I'm relatively new to both Qt and pthreads, but I'm trying to use a pthread to work in the background of basic test app I'm making. I'm aware of the Qt Frameworks own threading framework - but there's a lot of complaint surrounding it so I'd like to use pthread if possible. The code is as below
#include "drawwindow.h"
#include "ui_drawwindow.h"
#include <pthread.h>
#include <stdlib.h>
#include <stdio.h>
#include "QThread"
pthread_t th1;
DrawWindow::DrawWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::DrawWindow)
{
ui->setupUi(this);
}
DrawWindow::~DrawWindow()
{
delete ui;
}
void DrawWindow::on_pushButton_clicked()
{
pthread_create(&th1, NULL, &DrawWindow::alter_text, NULL);
}
void DrawWindow::alter_text()
{
while(1)
{
ui->pushButton->setText("1");
QThread::sleep(1);
ui->pushButton->setText("one");
QThread::sleep(1);
}
}
With the header
#ifndef DRAWWINDOW_H
#define DRAWWINDOW_H
#include <QMainWindow>
namespace Ui {
class DrawWindow;
}
class DrawWindow : public QMainWindow
{
Q_OBJECT
public:
explicit DrawWindow(QWidget *parent = 0);
~DrawWindow();
void alter_text();
private slots:
void on_pushButton_clicked();
private:
Ui::DrawWindow *ui;
};
#endif // DRAWWINDOW_H
And I'm getting the error
error: cannot convert 'void (DrawWindow::*)()' to 'void* (*)(void*)' for argument '3' to 'int pthread_create(pthread_t*, const pthread_attr_t*, void* (*)(void*), void*)'
pthread_create(&th1, NULL, &DrawWindow::alter_text, NULL);
^
Does anyone know what is wrong?
TL;DR: The way you're using pthreads is precisely the discouraged way of using QThread. Just because you use a different api doesn't mean that what you're doing is OK.
There's absolutely no problem with either QThread or std::thread. Forget about pthreads: they are not portable, their API is C and thus abhorrent from a C++ programmer's perspective, and you'll be making your life miserable for no reason by sticking to pthreads.
Your real issue is that you've not understood the concerns with QThread. There are two:
Neither QThread nor std::thread are destructible at all times. Good C++ design mandates that classes are destructible at any time.
You cannot destruct a running QThread nor std::thread. You must first ensure that it's stopped, by calling, respectively QThread::wait() or std::thread::join(). It wouldn't have been a big stretch to have their destructors do that, and also stop the event loop in case of QThread.
Way too often, people use QThread by reimplementing the run method, or they use std::thread by running a functor on it. This is, of course, precisely how you use pthreads: you run some function in a dedicated thread. The way you're using pthreads is just as bad as the discouraged way of using QThread!
There are many ways of doing multithreading in Qt, and you should understand the pros and cons of each of them.
Thus, how do you do threading in C++/Qt?
First, keep in mind that threads are expensive resources, and you should ideally have no more threads in your application than the number of available CPU cores. There are some situations when you're forced to have more threads, but we'll discuss when it's the case.
Use a QThread without subclassing it. The default implementation of run() simply spins an event loop that allows the objects to run their timers and receive events and queued slot calls. Start the thread, then move some QObject instances to it. The instances will run in that thread, and can do whatever work they need done, away from the main thread. Of course, everything that the objects do should be short, run-to-completion code that doesn't block the thread.
The downside of this method is that you're unlikely to exploit all the cores in the system, as the number of threads is fixed. For any given system, you might have exactly as many as needed, but more likely you'll have too few or too many. You also have no control over how busy the threads are. Ideally, they should all be "equally" busy.
Use QtConcurrent::run. This is similar to Apple's GCD. There is a global QThreadPool. When you run a functor, one thread from the pool will be woken up and will execute the functor. The number of threads in the pool is limited to the number of cores available on the system. Using more threads than that will decrease performance.
