Qt connect in constructor not connecting? - c++

A google search gives these as the top three results:
Qt: Connect inside constructor - Will slot be invoked before object is initialized?
Qt can I connect signals/slots to self in constructor?
QT Connect Signal Slot and initialize in constructor
According to those, it seems like it ought to "just work" like anything else. But this code doesn't:
EditorList::EditorList(..., QWidget* parent) :
QWidget(parent)
{
...
Processing* processing = Processing::getInstance();
connect(this, SIGNAL(reorderDelete(DataSequence*,ListType,QList<int>)), processing, SLOT(reorderDelete(DataSequence*,ListType,QList<int>)));
...
buttonDelete = new QPushButton(this);
connect(buttonDelete, SIGNAL(clicked(bool)), this, SLOT(buttonDeleteClick()));
...
}
...
void EditorList::buttonDeleteClick()
{
...
QList<int> locations;
...
emit reorderDelete(mySequence, myListType, locations); //breakpoint 1 here
}
//-----------------------------------------------------------------
void Processing::reorderDelete(DataSequence* sequence, ListType listType, QList<int> locations)
{
if(sequence) //breakpoint 2 here
{
sequence->reorderDelete(listType, locations);
}
}
The reason for this structure, instead of calling mySequence->reorderDelete directly, is to have it done in Processing's thread instead of the UI's. I hope I haven't stripped out too much detail to show the problem; this is a rather large project.
When I click my delete button, I hit breakpoint 1 (so far, so good), but I don't hit breakpoint 2. My other signals/slots work across threads, but their connects are not in constructors. I want to make this one automatic so that every instance is "just connected" without having to remember to do it. Can I not do that?

Okay, I got it. Leaving up for others to find.
According to this, my ListType enum was blocking the system from making the connection. It only works with system-known datatypes because emitting a SIGNAL actually stores a copy for the SLOT(s) to read later. I knew that, but I thought it was more like a stack frame that could take anything. Apparently not.
It also works to put a call to qRegisterMetaType<ListType>("ListType"); somewhere before the connect. (I put it in my main window's constructor.) This makes the datatype known so that the connection can work anyway.
I'm hitting both breakpoints now.

Make sure you have used Q_OBJECT macros in your class

Related

Qt/C++: Checkable button and infinite loop

I'm coding a Qt Gui and I'm trying to implement a new feature, I now the precise result I want to arrive at but not how to code it.
I'm trying to add a checkable button that when checked would run a function that would only stop when the button is unchecked, but every second a PaintArea I have on the window would be updated (letting me see how the multiple executions of my function are changing my data). It seem that I'll need to use some QThread objects, but just the part dealing with the button is already counter intuitive to me, I've been trying to play with the autoRepeatDelay and autoRepeatInterval without getting my hand on what they do and how they could be useful to me.
I guess that what I'm trying to code is not really original, would have an idea of the steps to implement it, or an example of a code?
Edit:
According to the first answers (thank you for them by the way) my question may not be clear. Putting on the side the thread thing, I'd like to implement an infinite loop that only starts when a pressbutton goes to pressed position (it's a checkable button) and stops only when leaving it. The first version I tried to do (with a while(button->isChecked() loop) would completely freeze as the application would be running the loop, the gui would freeze and the button couldn't be turned off (hence the idea of running it in a separate thread). Voila! I hope it's a clearer formulation. Thank you in advance.
Here's a simple skeleton of something that might work. Without knowing your exact requirements, it may or may not be right for your problem. Hopefully it will give you a few hints that do actually help.
void Ui::buttonPressedSlot(bool checked){
if (checked){
Processor *processor = new Processor;
connect(this, SIGNAL(abortCalculations()), processor, SLOT(abort()), Qt::QueuedConnection);
connect(processor, SIGNAL(updateNeeded()), this, SLOT(updateGui()), Qt::QueuedConnection);
QThreadPool::globalInstance()->start(processor);
} else {
emit abortCalculations(); // this is a signal in your UI class
}
}
You can then use the following for your calculations.
class Processor : public QObject, public QRunnable{ // QObject must always be first in multiple inheritance
Q_OBJECT
public:
~Processor();
void run();
public slots:
void abort();
void doCalculations();
signals:
void updateNeeded(); // connect this to the GUI to tell it to refresh
private:
QScopedPointer<QEventLoop> loop;
};
Processor::~Processor(){
abort();
}
void Processor::run() {
loop.reset(new QEventLoop);
QTimer timer;
connect(&timer, SIGNAL(timeout()), this, SLOT(doCalculations()));
timer.setInterval(1000);
timer.start();
loop->exec();
}
void Processor::abort(){
if (!loop.isNull()){
loop->quit();
}
}
void Processor::doCalculations(){
// do whatever needs to be done
emit updateNeeded();
}
I don't know if I really understand what you want to do, but I will try to answer.
First, you want a Button that send a start & stop info to control a thread. You can use a checkbox to begin. This check box send a signal when its state changes. Connect this signal to a slot that perform start thread and stop according to the boolean sent.
Second, in you thread you need to launch the events loop. After, set a timer that call you repaint after every timeout.
Hope it helped.
PS: take care of execution context with you thread and Qt's objects.

