Firstly, I tried to use setVisible() from thread
There is an event:
void MainWindow::OnShow(){
// Start OnShow actions
ui->LoadingBox->setVisible(true);
std::thread dThread(OnShow_threaded, ui, &(this->settingsMap));
dThread.join();
}
There is a function OnShow_threaded:
void OnShow_threaded(Ui::MainWindow *ui, std::unordered_map<QString,QString> *settingsMap){
// Connect to server
bool hasInternet = false;
// If app doesn't have Internet access -> show offline mode
if (!hasInternet) {
ui->SettingsLabel->setVisible(true);
}
}
The program crashes when compiling a static assembly with an error:
ASSERT failure in QCoreApplication::sendEvent: "Cannot send events to
objects owned by a different thread. Current thread 0x0x36c56540.
Receiver 'WarningMsg' (of type 'QGroupBox') was created in thread
0x0x341c2fa0", file kernel\qcoreapplication.cpp, line 558
On the line: ui->SettingsLabel->setVisible(true);
At the same time, there is no such error when linking dynamically.
You can find full project on GitHub
Secondly, I tried to use events.
There is a function OnShow_threaded:
void OnShow_threaded(MainWindow* mw, Ui::MainWindow *ui, std::unordered_map<QString,QString> *settingsMap){
// Connect to server
bool hasInternet = false;
// If app doesn't have Internet access -> show offline mode
if (!hasInternet) {
MyEvent* event = new MyEvent(EventTypes::InternetConnectionError);
QCoreApplication::postEvent(mw, event);
//delete event;
//delete receiver;
}
}
There is an event class:
#ifndef EVENTS_HPP
#define EVENTS_HPP
#include <QEvent>
#include <QString>
enum EventTypes {
InternetConnectionError,
Unknown
};
class MyEvent : public QEvent
{
public:
MyEvent(const EventTypes _type) : QEvent(QEvent::User) {_localType = _type;}
~MyEvent() {}
auto localType() const {return _localType;}
private:
int _localType;
};
#endif // EVENTS_HPP
There is an event handler:
void MainWindow::events(QEvent *event)
{
if (event->type() == QEvent::User)
{
MyEvent* postedEvent = static_cast<MyEvent*>(event);
if (postedEvent->localType() == EventTypes::InternetConnectionError){
ui->WarningMsg->setVisible(true);
ui->SettingsLabel->setVisible(true);
}
}
}
Passing parameters:
void MainWindow::OnShow(){
// Start OnShow actions
ui->LoadingBox->setVisible(true);
std::thread dThread(OnShow_threaded, this, ui, &(this->settingsMap));
dThread.detach();
}
There is a mainwindows hpp file:
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include <QDebug>
#include <QMovie>
#include <QNetworkAccessManager>
#include <QNetworkReply>
#include <QObject>
#include <QMessageBox>
#include <QStandardPaths>
#include <QDir>
#include <QFile>
#include <QCoreApplication>
#include <QSaveFile>
#include <QProcess>
#include <thread>
#include <chrono>
#include <unordered_map>
#include <iostream>
#include <fstream>
#include <cstdlib>
#include "settings.hpp"
#include "events.hpp"
QT_BEGIN_NAMESPACE
namespace Ui { class MainWindow; }
QT_END_NAMESPACE
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow(QWidget *parent = nullptr);
~MainWindow();
void OnShow();
private slots:
void SettingsLabelPressed();
void on_CloseMsgButton_clicked();
void on_Settings_SaveButton_clicked();
void on_Settings_UseTranslation_stateChanged(int arg1);
protected:
void events(QEvent* event);
private:
Ui::MainWindow *ui;
std::unordered_map<QString,QString> settingsMap;
};
void OnShow_threaded(MainWindow* mw, Ui::MainWindow *ui, std::unordered_map<QString,QString> *settingsMap);
#endif // MAINWINDOW_H
But event doesn't execute.
What did I do wrong?
And how to properly change the GUI from another thread?
З.Ы. Sorry for my English, I'm from Russia....
As you asked for the demo with QThread, in the comments, then here it is.
As GUI, I have a mainwindow with two simple buttons and I want to show, hide the big buttons with a QThread (instead of just the slot clicked) I emit an intermediate signal from the clicked to hide/show the button.
The role of the QThreadis only to emit the signal to sigShowHide with argument trueor false.