The functors you pass to run will do self-contained tasks that would otherwise block the GUI leading to usability problems. For example, use it to load or save an image, perform a chunk of computations, etc.
Suppose you wish to have a responsible GUI that loads a multitude of images. A Loader class could do the job without blocking the GUI.
class Loader : public QObject {
Q_OBJECT
public:
Q_SIGNAL void hasImage(const QImage &, const QString & path);
explicit Loader(const QStringList & imagePaths, QObject * parent = 0) :
QObject(parent) {
QtConcurrent::map(imagePaths, [this](const QString & path){
QImage image;
image.load(path);
emit hasImage(image, path);
});
}
};
If you wish to run a short-lived QObject in a thread from the thread pool, the functor can spin the event loop as follows:
auto foo = QSharedPointer<Object>(new Object); // Object inherits QObject
foo->moveToThread(0); // prepares the object to be moved to any thread
QtConcurrent::run([foo]{
foo->moveToThread(QThread::currentThread());
QEventLoop loop;
QObject::connect(foo, &Object::finished, &loop, &QEventLoop::quit);
loop.exec();
});
This should only be done when the object is not expected to take long to finish what it's doing. It should not use timers, for example, since as long as the object is not done, it occupies an entire thread from the pool.
Use a dedicated thread to run a functor or a method. The difference between QThread and std::thread is mostly in that std::thread lets you use functors, whereas QThread requires subclassing. The pthread API is similar to std::thread, except of course that it is C and is awfully unsafe compared to the C++ APIs.
// QThread
int main() {
class MyThread : public QThread {
void run() { qDebug() << "Hello from other thread"; }
} thread;
thread.start();
thread.wait();
return 0;
}
// std::thread
int main() {
// C++98
class Functor {
void operator()() { qDebug() << "Hello from another thread"; }
} functor;
std::thread thread98(functor);
thread98.join();
// C++11
std::thread thread11([]{ qDebug() << "Hello from another thread"; });
thread11.join();
return 0;
}
// pthread
extern "C" void* functor(void*) { qDebug() << "Hello from another thread"; }
int main()
{
pthread_t thread;
pthread_create(&thread, NULL, &functor, NULL);
void * result;
pthread_join(thread, &result);
return 0;
}
So, what is this good for? Sometimes, you have no choice but to use a blocking API. Most database drivers, for example, have blocking-only APIs. They expose no way for your code to get notified when a query has been finished. The only way to use them is to run a blocking query function/method that doesn't return until the query is done. Suppose now that you're using a database in a GUI application that you wish to remain responsive. If you're running the queries from the main thread, the GUI will block each time the database query run. Given long-running queries, a congested network, a dev server with a flaky cable that makes the TCP perform on par with sneakernet... you're facing huge usability issues.
Thus, you can't but have to run the database connection on, and execute the database queries on a dedicated thread that can get blocked as much as necessary.
Even then, it might still be helpful to use some QObject on the thread, and spin an event loop, since this will allow you to easily queue the database requests without having to write your own thread-safe queue. Qt's event loop already implements a nice, thread-safe event queue so you might as well use it. For example, with a note that Qt's SQL module can be used from one thread only - thus you can't prepare QSQLQuery in the main thread :(
Note that this example is very simplistic, you'd likely want to provide thread-safe way of iterating the query results, instead of pushing the entire query's worth of data at once.
