Stop QThread to execute - qt

I am trying to implement timeout in my QT Application. I have used QThread to perform the operation (task on which timeout is required) and have used QElapsedTimer to count elapsed time waiting to perform the operation. Below is the code snippet
QElapsedTimer timeoutTimer; // Timer to count the elapsed time waiting for the operation to complete.
long timeoutInterval=10000
MyThread mThread(); // QThread implementation
timeoutTimer.start();
mThread.start();
while((timeoutTimer.elapsed() < timeoutInterval) && mThread.isRunning()){
sleep(5);
}
if(mThread.isRunning()){
mThread.terminate();
}
Now, if task is not completed and timeout happens I get "Destroyed while thread is still running" and application gets crashed.
I tried to call terminate() function of QThread but it is working on Windows however on Linux I get segmentation fault.

You have mentioned that quit() doesn't work for your thread, so I suppose you have reimplemented QThread::run method and doesn't use event loop in your implementation. As the documentation says:
Subclassing QThread is unnecessary for most purposes, since QThread
provides fully-functional thread management capabilities. Nonetheless,
QThread can be subclassed if you wish to implement advanced thread
management. This is done by adding new member functions to the
subclass, and/or by reimplementing run(). QThread’s run() function is
analogous to an application’s main() function — it is executed when
the thread is started, and the thread will end when it returns.
Note: Prior to Qt 4.4, the only way to use QThread for parallel
processing was to subclass it and implement the processing code inside
run(). This approach is now considered bad practice; a QThread should
only manage a thread, not process data.
So, do not subclass QThread. You can just use the standart event loop and signal-slot system to use your thread. You also can use more high-level interface such as QRunnable if it can be done for your task.
If you are sure that you want to reimplement QThread::run and eliminate advantages of event loop, than you should take care of stopping your thread manually. For example, you can use some boolean flag bool need_to_stop and check its value periodically as the thread runs. When you decided to stop the thread, set the flag's value to true and then call QThread::wait(). When QThread::run is finished because of the flag's value, your thread will be stopped and wait() will return. Note however that you can't simply use one flag simultaneously from both your new thread and GUI thread. You need some synchronization mechanism like QMutex. So, this thing is overcomplicated. Just don't subclass QThread if you don't want to do something really low-level.

Try using void QThread::quit () as mentioned in documentation
Tells the thread's event loop to exit with return code 0 (success). Equivalent to calling QThread::exit(0).
This function does nothing if the thread does not have an event loop.

Related

Forking with QT

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;
}

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.

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.

how to pause the program for some seconds?

I want to pause my program for some seconds in a program that i'm writing by c++ Qt.in fact when the program arrive to one of my functions it stops for for example 5 seconds and then continue next lines.what should I do?
that function is a member function of a class and I want to o that work(pausing)for each instance of the class...
In case you really need to do that, you have several options
You can use QThread's sleep methods by inheriting QThread and making them public (those are protected because it's generally a bad idea)
Or you can use QEventLoop exec together with QTimer. Connect timer's signal to QEventLoop's quit() slot. That will cause "non-blocking" wait, so your app will not stay frozen.
Or maybe you should instead split your code into two methods, make the second one a slot and call it with a timer when appropriate
EDIT: something like, in your eat method you use QTimer::singleShot to call finishEating slot after X seconds.
You might also want to read this: http://qt-project.org/doc/qt-5.0/qtcore/thread-basics.html
If you are using Qt5 you can use the following trick:
QMutex mut;
mut.lock();
mut.tryLock(milliseconds);
mut.unlock(); // I am not sure if this is a necessity
With Qt4 you can use QWaitCondition::wait() on the mutex;
Keep in mind that if this is in your interface thread your gui will freeze until the interval ellapses.

Controlling a QObject working in another thread, bypassing event queue, freezes the GUI

I'm working with QThread and slots/signals mechanism; I know there's a lot of threads about this on the Web in general and here at SO in particular, but I still could not find a solution. Anyway, here is the context.
The piece of code I am trying to come up with is aimed at controlling though the GUI an eventually long process, hence the use of a QThread.
I have a window with two buttons, start and stop. My Window also has a QThread and Task, where the latter inherits from a QObject. I do want to be able to stop my task while it is running, and to prevent starting it again if start is clicked while it is already running.
Here is an excerpt of Task (which fakes the long process):
class Task: public QObject
{
public:
Task(): QObject(), stop_(true) {}
private slots:
void startTask()
{
stop_ = false;
run();
}
void stopTask()
{
stop_ = true;
}
void run() const
{
while ( ! stop_)
{
sleep(1);
}
}
bool stop_;
};
I made two connections between the buttons and the task in the constructor of my Window:
class Window: public QWidget
{
public:
Window()
{
// Instantiate buttons and put them in a layout.
// ...
connect(buttonStart_, SIGNAL(clicked()), &task_, SLOT(startTask()));
connect(buttonStop_, SIGNAL(clicked()), &task_, SLOT(stopTask()),
Qt::DirectConnection);
task_.moveToThread(&thread);
thread_.start();
}
private:
QPushButton buttonStart_;
QPushButton buttonStop_;
QThread thread_;
Task task_;
};
I used Qt::DirectConnection in the second connect() in order to "force" processing of my signal requesting to stop the task, as (as I understand) task_ needs to return from its work before processing events further (if I use the default connection, all my clicks are processed after my task is "done").
Here, the Qt::DirectConnection "bypasses" the event queue, and that way I can stop my task. But to be honest I don't know if that is the proper way to do it, or if it is a workaround (thus possibly the root of my problem).
Anyway, this works OK that way, but when I start playing with my buttons, the GUI gets eventually frozen, and that's my problem!
Any help is welcome; thanks for your time!
Using a DirectConnection means that the slots will be executed in the UI thread (while your task thread is still running). This is not what you want. The way to handle this is to use an event loop in your thread, by running with QThread::exec().
In order for your thread to be able to respond as you want, you will need to ensure that the thread is able to process incoming events. There are a few ways to deal with this. One would be to call QCoreApplication::processEvents() occasionally while your task is running. Another is to use a QTimer connected to a slot which performs some processing. The important thing is to make sure that the event loop in your thread can run.
The first thing you need to understand is which thread your signal/slot connections are being executed in.
The default behavior in this particular case is to use a Qt::QueuedConnection, which will put your signal event onto the receiving thread's event queue. In the case of a Qt::DirectConnection, the slot is executed in the thread of the object that emitted the signal.
Using a Qt::DirectConnection would only be safe in this instance if you put a mutex around your stop_ variable to prevent both threads from accessing it at the same time.

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