Qt/C++, QObject::connect() effect on currently executed function? - qobject

I always use QObject::connect() in all my applications but it is not clear to me its effect when my program is currently inside a function. Suppose I have the following code:
void main() {
//other stuffs here
QObject::connect(xxx,SIGNAL(yyy()),this,SLOT(zzz());
}
void aFunction()
{
//a bunch of codes here
//i am here when suddenly signal is emitted from QObject::connect();
//another bunch of codes here
}
I assume that when the signal is emitted, QObject::connect leaves the function "aFunction()" to execute "zzz()". What will happen to the remaining codes in the "aFunction()"
Thanks.

I can understand the confusion, coming from procedural to event based programming gives me same experience like you do now.
Short answer:
in non multi threaded environment, slot zzz() will be executed after aFunction() finishes. In fact, the signal probably gets emitted after aFunction finishes.
in multi threaded env., same thing but it is "after some time", not after.
Key to understanding this is Event Loop. QApplication::exec() runs a forever loop polling for event. New event is then handled, signals get emitted and depending on the fifth argument of QObject::connect which is a Qt::ConnectionType, ultimately runs the connected slot. You can read QObject documentation for more detail..
So your aFunction probably gets called after some signal, so after it is finished, it's back to event loop again, then your 'suddenly emitted' signal actually gets emitted and zzz is executed.
Even in multi threading environment, inter thread signals and slots work with Qt::QueuedConnection which basically just posts the emitted signal to corresponding thread so that when that thread's event loop come around to process it - it will be executed sequentially as well.
Ultimately what you will have to remember is that this Turing Machine called computers is executing sequences of codes, whether it's semi paralel (e.g time sharing, pipelining) or truly paralel (e.g multi cores, multi cpu) the part where codes get sent (or distributed? or fetched?) to its execution will always run in sequences or in one or more ways have to be simulated to be sequential so that no code is executed twice in multiple execution node.
There is no "suddenly"

Related

How to implement communicating GUI thread using c++/Qt?

I am planning a Qt simulator, i.e. a GUI surface in one thread receives the signals
emitted from another thread (this other thread is suspended -not resumed- while processing),
while the main program is essentially just for starting the two threads.
I found
How to emit cross-thread signal in Qt?
which works (after adding a missing semicolon), but after calling
MyObject::MySlot (i.e. printing the text ""slot called"), the control goes to
CThread2::exec() and is not given back CThread1::run(), which would emit further signals.
It looks like its event loop keeps waiting for another event.
I do not want either thread to quit: CThread1 is expected to emit a series of signals,
and CThread2 is expected to process them.
What is wrong here? (the MWE is provided in the reply part of the thread above)
Another question, how a GUI surface can be moved to a thread, given that
http://doc.trolltech.com/4.6/qthread.html
states that
"Note, however, that it is not possible to use any widget classes in the thread."

PyQt signals: will a fired signal still do its job after a disconnect()?