class DBWorker : public QObject {
Q_OBJECT
QScopedPointer<QSqlDatabase> m_db;
QScopedPointer<QSqlQuery> m_qBooks, m_query2;
Q_SLOT void init() {
m_db.reset(new QSqlDatabase(QSqlDatabase::addDatabase("QSQLITE")));
m_db->setDatabaseName(":memory:");
if (!m_db->open()) { emit openFailed(); return; }
m_qBooks.reset(new QSqlQuery(*m_db));
m_qBooks->prepare("SELECT * FROM Books");
m_qCars.reset(new QSqlQuery(*m_db));
m_qCars->prepare("SELECT * FROM Cars");
}
QList<QVariantList> read(QSqlQuery * query) {
QList<QVariantList> result;
result.reserve(query->size());
while (query->next()) {
QVariantList row;
auto record = query->record();
row.reserve(record.count());
for (int i = 0; i < recourd.count(); ++i)
row << query->value(i);
result << row;
}
return result;
}
public:
typedef QList<QVariantList> Books, Cars;
DBWorker(QObject * parent = 0) : QObject(parent) {
QObject src;
connect(&src, &QObject::destroyed, this, &DBWorker::init, Qt::QueuedConnection);
m_db.moveToThread(0
}
Q_SIGNAL void openFailed();
Q_SIGNAL void gotBooks(const DBWorker::Books &);
Q_SIGNAL void gotCars(const DBWorker::Cars &);
Q_SLOT void getBooks() {
Q_ASSERT(QThread::currentThread() == thread());
m_qBooks->exec();
emit gotBooks(read(m_qBooks));
}
Q_SLOT void getCars() {
Q_ASSERT(QThread::currentThread() == thread());
m_qCars->exec();
emit gotCars(read(m_qCars));
}
};
Q_REGISTER_METATYPE(DBWorker::Books);
Q_REGISTER_METATYPE(DBWorker::Cars);
// True C++ RAII thread.
Thread : public QThread { using QThread::run; public: ~Thread() { quit(); wait(); } };
int main(int argc, char ** argv) {
QCoreApplication app(argc, argv);
Thread thread;
DBWorker worker;
worker.moveToThread(&thread);
QObject::connect(&worker, &DBWorker::gotCars, [](const DBWorker::Cars & cars){
qDebug() << "got cars:" << cars;
qApp->quit();
});
thread.start();
...
QMetaObject::invokeMethod(&worker, "getBooks"); // safely invoke `getBooks`
return app.exec();
}
Change void DrawWindow::alter_text() to void* DrawWindow::alter_text(void*) and return pthread_exit(NULL);.
Related
I'm trying to understand what is and isn't allowed when it comes to QWidget and Qt concurrency. I've created a Widget which has a slow_function and I'm considering three cases:
Run the slow_function on the GUI thread. This results in the expected behaviour; the GUI becomes unresponsive while waiting for the function to return.
Use QtConcurrent::run(this, &Widget::slow_function). I was surprised to see that this didn't block the GUI. I've confirmed that the thread affinity of my instance is still the GUI thread, nevertheless, the function seems to be executing on a separate thread. Is such an approach allowed and is this the expected behaviour (documentation link would be really helpful)? Is such an approach safe if I can guarantee that slow_function is thread-safe?
Create a subclass of QThread which holds a pointer to my widget. Override the run method to call slow_function. The behaviour is the same as Case 2. This is also surprising as the thread affinity is still the GUI thread (besides, we are not even allowed to use moveToThread on a QWidget). Why is this running on a separate thread? Is moveToThread meant to be useful only when we are interested in calling slots via signals sent from another thread?