The main UI thread treats this signal by showing or hiding the button by calling the slot onShowHideButtonThreaded which reacts to the signal sigShowHide
Here are the code files:
mainwindows.h
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include <QThread>
namespace Ui {
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
signals:
void sigShowHide(bool);
public slots:
void onShowHideButtonThreaded(bool);
void onButton1Click();
private:
Ui::MainWindow *ui;
};
#endif // MAINWINDOW_H
mainwindows.cpp
#include "mainwindow.h"
#include "ui_mainwindow.h"
#include <QDebug>
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
QObject::connect(ui->pushButton, &QPushButton::clicked, this, &MainWindow::onButton1Click);
QObject::connect(this,&MainWindow::sigShowHide, this, &MainWindow::onShowHideButtonThreaded);
}
MainWindow::~MainWindow()
{
delete ui;
}
void MainWindow::onShowHideButtonThreaded(bool a)
{
qDebug() << " the main thread id = " << QThread::currentThread() << "set the visibility ";
ui->pushButton_2->setVisible(a);
}
void MainWindow::onButton1Click()
{
qDebug()<< "clicked";
qDebug() << " the main thread id = " << QThread::currentThread();
QThread* l_thread = QThread::create([&]()
{
qDebug() << "Running Thread " << QThread::currentThreadId() << " to emit signal only ";
emit sigShowHide( !this->ui->pushButton_2->isVisible());
});
l_thread->start();
}
`
The main.cpp
#include "mainwindow.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
w.show();
return a.exec();
}
An example of execution is :
the main thread id = QThread(0x116ee18)
Running Thread 0x1ed8 to emit signal only
the main thread id = QThread(0x116ee18) set the visibility
In Qt, like in many other GUI frameworks, the GUI may be updated from the main thread only. This means if you want to update the GUI from another thread, you have to communicate that to the main thread, which in turn will update the GUI.
For more details refer to these articles:
Multithreading in Qt
Qt: Threading Basics
Qt: Multithreading Technologies
Additional resources in other languages: Правильная работа с потоками в Qt.
As stated in #rustyx's answer: In Qt, like in many other GUI frameworks, the GUI may be updated from the main thread only.
I was also stuck on this problem, and here are my two solutions:
Use QMetaObject::invokeMethod.
QMetaObject::invokeMethod(ui->SettingsLabel, "setVisible", Q_ARG(bool, true));
QMetaObject::invokeMethod is a thread-safe API, it has a Qt::ConnectionType type parameter, which has a default value Qt::AutoConnection.
Descriptions of some Qt::ConnectionType values:
Qt::AutoConnection:
(Default) If the receiver lives in the thread that emits the signal, Qt::DirectConnection is used. Otherwise, Qt::QueuedConnection is used. The connection type is determined when the signal is emitted.
Qt::DirectConnection:
The slot is invoked immediately when the signal is emitted. The slot is executed in the signalling thread.
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 Qt::QueuedConnection, except that the signalling thread blocks until the slot returns. This connection must not be used if the receiver lives in the signalling thread, or else the application will deadlock.
It is clear from the description that the API will put your call request into a queue, and then the main thread will take it out from the queue to finally process your call request.
And if you need to get the return value of the target method, you need to explicitly pass Qt::BlockingQueuedConnection to the Qt::ConnectionType type parameter. Because the indirect default value Qt::QueuedConnection will not wait for the call to complete, you will likely get the wrong return value.
But this solution has a trouble that is it only supports signal and slot functions, NOT non-signal and non-slot functions.
Use connect.
// In "MainWindow" class declaration
//
class MainWindow : public QMainWindow
{
// ...
Q_SIGNALS:
void setSettingsLabelVisibleSafety(bool value);
// ...
};
// In "MainWindow" constructor
//
connect(this, &MainWindow::setSettingsLabelVisibleSafety, this,
[this](bool value) {
ui->SettingsLabel->setVisible(value);
}
);
// In other thread
//
setSettingsLabelVisibleSafety(value);
connect also has a Qt::ConnectionType type parameter, which has a default value Qt::AutoConnection if you pass the receiver parameter explicitly, otherwise the default value is Qt::DirectConnection. So you need to either explicitly pass the receiver parameter or explicitly pass Qt::AutoConnection value to the Qt::ConnectionType type parameter.
If the target method has a return value, Qt::BlockingQueuedConnection needs to be passed explicitly as well.
This solution supports signal and slot functions, as well as non-signal and non-slot functions.