I'm dealing with an application where many signals get fired after which a reconnect follows. I'll explain in detail how the application works, and also where my confusion starts.
1. Reconnecting a signal
In my application, I reconnect signals frequently. I will use the following static function for that, taken from the answer of #ekhumoro (and slightly modified) from this post: PyQt Widget connect() and disconnect()
def reconnect(signal, newhandler):
while True:
try:
signal.disconnect()
except TypeError:
break
if newhandler is not None:
signal.connect(newhandler)
2. The application
Imagine the function emitterFunc(self) looping through a list of objects. Upon each iteration, the function connects mySignal to an object, fires the signal and then disconnects mySignal again at the start of the next iteration step. The fired signal also carries some payload, for example an object Foo().
EDIT:
The design shown above is simplified a lot. In the final design, the signal emitter and the receiving slot might operate in different threads.
For reasons that would lead us too far astray, I cannot just connect all the objects at once, emit a signal, and finally disconnect them all. I have to cycle through them one-by-one, doing a connect-emit-disconnect procedure.
Again for reasons that would lead us too far, I cannot just call these slots directly.
3. A mental image of the Signal-Slot mechanism
Over time, I have built up a mental image of how the Signal-Slot mechanism works. I imagine a Signal-Slot engine absorbing all fired signals and putting them in a Queue. Each signal awaits its turn. When time is ready, the engine passes the given signal to the appropriate handler. To do that correctly, the engine has some 'bookkeeping' work to ensure each signal ends up in the right slot.
4. Behavior of the Signal-Slot engine
Imagine we're at the nth iteration step. We connect self.mySignal to object_n. Then we fire the signal with its payload. Almost immediately after doing that, we break the connection and establish a new connection to object_n+1. At the moment we break the connection, the fired signal probably didn't do its job yet. I can imagine three possible behaviors of the Signal-Slot engine:
[OPTION 1] The engine notices that the connection is broken, and discards sig_n from its Queue.
[OPTION 2] The engine notices that the connection is re-established to another handler, and sends sig_n to the handler of object_n+1 (as soon as it gets to the front of the Queue).
[OPTION 3] The engine doesn't change anything for sig_n. When fired, it was intended for the handler of object_n, and that's where it will end up.
5. My questions
My first question is pretty obvious by now. What is the correct Signal-Slot engine behavior? I hope it is the third option.
As a second question, I'd like to know to what extent the given mental image is correct. For example, can I rely on the signals getting out of the Queue in order? This question is less important - it's certainly not vital to my application.
The third question has to do with time efficiency. Is reconnecting to another handler time-consuming? Once I know the answer to the first question, I will proceed building the application and I could measure the reconnection time myself. So this question is not so vital. But if you know the answer anyway, please share :-)
I would start with your second question, to say that your mental image is partially correct, because a queue is involved, but not always. When a signal is emitted, there are three possible ways of calling the connected slot(s) and two of them use the event queue (a QMetaCallEvent is instantiated on the fly and posted with QCoreApplication's method postEvent, where the event target is the slot holder, or the signal receiver, if you prefer). The third case is a direct call, so emitting the signal is just like calling the slot, and nothing get queued.
Now to the first question: in any case, when the signal is emitted, a list of connections (belonging to the signal emitter) is traversed and slots are called one after the other using one of the three methods hinted above. Whenever a connection is made, or broken, the list will be updated, but this necessarily happens before or after the signal is emitted. In short: there is very little chances to succeed in blocking a call to a connected slot after the signal has been emitted, at least not breaking the connection with disconnect(). So I would mark the [OPTION 3] as correct.
If you want to dig further, start from the ConnectionType enum documentation where the three fundamental types of connection (direct, queued and blocking-queued) are well explained. A connection type can be specified as a fifth argument to QObject's method connect, but, as you'll learn from the above linked docs, very often is Qt itself to choose the connection type that best suits the situation. Spoiler: threads are involved :)
About the third question: I have no benchmark tests at hand to show, so I will give a so called primarily opinion based answer, the kind of answer that starts with IMHO. I think that the signal/slot realm is one of those where the keep-it-simple rules do rule, and your reconnect pattern seems to make things much complicated than they need to be. As I hinted above, when a connection is made, a connection object is appended to a list. When the signal is emitted, all the connected slots will be called somehow, one after the other. So, instead of disconnect/reconnect/emit at each cycle in your loop, why don't just connect all items first, then emit the signal, then disconnect them all?
I hope my (long and maybe tldr) answer helped. Good read.

QTcpSocket readyRead() signal emits multiple times

I'm new to Qt and currently learning to code with QTcpServer and QTcpSocket.
My code to process data is like
Myclass()
{
connect(&socket, &QTcpSocket::readyRead, this, &MyClass::processData);
}
void MyClass::processData()
{
/* Process the data which may be time-consuming */
}
Is it the correct way to use the signal like that? As I'm reading the documentation that in the same thread the slot is invoked immediately, which means if my processing work hasn't finished and new data comes, Qt will pause on the current work and enter the processData() again. That is not exactly what I want to do, So should I QueueConnection in the signal/slot connection?
Or could you please provide some good methods that I should adopt in this case?
Qt will not pause your current work when data comes in, it will call processData() only when the event loop is free and waiting for new events.
so, when your application is busy executing your code, the application will appear to be unresponsive, because it can't respond to external events, so processData() won't get called if some data is received on the socket until the current function (that may contain your heavy code) returns, and the control is back in the event loop, that has to process the queued events (these events may contain the received data on the socket, or the user clicks on some QPushButton, etc) .
in short, that's why you always have to make your code as short and optimized as possible, in order not to block the event loop for a long time.
With the event delivery stuck, widgets won't update themselves (QPaintEvent objects will sit in the queue), no further interaction with widgets is possible (for the same reason), timers won't fire and networking communications will slow down and stop. Moreover, many window managers will detect that your application is not handling events any more and tell the user that your application isn't responding. That's why is so important to quickly react to events and return to the event loop as soon as possible!
see https://wiki.qt.io/Threads_Events_QObjects

When are slots processed in Qt?

