How to emit a delayed signal in PyQt GUI? - qt

In my PyQt GUI app, there are a lot of spinBoxes that trigger a lengthy setup routine when their values are changed.
My problem is this:
When typing in (large) numbers the spinBox.valueChanged() signal is emitted every time I input a single digit. That leads to the setup function being called many more times than necessary.
Is there a way to delay the trigger until I'm done typing the number and then fire the signal only once?
How do you usually take care of that issue in your GUIs?
I found this but I think it would involve creating an extra timer for every unique function I want to call upon emitting. That doesn't seem very elegant.

For spinboxes there is the keyboardTracking property.
If keyboard tracking is disabled, the spinbox doesn't emit the valueChanged() signal while typing. It emits the signal later, when the return key is pressed, when keyboard focus is lost, or when other spinbox functionality is used, e.g. pressing an arrow key.
I believe this solves your issue.

You can also connect to the editingFinished signal, which isn't emitted until the user presses enter or the spinbox loses focus. However, you'll get this signal even if the value doesn't change, so you may want to check it against the last value to prevent having to run the lengthy routine unnecessarily.

Related

Can I delay/bundle reactions to QPlainTextEditor.textChanged events?

I have a small IDE for a modeling language I wrote, implemented in PyQt/PySide, and am trying to implement a code navigator that let's you jump to different sections in the file being edited.
The current implementation is: (1) connect to QPlainTextEditor.textChanged, (2) any time a change is made, (sloppily) parse the file and update the navigator pane
It seems to work OK, but I'm worried this could cause major performance issues for large files on slower systems, in particular if more stuff is connected to textChanged in the future.
My question: Has anybody here implemented a delayed reaction to events, so that multiple events (i.e. keystrokes) within a short period only trigger a single update (say once per second)? And is there a proper QT way of doing this?
Thanks,
Michael
You can try using timers if you want some "delay".
There would be 2 ways to use them (with different results).
One is only parse after no input has been done for a certain amount of time
NOTE: I only know C++ Qt but I assume the same things are valid for pyqt so this is kind of "pseudocode" I hope you get the concept though.
QTimer timer; //somewhere
timer.setSingleShot(true); //only fire once
connect(timer,QTimer::timeout(),OnTimerDone(...);
OnTextChanged(...)
{
timer.start(500); //wait 500ms
}
OnTimerDone(...)
{
DoStuff(...);
}
This will restart the timer every input, so when you call that and the timer is not done the timeout signal is not emitted. When no input is done for an amount of time the timer timeouts and you parse the file.
The second option would be to have a periodic timer running (singleShot(false)).
Just start the timer for like each second. and timeout will be called once a second. You can combine that with a variable which you set to true when the input changes and to false when the file is parsed. So you avoid parsing when nothing has changed.
In C++Qt you won't have to worry about multi-threading because the slot gets called in the GUI thread. I assume it is the same for python but you should probably check this.

How can I make paintEvent triggered only when update is called?

It is known that QWidget::paintEvent is triggered automatically the moment widget becomes visible or any event from the basic window happens. What should I do if I only want the paintEvent to be issued in response to update()?
It'd make no sense for a paintEvent not to be issued whenever the widget needs to be painted. Your reason to demand such an option means that you're trying to use the Qt API in a way it wasn't meant to be used. I can't quite imagine yet a particular design that would lead you to such use, sorry about that.
So, the only thing I can tell you is how you'd use update(). The idiomatic way of handling widget updates is as follows:
The source of data that the widget uses is updated. For example, the text or some variable affecting the visible contents is changed. Often this data is a Q_PROPERTY of the widget. The setter function is updating the member variable that stores the value and calls update(). The setter should not perform any expensive computations - they should be deferred until the paint event.
If the properties are changed multiple times before the event loop has a chance to run, the update events get coalesced. Internally, a call to update() results in posting an event to the event queue of the GUI thread. If there already is an update event in the queue for the given widget, the events get coalesced. The following invariant is preserved: at any given time, there can only be one update event for any particular widget in an event queue.
When the control returns to the event loop, the update event gets dispatched to the widget, ending up in calling your reimplementation of QWidget::paintEvent(...). This implementation should do the calculations necessary to paint the widget, and do the actual painting. If the calculations are extensive, they should be relegated to a worker thread.
Example
Let's say an application is receiving data from a serial port, modeled as a QIODevice (a QSerialPort is one). You could do as follows:
Connect QIODevice's readyRead signal to a slot in a parser QObject.
The slot receives and parses the data. It then emits a signal with processed data (for example, a vector of floating point values). This signal is connected to a newData slot in the widget.
The newData slot adds the data as-is to a queue, and schedules an update(). This is very fast if you're using Qt's data structures, or if your data class is modeled after them and uses implicit sharing with copy-on-write.
The update() dequeues all data sets and plots them. The QWidget::scroll() method comes handy for scrolling plots.

QTreeView: how to be inform of the beginning/end of item expansion?

I have a QtreeView that is displaying file lists (using a model derived from QFileSystemModel). As the building of the file list needs a lot of time (I must read the content of each file to determine if the file is visible or not) I want to display the wait cursor during the analysis process. The wait cursor must starts when the user select an item (directory), and stays as long as all the list is not displayed.
For this I did a lot of tries:
using the expanded signal. But this signal is not related to drawing. Hence it arrves almost immediately,
managing the cursor in data() function of my model. But in this case I have an horrible blinking cursor,
managing the cursor by overridding the painEvent. In this case I have a small blinking, and the cursor appears lately
...
So, none of my "solutions" is perfect. Hence, do you have a way to do what I want?
Thanks a lot.
One more idea, but i did't try it:
Try to check QAbstractItemView::State in a timer after QTreeView::expanded() signal.

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 progress dialog cancel button not highlighted

I have an application which makes use of 20 different classes. The program execution starts in mainwindow. I start a progress dialog. I will make use of different classes for different purposes. After each function call which the execution goes to the particular class and does the required and come back to the mainwindow class, I will update the progress dialog. Now, the issue is the progress dialog freezes when the execution goes away from the mainwindow class. The cancel button is unable to accessed and so, the execution could not be stopped at the required time.
mainclass::mainclass()
{
ProgressDialog->exec();
x->add();
updateProgressDialog();
y->do();
updateProgressDialog();
zz->bring();
updateProgressDialog();
}
// x, y, z are three different classes.
This is how the execution goes. As soon as I enter the function in the main class, I will start the progress dialog. and call functions from different classes. The functions take considerable amount of time. I have invoked a thread to do the execution part, but I am unable to cancel the progress diaolog. I want the program execution to be stopped as and when the cancel button is pressed on the proggress dialog.
Please let me know how to get away with this issue. Hope I am clear here.
Without knowing exactly what calculations are being preformed in your threads its hard to isolate the problem. Maybe this can help: Keeping the GUI Responsive
Excerpt from: Performing Long Operations (by: Witold Wysota)
During long calculations (regardless of any usage of signals and slots) all event processing gets halted. As a result, the GUI is not refreshed, user input is not processed, network activity stops and timers don't fireā€”the application looks like it's frozen and, in fact, the part of it not related to the time-intensive task is frozen.
The functions you are calling are not processing the Qt events loop. You are using a modal progress bar, since you are calling exec(). This means that Qt only gets control at the times where you update the dialog.
The only way that I know of to work around this is to code the dialog as modeless, but you will also have to provide an opportunity for the events loop to process.
This is explained in a fair amount of detail in the Qt docs: QProgressDialog

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