureVisible(actor,200,100);
advance();
}
advance() is an overriden method which is send to all QGraphicsItem objects on scene. The point of this function - I want to make sure actor is always visible.
actor is a unit:public QGraphicsPixmapItem object on GraphicsScene.
At some point in actor method I call deleteLater().
The next timer tick I receive SEGFAULT at views().at(0)->ensureVisible(actor,200,100); line
I wonder, why if (actor) passes as true after deleteLater() and what is the correct condition should I use?
I have an object being asynchronically deleted by deleteLater()
and wonder if there is a way to prevent accessing it from other
objects?
Yes, there is a way to tell programmatically whether or not the object was already deleted by using QPointer<MyQObject> as described. But that way is somewhat slow and your application code should rather have better logic to avoid that. Like, before calling deleteLater your code removes the reference for that object from, say, views() and your code should check for the view still there.
If you call deleteLater() from inside your actor, the container GraphicsScene still has its pointer on it - the object itself doesn't reset all external pointers to it.
You have to reset this pointer - the member actor of your GraphicsScene to get your if-statement in adv() working.

QObject gets destroyed after being put into QML variable

Today I've faced strange bug in our program. The object of a class inherited from QObject was being deleted by event with type QEvent::DefferedDelete, while nobody could possibly send it.
It was passed into QML as QVariant:
// cpp:
Q_INVOKABLE QVariant currentDevice_v() const {
return QVariant::fromValue(_current);
}
// qml:
Component.onCompleted: {
curDevice = devicesModel.currentDevice_v()
#...
}
Without that qml line everything worked well - nothing produces delete event.
What I've figured out that if I set the parent of that QObject before I pass it into QML, then it doesn't get deleted. So, I've concluded that passing unparented QObject into QML scope makes that scope become a parent of QObject and call its destructor after scope ends.
Sharing this out, as I haven't found an answer anywhere. But while writing this post I've found similar unanswered issue: Qt5.6 QML, why are dynamic models destroyed after garbage collection?

Is it safe to call terminate() and quit() manually from a destructor of a class that was derived from QThread?

I want to terminate (finish) a QThread, when my app will be destroyed.
So I invoke terminate() and quit() within a destructor of my derived class from `QThread.
Is it safe?
class Session : public QThread
{
Q_OBJECT
private:
CheckerAdapter *inst;
public:
explicit Session(CheckerAdapter *inst, QObject *parent = 0);
void run();
~Session(){
terminate();
quit();
}
};
Using QThread::terminate() can lead to memory corruption, since the thread is just terminated without its knowledge, it can be doing anything while it gets terminated:
Warning: This function is dangerous and its use is discouraged. The thread can be terminated at any point in its code path. Threads can be terminated while modifying data. There is no chance for the thread to clean up after itself, unlock any held mutexes, etc. In short, use this function only if absolutely necessary.
To safely terminate a QThread, You need to have a way to tell the thread that it has to terminate, and when the thread gets that, it should return from its run() implementation as soon as possible. Qt provides two ways to do this:
If your thread runs an event loop (i.e. You don't override run(), Or if you call exec() in your custom run() implementation), You can call QThread::quit()/QThread::exit() from any thread. This will cause the thread event's loop to return as soon as it finishes processing current events. There is no data corruption, as current processing doesn't get terminated.
If your thread does not run an event loop, You can use QThread::requestInterruption() from any other thread to tell the thread that it should stop. But you have to handle that in your implementation of run() using isInterruptionRequested()(otherwise, calling requestInterruption() will do nothing).
Note:
If you are using any of the above methods to stop your QThread in its destructor, You have to make sure that the thread is no longer running after the QThread object gets destructed, You can do that by calling QThread::wait() after using quit()/requestInterruption().
Have a look at this answer for a similar implementation of a QThread subclass.

