I'm wanting to customize the look of a QProgressBar with a stylesheet. I'd like to give it that animated, 'indeterminate' look. So I made an animated GIF to stick in the background of the QProgressBar::chunk.
It shows up fine, but the image is static, with no animation. Any suggestions or workarounds?
I'm running PyQt 4.9.4 on OS X 10.8.
So, this is a slightly more complex problem that you're facing.
The QProgressBar relies on information from a loop or some determined amount to represent the percentage complete. When you set the value through your code, Qt will set the value of the progress bar, redraw it and thus show the updated value. This actually takes a few milliseconds of processing within your loop. If you didn't do this, then Qt's optimization wouldn't ever redraw. This is sychronous.
The "indeterminate" look that you are going for (like an AJAX gif spinner or bar) is used on the web because the process actually moved off the client-side and is being processed on a server and is waiting for the response. The client's process is not blocked at all, so it is free to update the interface with the movie.
You can achieve the look you're going for by using QMovie in a QLabel:
movie = QMovie()
movie.setFileName('/path/to/ajax_loader.gif')
movie.start()
label = QLabel(parent)
label.setMovie(movie)
This will make your indeterminate spinner. However, it will only play as long as the event loop is processing events. Once you start your actual worker process, it blocks the event loop so your movie will start playing.
You'll need to actually "pump" the events to the player in your loop to get it to update. You can do this by:
app = QApplication.instance()
# show my label
label.show()
for obj in objs:
# process stuff on my obj
app.processEvents()
# hide the label
label.hide()
Of course, depending on how long each individual action you're doing in your loop takes, your spinner/loader movie will be "stuck" until the events are processed again.
Really, the best way to achieve the look you are going for is with a threaded application. You can use QThread to perform all of your actions and display the loader image to the user while it is processing. This is more similar to the way ajax works - the main Qt Event Loop will continue running as your worker thread processes everything - in an unknown amount of time. This is asynchronous.
Something like:
class MyThread(QThread):
def run( self ):
# perform some actions
...
class MyDialog(QDialog):
def __init__( self, parent ):
# initialize the dialog
...
self._thread = MyThread(self)
self._thread.finished.connect(self.refreshResults)
self.refresh()
def refresh( self ):
# show the ajax spinner
self._ajaxLabel.show()
# start the thread and wait for the results
self._thread.start()
def refreshResults( self ):
# hide the ajax spinner
self._ajaxLabel.hide()
# process the thread results
...
I have a loader widget that I use whenever I do stuff like this in my GUI library. If you want to see the code for it/use it, its at http://dev.projexsoftware.com/projects/projexui and the class is XLoaderWidget (projexui.widgets.xloaderwidget)
The setup is same as above, but would just be:
from projexui.widgets.xloaderwidget import XLoaderWidget
class MyThread(QThread):
def run( self ):
# perform some actions
...
class MyDialog(QDialog):
def __init__( self, parent ):
# initialize the dialog
...
self._thread = MyThread(self)
self._thread.finished.connect(self.refreshResults)
self.refresh()
def refresh( self ):
# show the ajax spinner
XLoaderWidget.start(self)
# start the thread and wait for the results
self._thread.start()
def refreshResults( self ):
# hide the ajax spinner
XLoaderWidget.stop(self)
# process the thread results
...
Related
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.
I have been trying in various ways to make my program sleep for 10 seconds before running the next line of code.
this.SetContentView (Resource_Layout.Main)
let timer = new System.Timers.Timer(10000.0)
async{do timer.Start()}
this.SetContentView (Resource_Layout.next)
I can't get any solution to work.
If you want to use async rather than the more direct way (of creating a timer and setting the content view in the event handler of the timer), then you need something like this:
this.SetContentView (Resource_Layout.Main)
async{
do! Async.Sleep(10000.0)
this.SetContentView (Resource_Layout.next) }
|> Async.StartImmediate
The key points:
Using do! Async.Sleep you can block the execution of asynchronous computation
By moving the SetContentView call inside the async, it will happen after the sleep
Using Async.StartImmediate, you start the workflow - and the sleeping ensures that the rest of the computation runs in the same threading context (meaning that it will run on the UI thread and the code will be able to access UI elements).
I have a function that when called takes about 10 seconds to run. I’d like to add a simple progress bar to show the user something is happening but the progressBar doesn’t run until the function is finished
btn.addEventListener("click",bigFunction);
private function bigFunction(event:Event):void{
var progress:ProgressBar = new ProgressBar();
progress.indeterminate = true;
progress.validateNow();
mainPanel.addChild(progress)
// do massive loop
}
Is there a way to force the progress bar to run before the rest of the function is completed. Cheers
The execution model for Flex/Actionscript is single threaded. You have to take some tricky approach to handle this.
http://blogs.infosupport.com/flex-4-a-multi-threading-solution/
Take a look at this example.
I doubt this is possible. Why? because Flash (Flex does nothing) is single-threaded, a 10 second function will just cause the display (and hence the browser, if you are displaying it in a browser) to freeze. Even so, you can try the following:
Force a refresh on the progressbar using
progress.invalidateDisplayList();
after the addChild
This will add the progressbar to the redraw list
In Flash, to repaint anything, you need a new frame to be processed by swf (Event.ENTER_FRAME). Your 10-second function should be split to shorter calls, or it indeed just hangs the Flash player. If you're processing something large, do it in limited portions. You can use getTimer() function to control portion size.
I can't seem to find the answer to what I would have thought was a common problem.
What I want to do this is:
1. Show the Open File Dialog
2. Process the file selected
3. During processing the file, report progress to the User
I have a file defined, and am using the browseForOpen and AddEventListener:
public var fileInput:File = new File();
fileInput.browseForOpen("Open file",[filter]);
fileInput.addEventListener(Event.SELECT, onFileSelect);
// Step 2 - function gets called to process the file
private function onFileSelect(e:Event):void
{
// Step 3 - do some processing, and at intervals report progress to the screen
}
My issue is - any changes to the screen within the event listener do not get done until the function is complete.
Any help would be appreciated,
Thanks
Start a timer perhaps and let it check status of a variable(that denotes processing progress) as a separate running function it would not be predisposed to waiting on the parent function.
[ to be clear Im saying call a sperate function from the timer.]
But I am inclined to agree with Flextras.com in that most times I have done this the processing was milliseconds so just didnt get seen.
In Step 3, if you are doing some cpu intensive job(like huge xml parsing), then you might be seeing this NOT updating problem. As Flex is single threaded, you better make use of Green threading concept.
You can read about Green Threading here.
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.