Both of the above solutions require you to call qRegisterMetaType to register the user-defined types (if any).
qRegisterMetaType<YourType>("YourType");
Obviously, I prefer the second solution.
Related
Hello Im trying to print my result from a thread to textBrower in qtwidget QT but I cant, either I get error or the program wont compile
is there another way ?? how can I change the textBrowser outside of the class's function??
PS BTW I need to keep looping inside the thread cuz actually im getting some data from uart in final program (in this code i just wanna print "lol" which eventually I wanna change it with some other code which take data ) so I cant come out of the loop
eventually i want use some process from another library and show the resault REAL TIME
bool stop;
out::out(QWidget *parent) :
QWidget(parent),
ui(new Ui::out)
{
ui->setupUi(this);
ui->textBrowser->setText("lol");
}
out::~out()
{
delete ui;
}
///////////////////////////////////////////////
class t : public out, public QThread
{
public:
void run()
{
while(1){
qDebug()<<"hi"<<i;
// ui->textBrowser->setText("lol"); I tried to use this but it didnt worked
if(stop==true){
QThread::exec();
}
}
}
};
void mamad1(void){ //this function get called from another cpp file and its for starting the thread
stop=false;
t *b = new t;
b->start();
}
void out::on_pushButton_clicked() // a push button to stop the thread
{
stop=true;
}
I tried make ui in out.h file a public property and use ui->textBrowser->setText("lol"); but it didn't worked the program freezed and i got this
error : (Parent is QTextDocument(0x208d812a510), parent's thread is QThread(0x208d6816de0), current thread is QThread(0x208dac94e10)
I tried to use connect() also and didn't worked or I didn't use it right
The concept of QT the GUI thread is called the master thread. This thread has an event queue. In general, this event queue is populated by internal and external events. Moreover, the queue between threads is an efficient approach for thread communication. The same is true for the worker threads as well. When you call the start method through the worker threads their signal queue is created and ready to be consumed by the corresponding thread.
Let's come back to your question. The solution is simple. From your worker threads, you can just send a signal to the master thread. The master thread will see this event that modifies the GUI item and forwards this signal/event to the slot that is responsible to take action accordingly. Just define a signal in your worker thread and connect your master thread to this signal with a given slot.
UPDATE FOR SOLUTION
mainwindow.h
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include <MyWorkerThread.h>
QT_BEGIN_NAMESPACE
namespace Ui { class MainWindow; }
QT_END_NAMESPACE
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow(QWidget *parent = nullptr);
~MainWindow();
void setWorkerThread(MyWorkerThread* thread);
void connectToSignals();
public slots:
void handleTextBoxSignal(const QString& text);
private:
Ui::MainWindow *ui;
MyWorkerThread* m_worker_thread{nullptr};
};
#endif // MAINWINDOW_H
mainwindow.cpp
#include "mainwindow.h"
#include "ui_mainwindow.h"
#include <QDebug>
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent)
, ui(new Ui::MainWindow)
{
ui->setupUi(this);
}
void MainWindow::setWorkerThread(MyWorkerThread* thread)
{
m_worker_thread = thread;
}
void MainWindow::connectToSignals()
{
QObject::connect(m_worker_thread,
SIGNAL(changeTextOnUI(QString)),
this,
SLOT(handleTextBoxSignal(QString)));
}
void MainWindow::handleTextBoxSignal(const QString& text)
{
qDebug() << "Text box change signal received with text: " << text;
auto text_box = findChild<QTextEdit*>("myTxtEdit");
if(text_box != nullptr)
{
text_box->setText(text);
}
}
MainWindow::~MainWindow()
{
delete ui;
}
MyWorkerThread.h
#ifndef MYWORKERTHREAD_H
#define MYWORKERTHREAD_H
#include <QObject>
#include <QThread>
class MyWorkerThread : public QThread
{
Q_OBJECT
public:
MyWorkerThread(QObject* parent = nullptr);
void stopThread();
signals:
void changeTextOnUI(const QString& text);
private:
void run() override;
bool m_exit{false};
};
#endif // MYWORKERTHREAD_H
MyWorkerThread.cpp
#ifndef MYWORKERTHREAD_H
#define MYWORKERTHREAD_H
#include <QObject>
#include <QThread>
class MyWorkerThread : public QThread
{
Q_OBJECT
public:
MyWorkerThread(QObject* parent = nullptr);
void stopThread();
signals:
void changeTextOnUI(const QString& text);
private:
void run() override;
bool m_exit{false};
};
#endif // MYWORKERTHREAD_H
main.cpp
#include "mainwindow.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
MyWorkerThread* worker_thread = new MyWorkerThread();
w.setWorkerThread(worker_thread);
w.connectToSignals();
worker_thread->start();
w.show();
return a.exec();
}
In the above code, you see the full solution to your problem. In the worker thread, we increment a static counter and concatenate it with a string and send it to the master thread that manages the UI elements. We emit a signal and this signal is landed on the slot. This way the master thread updates the text box on the screen per 5 seconds. The worker thread sleeps for 5 seconds at each iteration.