Thank you for reading. Here is the relevant code starting with my the header file:
#ifndef WIDGET_H
#define WIDGET_H
#include <QWidget>
#include <QDebug>
#include <QPushButton>
#include <QLayout>
#include <windows.h>
#include <QtConcurrent/QtConcurrent>
#include <QThread>
#include <QApplication>
class Widget;
class Thread: public QThread
{
public:
Thread(Widget* widget)
: m_widget(widget){}
protected:
void run() override;
private:
Widget* m_widget;
};
class Widget : public QWidget
{
Q_OBJECT
public:
Widget(QWidget* parent = nullptr)
: QWidget(parent)
, m_thread(this){
auto layout = new QVBoxLayout(this);
auto button = new QPushButton("Case 1: Run on gui thread");
auto button2 = new QPushButton("Case 2: Run with qtconcurrent");
auto button3 = new QPushButton("Case 3: Run with qthread");
connect(button, &QPushButton::clicked, this, &Widget::slow_function);
connect(button2, &QPushButton::clicked, this, &Widget::use_concurrent);
connect(button3, &QPushButton::clicked, this, &Widget::use_qthread);
layout->addWidget(button);
layout->addWidget(button2);
layout->addWidget(button3);
}
~Widget()
{
m_thread.quit();
m_thread.wait();
}
public slots:
void slow_function()
{
qDebug() << "Starting";
auto gui_thread = QApplication::instance()->thread();
auto this_thread = thread();
qDebug() << "Thread affinity is" << (gui_thread == this_thread ? "gui_thread" : "non_gui_thread");
Sleep(5000);
qDebug() << "Finished";
}
void use_concurrent()
{
QtConcurrent::run(this, &Widget::slow_function);
}
void use_qthread()
{
m_thread.start();
}
private:
Thread m_thread;
};
#endif // WIDGET_H
and the main.cpp file:
#include "widget.h"
#include <QApplication>
void Thread::run()
{
m_widget->slow_function();
}
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Widget w;
w.show();
return a.exec();
}
You should not do any UI things in nonmain threads. The UI means
widget interaction
model
Run the slow_function on the GUI thread
That's not allowed, nothing should block the GUI thread.
Is such an approach safe if I can guarantee that slow_function is thread-safe?
It's okay to run slow function in a different thread. But...
what happens when the user closes the application, but the function still executes?
I have done this, but I prefer to encapsulate it in a separate class.
Create a subclass of QThread which holds a pointer to my widget.
You should only subclass QThread if the subclass is a thread. Like, subclassing an animal class will give you an animal, not a chair with four legs.
Is moveToThread meant to be useful only when we are interested in calling slots via signals sent from another thread?
moveToThread changes the affinity of the object. So, slots are always executed in the correct thread, when you call invokeMethod, the method is executed in the correct thread. When an event is delivered, the event handler is always called in the appropriate thread.
The whole purpose of QtConcurrent::run() is to make running heavy workloads in a thread easier. If your use-case allows for it, great!
Pair it with a QFutureWatcher to retrieve the result after your slow_function is finished.
Using QThread is another option, but it makes more sense when you have a long-lived object. Instead of subclassing, I find it easier to use the worker model: create a worker class with signals/slots, call moveToThread on it with a vanilla QThread object, connect/subscribe, start the thread
QWidget is a way to create GUI functionality in Qt. While it may be possible to use such objects in non-gui threads, it's best you separate your compute workloads from GUI (don't put your slow_function into widget classes).
In following code I meet deadlock in someOperation:
class A : public QObject {
Q_OBJECT
public:
explicit A(QObject* parent) : QObject(parent), data(0) {}
public slots:
void slot1() {
someOperation();
}
void slot2() {
someOperation();
}
void slot3() {
someOperation();
}
private:
void someOperation() {
QMutexLocker lk(&mutex);
data++;
QMessageBox::warning(NULL, "warning", "warning");
data--;
assert(data == 0);
}
int data;
QMutex mutex; //protect data
};
class Worker: public QThread {
Q_OBJECT
public:
explicit Worker(QObject* parent) : QThread(parent) {}
protected:
virtual void run() {
// some complicated data processing
emit signal1();
// other complicated data processing
emit signal2();
// much complicated data processing
emit signal3();
qDebug() << "end run";
}
signals:
void signal1();
void signal2();
void signal3();
};
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
A* a = new A(&app);
Worker* w = new Worker(a);
QObject::connect(w, SIGNAL(signal1()), a, SLOT(slot1()), Qt::QueuedConnection);
QObject::connect(w, SIGNAL(signal2()), a, SLOT(slot2()), Qt::QueuedConnection);
QObject::connect(w, SIGNAL(signal3()), a, SLOT(slot3()), Qt::QueuedConnection);
w->start();
return app.exec();
}
There is a thread that will emit three signals, all of them queued connected to an instance of class A, and all class A' slots will call to someOperation, and someOperation is protected by mutex and it will popup a message box.
