use QGridLayout::addWidget with mutythread - c++

Since creating widgets takes a lot of time, I try to create widgets in different threads and add them to the main layout, but that fails. When creating widgets and then adding them sequentially, the program works normally. Notifications I received: "QObject::setParent: Cannot set parent, new parent is in a different thread"
Is there a way to do it?

No, there is no way to do it.
Qt GUI classes including QWidget must be used only from the main thread.
Quoting Qt documentation:
Although QObject is reentrant, the GUI classes, notably QWidget and
all its subclasses, are not reentrant. They can only be used from the
main thread. As noted earlier, QCoreApplication::exec() must also be
called from that thread.
This is enforced in Qt code by a Q_ASSERT_X when you construct a QWidget:
Q_ASSERT_X(q->thread() == qApp->thread(), "QWidget",
"Widgets must be created in the GUI thread.");
So, even if you would find some work around to make it work, you would not have any guarantee that your code will work in a reproducible way and that any Qt update will not break your code.
Regarding your specific problem, creating widgets should not be time consuming. I can think of 2 reasons why it would be time consuming:
Your widgets are doing heavy computation when you create them. Then you shoul put the computation, and only the computation, in another thread.
You are creating a lot of widgets in one shot. The you can deffer the creation using the event loop. Basically, you create some widgets then post an event or set a timer that will create some more widget, etc. until you meet some stop conditions.

Related

What is the correct way to display widgets without calling QApplication::exec()?

For test purposes I'd like to create and display a widget. For now I only need the widget to render correctly but in the future I may want to extend this so I simulate various events to see how the widget behaves.
From various sources it would appear that the following should work:
QApplication app;
QPushButton button("Hello");
button.show();
// Might also be necessary:
QApplication::processEvents();
But for me the widget does not render correctly. A window is created to display the widget, however it is entirely black.
I can get the widget to render correctly by adding the following lines:
std::this_thread::sleep_for(std::chrono::milliseconds(10));
QApplication::processEvents();
With 10 milliseconds being about the smallest time necessary to get the widget to render correctly.
Does anyone know how to get this to work without the time delay, or know why the delay is necessary?
To test Qt GUI application you need at least QApplication instance and event loop being processed. The fastest way is just use QTEST_MAIN macro, this answer explains in a nice way what it does exactly. However, to have more flexibility (e.g. to use GTest, GMock) you can also simply create QAplication instance in your tests main (no need to call exec).
Then, to have the events processed, you should invoke QTest::qWait. This will process your events for the specified amount of time. It is a good practice to use qWaitFor which accepts a predicate - this way you avoid race conditions in your tests.
In the particular scenario, when you expect some signal to be emitted, you can also use similar functionality of QSignalSpy::wait.
Small example when we want to wait until some parameters are passed from one item to another:
QSignalSpy spy(&widget1, &Widget1::settingsChanged);
widget2->applySettings();
ASSERT_TRUE(spy.wait(5000));
// do some further tests based on the content of passed settings
Why don't you want to have the application run exec ? The process of displaying a widget is not "static". You don't "draw" the widget on the screen, but rather you have an application that listen for various events and receives draw events from the windowing manager. The application can only draw the widget when the windowing manager asks it to.
The reason your second code works is that you wait sufficiently long for the windowing manager to have sent the "draw" request in your conditions. This does not guarantee it will always work.
If you want to guarantee the display of the widget, you need to start a loop and wait until you have received at least one draw event, but even that isn't foolproof.
As expertly described by Vincent Fourmond, widgets are not a one-off deal. The GUI is non-blocking and for this, it needs to run in an event loop.
The exec() method starts this event loop which you mimicked by polling.
While it is possible to combine Qt's event loop with other event loops, I would recommend you a simpler solution:
Proceed your program within the event loop by calling a method when it starts. Find an excellent answer here on how to do this: https://stackoverflow.com/a/8877968/21974
As you mentioned unit testing, there is also a signal you can use for doing checks at the end of the lifecycle (before widgets are destroyed): QApplication::aboutToQuit. This will happen when the last window is closed (programmatically or by the user).