I wanted to create a Qt widget which communicates with other classes on different threads via the signal / slot system. The recieving Objects are created in a Function wich is run via std::async.
The problem is: If the widget emits a signal the slot on the other thread is not called.
My Example:
I created the Class MainWindow which derives from QMainWindow and will live on the main thread. The class Reciever is created in a function which is called via std::async, and has a thread which should print something to the console.
I tested if the signal is emitted by connecting it to another slot on the same thread which works fine.
MainWindow.hpp
#pragma once
#include <QMainWindow>
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
signals:
void send();
private slots:
void buttonClicked();
void recieve();
};
MainWindow.cpp
#include "MainWindow.hpp"
#include <iostream>
#include <QPushButton>
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent)
{
QPushButton* start = new QPushButton("Start");
setCentralWidget(start);
start->show();
connect(start, SIGNAL(clicked(bool)), this, SLOT(buttonClicked()));
connect(this, SIGNAL(send()), this, SLOT(recieve()));
}
void MainWindow::buttonClicked()
{
std::cout << "MainWindow::buttonClicked()\n";
emit send();
}
void MainWindow::recieve()
{
std::cout << "MainWindow::recieve()\n";
}
Reciever.hpp
#include <QObject>
class Reciever : public QObject
{
Q_OBJECT
public:
Reciever(QObject *parent = 0);
public slots:
void recieve();
};
Reciever.cpp
#include "Reciever.hpp"
#include <iostream>
Reciever::Reciever(QObject *parent) : QObject(parent)
{
std::cout << "Reciever()" << std::endl;
}
void Reciever::recieve()
{
std::cout << "Reciever::recieve()" << std::endl;
}
main.cpp
#include "MainWindow.hpp"
#include "Reciever.hpp"
#include <QApplication>
#include <future>
void StartAndConnect(MainWindow &widget)
{
Reciever* rec = new Reciever();
QObject::connect(&widget, SIGNAL(send()), rec, SLOT(recieve()));
}
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
MainWindow myWidget;
myWidget.show();
auto future = std::async(std::launch::async, [&myWidget](){
StartAndConnect(myWidget);
});
app.exec();
future.wait();
}
After some research my strongest guess was, that the thread launched by std::async does not has a Qt event-loop and thus will not come to a point where the posted event (emit) is processed. I changed the main to use QtConcurrent::run but it also did not work.
EDIT
Here my try with QtConcurrent:
main2.cpp
#include "MainWindow.hpp"
#include "Reciever.hpp"
#include <QApplication>
#include <future>
#include <QtConcurrent>
void StartAndConnect(MainWindow &widget)
{
Reciever* rec = new Reciever();
QObject::connect(&widget, SIGNAL(send()), rec, SLOT(recieve()));
}
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
MainWindow myWidget;
myWidget.show();
auto future = QtConcurrent::run( [&myWidget](){
StartAndConnect(myWidget);
});
app.exec();
future.waitForFinished();
}
You need a running event loop in your thread, if you want to process cross-thread slot calls.
auto future = QtConcurrent::run( [&myWidget](){
StartAndConnect(myWidget);
QEventLoop e;
e.exec();
});
But I recomend to use QThread, because in your case it is obvious. Qt has a very good documentation, that describes your case.
I cannot produce a very simple example to getting start with Qt multi-thread. I read a lot of posts and tutorials but still it doesn't work.
Goal
Have a background worker independent from the GUI. Oh, wow...
What I did
A simple example:
create the Engine class
that shows a QMainWindow
and starts a QTimer that prints a number
But if you left-click the title bar of the GUI, keeping pressed the mouse button (i.e. on the minimize button) the counter will stop! Even if it was created in a non-GUI environment and it was moved in another thread!