Qt::QueuedConnection 2 The slot is invoked when control returns to the event loop of the receiver's thread. The slot is executed in the receiver's thread.
It seems slot2 is invoked when slot1's message box still doing modal, in main thread, but at that time slot1 has lock mutex, so deadlock.
How to change the code to avoid deadlock?
Update:(Jan.17, 2019)
What I want archive is that: slot2 not be execute before slot1 finished.
What should be kept are:
worker is a background thread to process data, cost long time; so, whatever, the three signals will emit from other thread.
worker should not blocked by emitting signals.
slots should execute in main thread, because they will update GUI.
someOperation is not reentrant.
The requirement that "someOperation is not reentrant" is an odd one. What should happen if reentrancy is attempted? Given that someOperation can only be called from the main thread I can only see two options...
Block completely with mutex/barrier etc. as you have tried.
Block based on a recursion level counter and spin the event loop until that counter decrements to zero.
1) Will block the thread's event loop completely preventing the current message dialog from functioning correctly.
2) Will allow all message dialogs simultaneously rather then serialising them.
Rather than trying to make someOperation non-reentrant I think you need to make sure you use in a way that won't result in reentrancy.
One option might be to make use of a separate QObject derived class instance on its own QThread. Consider the following...
class signal_serialiser: public QObject {
Q_OBJECT;
signals:
void signal1();
void signal2();
void signal3();
};
If an instance of signal_serialiser is moved to its own thread it can act as a queue to buffer and forward the various signals if suitable connection types are used. In your code you currently have...
QObject::connect(w, SIGNAL(signal1()), a, SLOT(slot1()), Qt::QueuedConnection);
QObject::connect(w, SIGNAL(signal2()), a, SLOT(slot2()), Qt::QueuedConnection);
QObject::connect(w, SIGNAL(signal3()), a, SLOT(slot3()), Qt::QueuedConnection);
Change that to...
signal_serialiser signal_serialiser;
QObject::connect(w, SIGNAL(signal1()), &signal_serialiser, SIGNAL(signal1()));
QObject::connect(w, SIGNAL(signal2()), &signal_serialiser, SIGNAL(signal2()));
QObject::connect(w, SIGNAL(signal3()), &signal_serialiser, SIGNAL(signal3()));
/*
* Note the use of Qt::BlockingQueuedConnection for the
* signal_serialiser --> A connections.
*/
QObject::connect(&signal_serialiser, SIGNAL(signal1()), a, SLOT(slot1()), Qt::BlockingQueuedConnection);
QObject::connect(&signal_serialiser, SIGNAL(signal2()), a, SLOT(slot2()), Qt::BlockingQueuedConnection);
QObject::connect(&signal_serialiser, SIGNAL(signal3()), a, SLOT(slot3()), Qt::BlockingQueuedConnection);
QThread signal_serialiser_thread;
signal_serialiser.moveToThread(&signal_serialiser_thread);
signal_serialiser_thread.start();
I've only done basic testing but it appears to give the desired behaviour.
That's because your function void someOperation() is not reentrant.
The static functions of QMessageBox span their own event loop, which calls QCoreApplication::processEvents() repeatedly:
Execution of the first invocation of someOperation() gets stuck at QMessageBox::warning(...).
In there, exec() calls processEvents(), 3. which sees the second signal
and invokes someOperation() again
where trying to re-lock mutex fails.
How to resolve this depends on what you want to achieve...
About your general approach to QThread: You're doing it wrong.
(That link gives a good start into the topic, but not a complete solution.)
You create and start a background thread. But that thread will only emit the three signals and then finish.
The slots will be called inside the main (GUI) event loop, because that's the thread affinity of your A *a.