When to use deleteLater

Assuming I have the following snippet, is it safe to call deleteLater in qto's destructor for other QT objects it might administer?
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MyQTObject qto;
qto.show();
return a.exec();
}
Because I've analyzed similar code like this with a leak detector and all the objects for which deleteLater was called, weren't deallocated correctly unless I replaced the call with a normal delete.
If I've understood this correctly, deleteLater only registers a deletion event in the QT message queue. Can this be the problem that qto's destructor is called at the end of main's scope whereas the QT message loop already ends with the return from a.exec? Thus the deletion event will never be processed, in fact not even pushed into a message queue since there is none?
This post is rather aged, but I would like to add the answer I would have liked to come across when I was asking this myself.
deleteLater() can be very useful in combination with asynchronous operations. It especially shines, I think, with the more recent possibility to connect signals to lambda functions.
Suppose you have some longComputation() that you want to execute asynchronously (not in the sense of multithreading, in the sense of scheduling execution in the event loop). You can do like this:
void MyClass::deferLongComputation()
{
QTimer* timer = new QTimer();
connect(timer,
&QTimer::timeout,
[this, timer](){this->longComputiation(); timer->deleteLater();});
timer->setSingleShot(true);
timer->start();
}
where deleteLater() takes care of safely disposing of the QTimer once its duty has been carried out and avoid the memory leak that one would have otherwise.
The same pattern can be used in multithreading with QFutureWatcher.
As I understand it, deleteLater is most often used when you require an object to be deleted from within the call to a slot. If delete is used in this case and the object is referenced when returning from the slot, a reference to uninitialised memory occurs.
Therefore, deleteLater requests that object to be deleted by placing a message on the event loop, which is processed at some point, on returning from the slot and it is safe to be deleted.
I expect that using deleteLater in the destructor means there's a likely chance that the object goes out of scope, calls deleteLater on its managed objects, but quits before the event loop has a chance to delete the objects, as exiting from QApplication::exec() will terminate the event loop.
The question is old, but I'll leave this for the future generation)
The reply which was marked as an answer is correct but oddly formulated.
Actually your question contains a right answer:
message loop already ends with the return from a.exec? Thus the
deletion event will never be processed, in fact not even pushed into a
message queue since there is none.
This is exactly what is happening. Everything deleteLater() does is just posting a deletion event into the outter event loop. When event gets proccessed - object gets deleted. But if there are not outter event loop and no event loop is encountered later in the execution flow - event will never get posted, thus object is never deleted.
If you call deleteLater() in the object's destructor and put an object on the stack - deleteLater() is called when the object goes out of scope. In your example "going out of scope" is happening when closing brace of main() function is encountered. However, by that time, a.exec() (which represents the main event loop of Qt App) has already returned --> no event loop any more --> deleteLater() was called, but it's nowhere to post a deletion event --> objects were supposed to be "deletedLater" never get deleted...
Regarding the part "when to use deleteLater()":
Kuba Ober answered:
Generally speaking, there is a narrow set of circumstances where
deleteLater should be used. Most likely you simply shouldn't be using
it...
Don't listen to it, it is absolutely incorrect as the whole answer. What you should do and what should not you better decide after reading this article. Although, it is mainly about Qt threads, the article also tells about ascynchronous programming (and, as Emerald Weapon mentioned, it is exactly what deleteLater() was created for).
Also, smart pointers and QObject parent ownership have nothing to do with scheduling for the deletion with deleteLater(). These both techniques are actually using a simple delete operation under the hood. And as the article shows and as Emerald Weapon's answer demonstrated: delete does not solve the problems deleteLater() does. So if you need to delete object you use delete, if you need to schedule it for the deletion you use deleteLater().
BTW, if you want to use smart pointer with deleteLater() you can specify the deleter:
// Shared Pointer
QSharedPointer<MyObject> obj =
QSharedPointer<MyObject>(new MyObject, &QObject::deleteLater);
// Scoped Pointer
QScopedPointer<MyObject, QScopedPointerDeleteLater> customPointer(new MyObject);
And at last, It is an NOT an error to use deleteLater() in the destructor of QObject, for non-child objects.
You are correct that the deleteLater() command is only executed by an event loop.
From the Qt documentation for QObject:
Schedules this object for deletion.
The object will be deleted when control returns to the event
loop. If the event loop is not running when this function is
called (e.g. deleteLater() is called on an object before
QCoreApplication::exec()), the object will be deleted once the
event loop is started. If deleteLater() is called after the main event loop
has stopped, the object will not be deleted.
Since Qt 4.8, if deleteLater() is called on an object that lives in a
thread with no running event loop, the object will be destroyed when the
thread finishes.
Note that entering and leaving a new event loop (e.g., by opening a modal
dialog) will \e not perform the deferred deletion; for the object to be
deleted, the control must return to the event loop from which
deleteLater() was called.
Note: It is safe to call this function more than once; when the
first deferred deletion event is delivered, any pending events for the
object are removed from the event queue.
If you want all child QObjects to be deleted when qto is deleted, make sure they are created with qto as a the parent.
Generally speaking, there is a narrow set of circumstances where deleteLater should be used. Most likely you simply shouldn't be using it.
It is an error to use it in the destructor of QObject, for non-child objects. As you've found QObjects may well be destructed without an event loop present. There are no deleteLater calls in object destructors the qtbase Qt module, for example.
One has to be careful here: for example, ~QTcpServer() invokes close() invoking d->socketEngine->deleteLater(), but the socket engine is already a child of the server and will be deleted by ~QObject() anyway.
For all I know, MyQTObject should be doing one of the following:
using a smart pointer like QScopedPointer or std::unique_ptr,
have the objects as regular (non-pointer) members,
use raw pointers and have the objects be children of it.

QThread and QML Locking Up

I have a class, audio_engine_interface, and in main.cpp, I add it to the QML thing.
viewer.rootContext()->setContextProperty("engine", engine);
In audio_engine_interface, I have a audio_engine class, which is computationally intensive—it needs to run on its own thread.
void audio_engine_interface::play()
{
QThread thread;
thread.start();
engine->moveToThread(&thread);
engine->play(); // Will use 100% of CPU
}
However, when I do this, the whole QML thread locks up, meaning I can't pause (pretty important). Am I missing something?
EDIT:
This thread won't mess up anything or access objects from other places. However, it does have a pause function that will need to be called at some point. For what it's worth, the engine is doing pitch shifting.
This is a problem: -
Qthread thread;
Creating a QThread object like this is creating it on the stack. When the function ends, the object will go out of scope and delete the QThread object.
You need to dynamically allocate the object on the heap: -
QThread* thread = new QThread;
Then remember to delete the thread, or set it to delete itself: -
//Qt 5 connect syntax
connect(thread, &QThread::finished, thread, &QThread::deleteLater);
You should also be aware of thread affinity (the thread which an object is running on). I suggest reading this article on how to use QThread properly.
You have so many problems.
when you move to thread your object must not have a parent
your thread object is local variable so it will day immediately when udio_engine_interface::play() end execution
you are invoking you engine->play(); method directly and this means that it will be executed in current thread.
moveToThread means that slots invked by signals connected using default 5th parameter (Qt::AutoConnection) will be queued in event loop of given thread.
The easiest way to fix it is use QtConcurrent:
void audio_engine_interface::play()
{
QtConcurrent::run(engine, &EngineClass::play);
}
Depending what your engine does you should make it thread safe (use mutex locks an so on), without details it is hard to tell, what exactly you should do.

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