Why?
main.cpp
#include "engine.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Engine e;
return a.exec();
}
engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <QObject>
#include <QThread>
#include <QTimer>
#include "mainwindow.h"
class Engine : public QObject
{
Q_OBJECT
public:
explicit Engine(QObject *parent = 0);
private:
MainWindow mainWindow;
QThread *thread;
QTimer *timer;
private slots:
void foo();
};
#endif // ENGINE_H
engine.c
#include "engine.h"
#include <QDebug>
Engine::Engine(QObject *parent) : QObject(parent)
{
thread = new QThread(this);
timer = new QTimer();
timer->setInterval(100);
connect(timer, &QTimer::timeout, this, &Engine::foo);
connect(thread, &QThread::started, timer, static_cast<void (QTimer::*)(void)>(&QTimer::start));
timer->moveToThread(thread);
thread->start();
mainWindow.show();
}
void Engine::foo()
{
static int i;
qDebug() << ++i;
}
The QMainWindow contains no code.
Basically, Qt has one thread dealing with the GUI (typically the main thread). Any objects specific to this thread will be blocked by GUI work. You need to keep the GUI outside of your interacting partners.
To be more specific, your Engine object resides in the GUI/main thread. Even while your timer is sent to a worker thread, its signals are dispatched to the slot foo() in the main thread.
You need to de-mangle Engine and the main window such that Engine can reside in its own thread and process signals while the GUI is blocking.
Looks like you moved QTimer instance to your custom thread, but you didnt move Engine instance to this thread, therefore, foo slot of Engine class will be executed in main thread.
I can suggest you using additional helping QObject-derived class instance within Engine class and move it to your new thread in Engine constructor.
With following changes solution works fine even with minimize button pressed (I've commented places where i added or changed anything. Also added new QObject-derived class EngineWorker):
Engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <QObject>
#include <QThread>
#include <QTimer>
#include "mainwindow.h"
#include "engineworker.h"
class Engine : public QObject
{
Q_OBJECT
public:
explicit Engine(QObject *parent = 0);
private:
MainWindow mainWindow;
QThread *thread;
QTimer *timer;
//additional QObject-derived class
EngineWorker *worker;
private slots:
void foo();
};
#endif // ENGINE_H
Engine.cpp
#include "engine.h"
#include <QDebug>
Engine::Engine(QObject *parent) : QObject(parent)
{
thread = new QThread(this);
timer = new QTimer();
//Creating instance of Engine worker
worker = new EngineWorker();
timer->setInterval(100);
//Connecting Engine worker' foo slot to timer
connect(timer, &QTimer::timeout, worker, &EngineWorker::foo);
connect(thread, &QThread::started, timer, static_cast<void (QTimer::*)(void)>(&QTimer::start));
timer->moveToThread(thread);
//Moving worker to custom thread
worker->moveToThread(thread);
thread->start();
mainWindow.show();
}
void Engine::foo()
{
static int i;
qDebug() << ++i;
}
EngineWorker.h
#ifndef ENGINEWORKER_H
#define ENGINEWORKER_H
#include <QObject>
#include <QDebug>
class EngineWorker : public QObject
{
Q_OBJECT
public:
explicit EngineWorker(QObject *parent = 0);
signals:
public slots:
void foo();
};
#endif // ENGINEWORKER_H
EngineWorker.cpp
#include "engineworker.h"
EngineWorker::EngineWorker(QObject *parent) : QObject(parent)
{
}
//foo slot of EngineWorker class
void EngineWorker::foo()
{
static int j;
qDebug() <<"Worker: "<< ++j;
}
I have a class that should run in a thread and needs an event loop for the slots, currently I run it nicely with moveToThread(), but I'd like to use QThreadPool and I have encountered a problem.
When run with QThreadPool the run() method of my runnable is called from a pooled thread (I check this with QThread::currentThread()), but my slots aren't running in the pooled thread, so I think the object isn't moved to a thread in the pool.
I think this because I know the slots are run in the receiver's thread, which is exactly the (correct) behaviour I get when using the moveToThread() method and a QThread.
How do I get my QRunnable (Foo in the example below) to be run entirely in the pooled threads?
Or is it something I'm doing wrong or understood wrong?