To make the slots be executed in the background, you need to:
create your A instance without a parent: A *a = new A();
create your Worker instance with the app as parent: Worker *w = new Worker(&app); (or with nothing, at least not with a)
change the thread affinity of your A instance: a->moveToThread(Worker);
don't override Worker::run(), or if you really want to (see point 5), call the base implementation: QThread::run();
emit the signals from main (you can emit them from run(), but that's not necessary).
As I understand it, the way to handle exceptions happening inside the event loop in Qt is to override QApplication::notify() and handle it there. I have tried that and it works:
class Application : public QApplication
{
Q_OBJECT
public:
explicit Application( int& argc, char** argv );
// override to handle out of memory exceptions
bool notify( QObject* receiver, QEvent* e );
signals:
public slots:
private:
char* m_buffer;
};
Application::Application(int &argc, char **argv)
:QApplication( argc, argv )
{
m_buffer = new char[1024*1024];
}
bool Application::notify(QObject *receiver, QEvent *e)
{
try
{
return QApplication::notify( receiver, e );
}
catch( std::bad_alloc& )
{
if ( m_buffer )
{
delete[] m_buffer;
m_buffer = NULL;
}
// calling QMessageBox from here doesn't work
// even if release a load of reserved memory
// don't know why
QMessageBox::critical( NULL, "Exception", "Application out of memory" );
}
But the message box is blank when it appears (i.e. not rendered correctly). I thought perhaps the process didn't have enough memory. So I tried allocating 1MB of memory at the start (see m_buffer above) and then releasing it before the QMessageBox displayed. But that didn't work either. Any ideas?
I could be interpretting QApplication::notify wrong, but I'm getting the impression that you're attempting to create a GUI object (QMessageBox) when the Qt event loop crashes. I don't believe that's possible.
For exception safety, my understanding is that you have to wrap the whole QApplication::exec function with a try-catch sequence, as in the Exception Safety docs.
Consider implementing a custom error handler using qCritical and qWarning. I like to redirect those functions to a log file in my temp directory to debug crashes. Of course, your program still crashes unlike in exception handling, but at least you know why. I can provide example code if necessary.
QMessageBox::exec(), which is used by the static convenience methods critical(), warning(), etc., opens a local event loop and only returns to the main event loop once the message box is closed. Local event loops are nasty in general, opening in the midst of event handling (QApplication::notify) is even more so. You better use QDialog::open to open the message box without blocking, or even better, defer the message box:
In your application class:
Q_INVOKABLE void showMessage( const QString& message ); // in your Application class, does the QMessageBox::critical() call
Instead of calling QMessageBox::critical() directly, replace it by something like this:
QMetaObject::invokeMethod( this, "showMessage", Qt::QueuedConnection, Q_ARG(QString, "Application out of memory") );
Qt documentation states that it is possible to connect two signals together:
It is even possible to connect a signal directly to another signal.
I tried:
connect(x, SIGNAL(S()), y, SIGNAL(func()));
and it works as mentioned, but Qt documentation continues:
(This will emit the second signal immediately whenever the first is emitted.)
Does this mean that QueuedConnection will not work correctly? Can I connect two signals across threads?
The reason I am asking this is because I solved a class of crashes on an application by avoiding this, but I am not sure if this was related to connecting signals together.
It shouldn't be a great deal different from a signal/slot connection. Let's take a look at underlying mechanism of signals/slots. There is an event queue in each thread which maintains signals (events) that have been emitted but not processed yet. So whenever the execution returns to the event loop the queue is processed. Event loop itself doesn't handle the events. Rather it delivers them to the objects so they can handle it. In this special case, I suppose that the object would emit another signal which would be inserted in the queue. When the execution returns to event loop the new signal is handled by the object again. Here is a test which proves the above argument.