I am developing a consequent program which is very sensitive to time (based on delayed video streams), and since I'm not sure about how the signals and slots are implemented within Qt, I don't know when they are executed. Are they really executed in real time like callbacks would do, or are they processed before the next iteration of some kind of main loop?
My question would be about timers in particular: when a timer times out (which must be another thread), does it connect to the signal "instantaneously" (next instruction for example) nearly like an interrupt would do, or does it wait for the end of some loop?
Thanks for your insight,
Regards,
Mister Mystère
The last argument of QObject::connect is the connection type, which determines when slot will be executed. From the documentation:
Qt::AutoConnection - If the signal is emitted from a different thread than the receiving object, the signal is queued, behaving as
Qt::QueuedConnection. Otherwise, the slot is invoked directly,
behaving as Qt::DirectConnection. The type of connection is determined
when the signal is emitted.
Qt::DirectConnection - The slot is invoked immediately, when the signal is emitted.
Qt::QueuedConnection - 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.
Qt::BlockingQueuedConnection - Same as QueuedConnection, except the current thread blocks until the slot returns. This connection type
should only be used where the emitter and receiver are in different
threads.
http://woboq.com/blog/how-qt-signals-slots-work.html
This seems to be quite a good description, though I haven't read it in detail.
Main point: there's direct connections and deferred connections. Direct connections are executed immediately.
You can be quite sure the timer is not implemented in a different thread but instead is handled inside the event loop. Which means that when the timer fires, it is instantly connected. However the granularity for the timer to fire is your main problem.
If your timer were to emit the signal in a different thread, the slot would be called in the thread the receiving object belongs to. Which means that it would be deferred to the event loop. (As you can see it would not help to have the timer operate in a thread of its own.)
And additionally in Qt5 you can set QTimer's precision: Qt::TimerType

Qt application crashes when making 2 network requests from 2 threads

I have a Qt application that launches two threads from the main thread at start up. Both these threads make network requests using distinct instances of the QNetworkAccessManager object. My program keeps crashing about 50% of the times and I'm not sure which thread is crashing.
There is no data sharing or signalling occurring directly between the two threads. When a certain event occurs, one the threads signals the main thread, which may in turn signal the second thread. However, by printing logs, I am pretty certain the crash doesn't occur during the signalling.
The structure of both threads is as follows. There's hardly any difference between the threads except for the URL etc.
MyThread() : QThread() {
moveToThread(this);
}
MyThread()::~MyThread() {
delete m_manager;
delete m_request;
}
MyThread::run() {
m_manager = new QNetworkAccessManager();
m_request = new QNetworkRequest(QUrl("..."));
makeRequest();
exec();
}
MyThread::makeRequest() {
m_reply = m_manager->get(*m_request);
connect(m_reply, SIGNAL(finished()), this, SLOT(processReply()));
// my log line
}
MyThread::processReply() {
if (!m_reply->error()) {
QString data = QString(m_reply->readAll());
emit signalToMainThread(data);
}
m_reply->deleteLater();
exit(0);
}
Now the weird thing is that if I don't start one of the threads, the program runs fine, or at least doesn't crash in around 20 invocations. If both threads run one after the other, the program doesn't crash. The program only crashes about half the times if I start and run both the threads concurrently.
Another interesting thing I gathered from logs is that whenever the program crashes, the line labelled with the comment my log line is the last to be executed by both the threads. So I don't know which thread causes the crash. But it leads me to suspect that QNetworkAccessManager is somehow to blame.
I'm pretty blank about what's causing the crash. I will appreciate any suggestions or pointers. Thanks in advance.
First of all you're doing it wrong! Fix your threading first
// EDIT
From my own experience with this pattern i know that it may lead to many unclear crashes. I would start from clearing this thing out, as it may straighten some things and make finding problem clear. Also I don't know how do you invoke makeRequest. Also about QNetworkRequest. It is only a data structure so you don't need to make it on heap. Stack construction would be enough. Also you should remember (or protect somehow) from overwriting m_reply pointer. Do you call makeRequest more than once? If you do, then it may lead to deleting currently processed request after previous request finished.
What does happen if you call makeRequest twice:
First call of makeRequest assigns m_reply pointer.
Second call of makeRequest assigns m_reply pointer second time (replacing assigned pointer but not deleting pointed object)
Second request finishes before first, so processReply is called. deleteLater is queued at second
Somewhere in eventloop second reply is deleted, so from now m_reply pointer is pointing at some random (deleted) memory.
First reply finishes, so another processReply is called, but it operates on m_reply that is pointing a garbage, so every call at m_reply produces crash.
It is one of possible scenarios. That's why you don't get crash every time.
I'm not sure why do you call exit(0) at reply finish. It's also incorrect here if you use more then one call of makeRequest. Remember that QThread is interface to a single thread, not thread pool. So you can't call start() second time on thread instance when it is still running. Also if you're creating network access manager in entry point run() you should delete it in same place after exec(). Remember that exec() is blocking, so your objects won't be deleted before your thread exits.

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