The following POC demonstrates the problem:
foo.h
#ifndef FOO_H
#define FOO_H
#include <QObject>
#include <QRunnable>
#include <QEventLoop>
class Foo : public QObject, public QRunnable
{
Q_OBJECT
public:
explicit Foo(int data, QObject *parent = 0);
void run();
signals:
void startWorking();
public slots:
void doWork();
private:
QEventLoop eventLoop;
int data;
};
#endif // FOO_H
foo.cpp
#include "foo.h"
#include <QThread>
#include <QDebug>
Foo::Foo(int d, QObject *parent) :
QObject(parent), eventLoop(this), data(d)
{
}
void Foo::run()
{
qDebug() << "run() in: " << QThread::currentThread();
connect(this, SIGNAL(startWorking()), this, SLOT(doWork()));
emit startWorking();
eventLoop.exec();
}
void Foo::doWork()
{
qDebug() << "doWork() in: " << QThread::currentThread();
}
main.cpp
#include <QCoreApplication>
#include <QThreadPool>
#include "foo.h"
int main(int argc, char *argv[])
{
QCoreApplication a(argc, argv);
Foo *foo = new Foo(42);
QThreadPool::globalInstance()->start(foo);
return a.exec();
}
Please note, however, that in my real code the signal won't be emitted right away, because it will be after I receive some data on the network.
PS: The POC can also be found here.
Maybe you could split your logic in class Foo into two:
the hoster QRunnable with a QEventLoop, and a worker QObject, which you create on the worker thread in run() before calling QEventLoop::exec method. Then you forward all the signals to the worker object.
So now your slots will be called on the pooled thread.
However, QThreadPool is designed for executing lots of short tasks without creating too many simultaneous threads. Some tasks are enqueued and are waiting for others to finish. If this is not your intention, you might want to go back to good old QThread and use it instead.
You can support both modes but it will require some coordination from the outside. My strategy is to emit a signal from inside QRunnable::run passing the current thread. When you plan to use it in a thread pool, use a Qt::BlockingQueuedConnection on this signal and do your moveToThread there. Otherwise, move it to the QThread and emit a signal to start working as usual.
TaskRunner.h
#pragma once
#include <QObject>
#include <QRunnable>
#include <QThread>
class TaskRunner : public QObject, public QRunnable
{
Q_OBJECT
public:
TaskRunner(int data, QObject* parent = nullptr);
void run() override;
Q_SIGNALS:
void start();
void starting(QThread*);
void stop();
private:
int data;
};
TaskRunner.cpp
#include "TaskRunner.h"
#include <QEventLoop>
#include <stdexcept>
TaskRunner::TaskRunner(int data, QObject* parent)
: QObject(parent), data(data)
{
// start should call run in the associated thread
QObject::connect(this, &TaskRunner::start, this, &TaskRunner::run);
}
void TaskRunner::run()
{
// in a thread pool, give a chance to move us to the current thread
Q_EMIT starting(QThread::currentThread());
if (thread() != QThread::currentThread())
throw std::logic_error("Not associated with proper thread.");
QEventLoop loop;
QObject::connect(this, &TaskRunner::stop, &loop, &QEventLoop::quit);
// other logic here perhaps
loop.exec();
}
main.cpp
#include <QCoreApplication>
#include <QThreadPool>
#include "TaskRunner.h"
// comment to switch
#define USE_QTHREAD
int main(int argc, char *argv[])
{
QCoreApplication a(argc, argv);
auto runner = new TaskRunner(42);
#ifdef USE_QTHREAD
// option 1: on a QThread
auto thread = new QThread(&a);
runner->moveToThread(thread);
QObject::connect(thread, &QThread::finished, runner, &QObject::deleteLater);
Q_EMIT runner->start();
// stop condition not shown
#else
// option 2: in a thread pool
QObject::connect(
runner, &TaskRunner::starting,
runner, &QObject::moveToThread,
Qt::BlockingQueuedConnection);
QThreadPool::globalInstance()->start(runner);
// stop condition not shown
#endif
return a.exec();
}
Since the your connect call
connect(this, SIGNAL(startWorking()), this, SLOT(doWork()));
used the default parameter for connection type, it will be a Qt::Autoconnection.
The signal is emitted from the pooled thread, and the slot still belongs to foo, which has a thread affinity to the main thread. The autoconnection will decide to put the slot in the event queue of the main thread.
There are two ways you can fix this:
1.
connect(this, SIGNAL(startWorking()), this, SLOT(doWork()), Qt::DirectConnection);
and remove the eventloop.exec();
2.
in the run method, move the foo object to the current thread before connecting the signal and slot.