Multiple Threads, how to create qt widgets properly

I have the follow constellation:
A qt gui thread with MainWindow
Another thread which essentially is a CameraManager...everytime a camera is added/removed the MainWindow will be informed.
It roughly looks like this:
Mainwindow derives from ICameraAddedConsumer
MainWindow implements ConsumeCameraAdded and creates widget inside this function. It subscribes itselv as a consumer to the CameraManager
CameraManager calls ConsumeCameraAdded of all it's consumers (MainWindow) when a new camera is added.
The problem is that CameraManager lives in a different thread and Qt will obviously complain about this since a widget is not created in the same thread as the mainwindow was.
Any suggestions how I can solve this?
As per comments, using signals/slots between QObjects in different threads should take care of the issue "automagically."
Barring that, and assuming MainWindow/ICameraAddedConsumer is a QObject, one idea could be to use something like:
QMetaObject::invokeMethod(consumer, "ConsumeCameraAdded", Qt::QueuedConnection, ...)
where consumer is a pointer to the MainWindow/ICameraAddedConsumer instance.
There's QWaitCondition but I'm not sure that makes sense in this case (though it could be adapted I suppose).
Otherwise... don't create the widget in ConsumeCameraAdded() but set some flag there (and return) and then use a QTimer or QObject::timerEvent() to periodically check the flag and create widget if it is set. Unfortunately I'm pretty sure you will not be able to create or start a timer within ConsumeCameraAdded() itself because of threading issues.

Setting common parent Qt widget for new widget in separate thread

I need to create a widget in a separate thread and to set MainWindow for it as a parent widget. Creation of a thread cannot be avoided.
In the constructor of a new widget I am specifying a pointer to MainWindow, but give
QObject::setParent: Cannot set parent, new parent is in a different thread
How to solve this?
P.S. Child widgets may be numerous.
You cannot create UI widgets outside of main thread
This is not possible. See the following code reference for details why not:
QObject source code
In particular, you would need to pay attention to this warning:
"qWarning("QObject::setParent: Cannot set parent, new parent is in a different thread");"
which you got on the command line based on your question, so this is all expected.
As the warning says, you need to make sure that the parenting happens in the same thread between the parent and child.
Creation of a thread cannot be avoided. How to solve this?
I am afraid you will need to refactor the code by either moveing this out of your thread into the same where the parent is or/and not have the separate thread at all.
Based on the information in your question, currently, it is not possible to say more since we do not yet completely know the functionality of your other thread.
Hope this helps with explaining it.

QT Creating many complex widgets

I have a QT application that allows a user to define a list of models. Each model defined has a fairly complex widget class that is created. Currently this is all being done in the main (GUI) thread. The program works fine for normal use, but I tried to stress test it by creating 200 to 1000 models and the creation of the GUI took a VERY long time (20 seconds to many minutes).
I tried a couple attempts at threading out the work using QtConcurrent::run, but the program always complained because "Widgets must be created in the GUI thread."
I found this answer on SO: How do I create a Window in different QT threads?. But this doesn't seem to be doing much in the new thread except telling the main thread to create a new widget. This does not distribute the workload, as far as I can tell.
With all of that, I have a couple direct questions:
1) Is there a better design (faster performance) than looping through my list of models and serially creating each widget?
2) If this process is possible to be multithreaded, can someone point me in the direction of a simple example?
There really is no way to put widget stuff to other threads. OpenGL rendering or some data processing for a widget to show when ready, stuff like that can easily use other thread, but not the actual widgets.
Better design would be to create the widget when you need it. Or just have one widget and update the data it displays (unless widgets for different items are actually different).
If you are worried about performance when scrolling, then one solution to that is to switch widget only after current one has been visible for some minimum time (say, 500ms if user keeps scrolling, or 200ms after last scroll event, some logic like that) note that this is not delay for reacting to user selection, this is delay after selection and visible widget change, so if user just changes to next item, GUI is updated immediately. But in scrolling the widget is not updated for every item briefly selected, and things don't slow down. Use QTimer or two to send signal when widget should be updated.

Singleton or Signal and Slots?

I am trying to reimplement or modify a tab code in a gui application. They are currently using Qt signal and slots system to handle addition and removal of tabs from the tab bar (For example if a tab was being drag from one tab widget to another, the old tab widget will signal the new tab widget that a new tab is coming). I was thinking rather than using that, I could simplify things using a thread safe singleton class. Then when ever a tab is moved, the widget just call on the singleton rather than emitting a signal.
Thanks
Signals and Slots.
Without even starting why the singleton would be bad, the way the data is updated inside Qt would be messed up by the singleton approach.
Don't do that. You are working within an environment and should use the mechanism the framework provides. What about if the UI in the future will have multiple windows and maybe multiple instances?
If possible you should always try to use the way from the framework you are using. This will also help in the future for the maintenance (upgrades, new hires, etc.)
You want to use a singleton, which will accept messages and dispatch them back ? (note: if you use a garden variety object instead of a singleton, you're essentially implementing an Observer pattern).
Then you are reinventing signals and slots, which use a global state internally. Instead of putting work in reinventing some difficult piece of code, why don't you use the already existing signals and slots ?