If you run the codes attached, the output would be:
before signal()
after signal()
slot() called
which means defining a signal-signal connection type as queued between threads have the expected queued behaviour, that rejects the argument which it is always immediate. If you define it as direct, the output would be:
before signal()
slot() called
after signal()
as expected. it doesn't generate any errors or warnings, and program doesn't crash as well.Yet this simple example doesn't prove it works for a large and complex one as well.
main.cpp:
#include <QtGui/QApplication>
#include "dialog.h"
#include "testssconnection.h"
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
TestSignalSignalConnection * t = new TestSignalSignalConnection();
t->start();
return a.exec();
}
testssconnection.h:
#ifndef TESTSSCONNECTION_H
#define TESTSSCONNECTION_H
#include <QObject>
#include <QThread>
class TestSignalSignalConnection : public QThread
{
Q_OBJECT
public:
explicit TestSignalSignalConnection(QObject *parent = 0);
void run();
signals:
void signal1();
void signal2();
public slots:
void slot();
};
#endif // TESTSSCONNECTION_H
testssconnection.cpp:
#include "testssconnection.h"
#include <QtCore>
TestSignalSignalConnection::TestSignalSignalConnection(QObject *parent) :
QThread(parent)
{
}
void TestSignalSignalConnection::run()
{
TestSignalSignalConnection *t = new TestSignalSignalConnection();
this->connect(this,SIGNAL(signal1()),t,SIGNAL(signal2()), Qt::QueuedConnection);
t->connect(t,SIGNAL(signal2()), t,SLOT(slot()), Qt::DirectConnection);
qDebug() << "before signal()";
emit signal1();
qDebug() << "after signal()";
exec();
}
void TestSignalSignalConnection::slot()
{
qDebug() << "slot() called";
}
Take a look at qt-project, its a great wiki page about Threads and signals.
Threads, Events and QObjects::Signals and slots across threads
I have created a custom QObject class called EncodeThread, which looks as follows:
class EncodeThread : public QObject {
Q_OBJECT
public:
void set(SWSL::Video* v, QStringList f, QDir vDir);
void run();
public slots:
void encode();
signals:
void encodeProgress(int i);
private:
SWSL::Video* video;
QStringList files;
QDir videoDir;
};
As may be obvious, this class is used for encoding a video using an external library. Encode() contains the actual encoding routine, run() is a function I added while troubleshooting, though it's obviously non-functional:
void EncodeThread::run() {
if (currentThread() != this) {
// caller is in different thread.
QMetaObject::invokeMethod(this, "encode", Qt::QueuedConnection);
}
else {
encode();
}
}
The problem is when I use a QThread and the moveToThread() function on the EncodeThread instance, namely that nothing seems to happen. No data is written, and the instance never emits the signal which should save the encoded file to disk.
encThread.set(video, files, videoDir);
connect(&encThread, SIGNAL(encodeProgress(int)), cookVideoProgress, SLOT(setValue(int)));
connect(&encThread, SIGNAL(finished()), this, SLOT(videoCookEnd()));
connect(this, SIGNAL(videoEncode()), &encThread, SLOT(encode()));
encThread.moveToThread(&thread);
thread.start();
The above is how the whole setup is started. EncThread and thread variables are declared in the MainWindow class. I have made the set() function of EncodeThread call encode() after attempts to call encode() from the main thread using signals and QMetaObject failed.