I am trying to learn Qt and I am attempting to do so by making a little titres game. Currently I have a 2d array which represents the game board.
Every second this 2d array is changed by a thread (representing the passage of time) and then this thread emits a signal telling the main GUI to update based on the new game board.
My Thread is as follows:
gamethread.h
#ifndef GAMETHREAD_H
#define GAMETHREAD_H
#include <QtCore>
#include <QThread>
#include<QMetaType>
class GameThread : public QThread
{
Q_OBJECT
public:
explicit GameThread(QObject *parent = 0);
void run();
private:
int board[20][10]; //[width][height]
void reset();
signals:
void TimeStep(int board[20][10]);
};
#endif // GAMETHREAD_H
gamethread.cpp
#include "gamethread.h"
#include <QtCore>
#include <QtDebug>
//Game Managment
GameThread::GameThread(QObject *parent) :
QThread(parent)
{
reset();
}
void GameThread::reset()
{
...
}
//Running The Game
void GameThread::run()
{
//Do Some Stuff
emit TimeStep(board);
}
and the main UI which should receive the signal and update based on the new board is:
tetris.h
#ifndef TETRIS_H
#define TETRIS_H
#include <QMainWindow>
#include "gamethread.h"
namespace Ui{
class Tetris;
}
class Tetris : public QMainWindow
{
Q_OBJECT
public:
explicit Tetris(QWidget *parent = 0);
~Tetris();
GameThread *mainThread;
private:
Ui::Tetris *ui;
private slots:
int on_action_Quit_activated();
void on_action_NewGame_triggered();
public slots:
void onTimeStep(int board[20][10]);
};
#endif // TETRIS_H
tetris.cpp
#include <QMessageBox>
#include <QtGui>
#include <boost/lexical_cast.hpp>
#include <string>
#include "tetris.h"
#include "ui_tetris.h"
Tetris::Tetris(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::Tetris)
{
ui->setupUi(this);
mainThread = new GameThread(this);
connect(mainThread, SIGNAL(TimeStep(int[20][10])),
this, SLOT(onTimeStep(int[20][10])),
Qt::QueuedConnection);
}
Tetris::~Tetris()
{
delete ui;
}
void Tetris::onTimeStep(int board[20][10])
{
//receive new board update my display
}
void Tetris::on_action_NewGame_triggered()
{
mainThread->start();
}
When I run this I get:
QObject::connect: Cannot queue arguments of type 'int[20][10]'
(Make sure 'int[20][10]' is registered using qRegisterMetaType().)
I have looked into qRegisterMetaType and Q_DECLARE_METATYPE but I am not even remotely sure how to use them or even if I must use them. Can someone give the QT newbie some assistance?
You can wrap the board data in a class. It won't work if you merely typedef'd it, since Qt will try to use non-array operator new to create instances of board data. The compiler will detect it and rightfully complain.
It's bad style to derive from QThread like you are doing and use it as a generic QObject. QThread is conceptually a thread controller, not a thread itself. See this answer for the idiomatic way to do it. Your GameThread should be a QObject, not a QThread.
So:
struct Board {
int data[20][10];
}
Q_DECLARE_METATYPE(Board);
int main(int argc, char ** argv)
{
QApplication app(argc, argv);
qRegisterMetatype<Board>("Board");
...
Game * game = new Game;
QThread thread;
game->connect(&thread, SIGNAL(started()), SLOT(start());
game->connect(game, SIGNAL(finished()), SLOT(deleteLater()));
thread.connect(&game, SIGNAL(finished()), SLOT(quit());
game.moveToThread(&thread);
thread.start(); // you can start the thread later of course
return app.exec();
}
class Game: public QObject
{
QTimer timer;
Board board;
public slots:
void start() {
connect(&timer, SIGNAL(timeout()), SLOT(tick()));
timer.start(1000); // fire every second
}
void finish() {
timer.stop();
emit finished();
}
protected slots:
void tick() {
... // do some computations that may take a while
emit newBoard(board);
// Note: it probably doesn't apply to trivial computations in
// a Tetris game, but if the computations take long and variable
// time, it's better to emit the board at the beginning of tick().
// That way the new board signal is always synchronized to the timer.
}
signals:
void newBoard(const Board &);
void finished();
}
What would happen if later you decided to change the size of the board? I think it would be better to encapsulate the concept of a board in an object, and pass around a pointer to said object.