I'm not new to threading, having used native Windows and Linux threads, as well as those of various cross-platform implementations, but QThreads really seem to baffle me. Any suggestions are more than welcome :)
Probably way to late to be any help to you, but here's a little demo program that puts an EncoderThread class to work. It probably doesn't quite mesh with your design (which your question only had fragments of), but it demonstrates running an object instance on its own thread and wiring 2 objects on different threads via signals/slots to let them communicate:
#include <stdio.h>
#include <QObject>
#include <QThread>
#include <QtCore/QCoreApplication>
// QSleeper is just a toy utility class that makes the
// protected QThread::sleep() family of functions
// publicly accessible. It's only use is for demo
// programs like this
class Sleeper : QThread
{
public:
static void sleep(unsigned long secs) { QThread::sleep(secs); }
static void msleep(unsigned long msecs) { QThread::msleep(msecs); }
static void usleep(unsigned long usecs) { QThread::usleep(usecs); }
};
// an Encoder class that maintains itself on is own thread
class EncodeThread : public QObject {
Q_OBJECT
public:
EncodeThread();
public slots:
void encode();
signals:
void encodeProgress(int i);
void finished();
private:
QThread myThread;
};
EncodeThread::EncodeThread() {
moveToThread(&myThread);
myThread.start();
}
void EncodeThread::encode()
{
printf("EncodeThread::encode() on thread %u\n", (unsigned int) QThread::currentThreadId());
for (int i = 0; i < 6; ++i) {
// encode for 1 second or so
printf("EncodeThread::encode() working on thread %u\n", (unsigned int) QThread::currentThreadId());
Sleeper::sleep(1);
emit encodeProgress(i);
}
emit finished();
printf("EncodeThread::encode() - done\n");
}
// a controller to manage and monitor an EncoderThread instance
class VideoEncoderController : public QObject
{
Q_OBJECT
public:
void start();
public slots:
void setValue(int);
void encodingDone();
signals:
void encodingBegin();
};
void VideoEncoderController::start()
{
printf("VideoEncoderController::start() on thread %u\n", (unsigned int) QThread::currentThreadId());
emit encodingBegin();
}
void VideoEncoderController::setValue(int x)
{
printf("VideoEncoderController::setValue(int %d) on thread %u\n", x, (unsigned int) QThread::currentThreadId());
}
void VideoEncoderController::encodingDone()
{
printf("VideoEncoderController::encodingDone() on thread %u\n", (unsigned int) QThread::currentThreadId());
}
// a demo program that wires up a VideoEncoderController object to
// an EncoderThread
int main(int argc, char *argv[])
{
QCoreApplication a(argc, argv);
EncodeThread encThread;
VideoEncoderController controller;
QObject::connect(&encThread, SIGNAL(encodeProgress(int)), &controller, SLOT(setValue(int)));
QObject::connect(&encThread, SIGNAL(finished()), &controller, SLOT(encodingDone()));
QObject::connect(&controller, SIGNAL(encodingBegin()), &encThread, SLOT(encode()));
printf("hello world on thread %u\n", (unsigned int) QThread::currentThreadId ());
controller.start();
return a.exec();
}
#include "main.moc"
You must derive QThread, not QObject. run() method is an abstract method of QThread.
For future programmers I'm adding this answer. There are generally 3 approaches to multi-threading in Qt. Low Level, Reusing(lets say Mid Level) and High Level.
Low level also includes two different approaches. In Low level you can Inherit QThread class and provide the code that you want to run in parallel inside void QThread::run() override;. After calling QThread::start() on your drived class, code in run will execute.
Another approach in Low Level Multi-threading in Qt is relaying on Qt's event loops. In this way you create a class that is drived from QObject, not necessarily from QThread and then move that class to a new QThread with this. And after that you will call start() on that QThread object(this QThread object is an object of type QThread . You don't have to subclass QThread here. Just instantiate one object. It is where I believe you misunderstood in your code).
After calling start() on your QThread object, its event loop starts in another thread and signals from anywhere in your code that are connected to your QObject drived class's slots will run in that event loop in parallel as long as you don't use Qt::DirectConnection as last argument to this.
These two approaches has their own benefits and drawbacks. When sub-classing QThread and using Qthread::run(), if your code inside run is running inside a while(true) loop, one of your processor's threads will always be occupied with Qthread::run() code and not in the threadpool for other threads in your program.
The QObject::moveToThread() approach is useful for most cases. But if the QObject drived classe's slot is going to be called very frequently, like 100 or 1000 times per second, memory usage rises, due to possible arguments passed to the slot, and some of this signals may never reach the slot.