How to tell when a QPushButton is clicked in a QButtonGroup

In my project, I have 40 QPushButtons all put into a QButtonGroup like this:
QButtonGroup* group = new QButtonGroup(this);
group->addButton(ui->slot_0);
group->addButton(ui->slot_1);
//...
group->addButton(ui->slot_38);
group->addButton(ui->slot_39);
Each button is a QPushButton that I made checkable. That way only one button can be checked at a time. All works great, but how can I "make a slot" when one of the buttons becomes checked? I don't want to have 40 different slots, one for each button all to end up doing essentially the same thing. Is there any way I can just use the QButtonGroup I put them in?
As Jamin and Nikos stated: you should create your own slot to handle the signal emitted by QButtonGroup. It could be something like this:
In the header file:
public slots:
void buttonWasClicked(int);
In the *.cpp file:
void MainWindow::buttonWasClicked(int buttonID)
{
cout << "You have clicked button: " << buttonID << endl;
}
And in the code responsible for creation of the MainWindow (i.e. in constructor but not necessairly) there should be this line:
connect(group, SIGNAL(buttonClicked(int)), this, SLOT(buttonWasClicked(int)));
Be aware that since Qt5 the connect syntax has changed. The syntax I used here is from Qt4. It still works but is deprecated now (for more information please refer to New Signal Slot Syntax in Qt 5). Moreover I would suggest going through QButtonGroup class reference as there are other available signals which could suit your needs better than the one I've chosen.
BR
The documentation for QButtonGroup shows a QButtonGroup::buttonClicked() signal - have you already tried that one?
The signal comes in two variants - one that gives the QPushButton as a parameter (as a QAbstractButton), and one that gives the ID of the button in the group.
You can use connect() to setup signal and slot connections in your C++ code.
Sometime during the initialization of your window's class (perhaps in the constructor), call this:
connect(myButtonGroup, SIGNAL(buttonClicked(QAbstractButton*)), this, SLOT(theSlotThatYouWrite(QAbstractButton*));
Where myButtonGroup is probably this->ui->nameOfTheButtonGroup, and theSlotThatYouWrite is a function that you write in your own code, that belongs to your window's class, that returns void and takes a signal QAbstractButton* as a parameter (since that's what this specific signal gives as an argument).
Make sure theSlotThatYouWrite is under the label "private slots:" or "public slots:" in your class's interface.
Here's a screenshot of actual usage of some signals and slots in my own code.
Signals and Slots is something very important to learn, but can be bit of a hill to climb when first trying to understand it!

qt signals cause segmentation fault on connect

I made a widget that behaves as a window and when a button is pressed it simply emits a signal:
signals:
void SaveTask( void );
in my mainwindow.cpp I define (in the constructor):
connect( taskWindow, SIGNAL(SaveTask()), task_view, SLOT(UpdateFromTasks()) );
taskWindow = pointer to window where this signal emits.
task_view = pointer to treewidget in mainwindow with a slot.
It is designed so that when you save a task it is displayed in the treeview.
unfortunately when I try to run the program it causes a segfault on the connect line, when I remove it the program just runs fine (apart from this functionality ofcourse). It does compile and all elements are initialized and useable. I simply don't see how this can fail.
It seems like maybe you are doing the connection before you have initalized the taskWindow or task_view and are using uninitialized pointers.
Also you could try this signature (which should be the same thing, but just for good measure)
signals:
void SaveTask();

QPlainTextEdit throwing std::bad_alloc

I have a program that runs a least squares fit to some data. This procedure is run in a separate thread and controlled from a dialog box. This dialog box has a QPlainTextEdit that shows fitting updates and a final report.
The dialog was created in Qt Designer, the code is run into QtCreator and my Qt version is 4.8.1.
The problem I am running into is somewhat erratic. When I run the procedure a first time, everything is fine. Then if I run it again, sometimes the program crashes with the message
terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc
The program has unexpectedly finished.
I tracked the problem to a call to the clear() method of a QPlainTextEdit. Here is some code.
// Snippets of the class definition
class QLSQDialog : public QDialog, public Ui_QLSQDialog
{
Q_OBJECT
public:
QLSQDialog(QWidget *parent = 0);
(...)
void UpdateDisplay(const QString &msg, int iter, double norm); // Update values of chi, etc on displays
signals:
void Run(); // Signal to run a LSQ procedure
(...)
private slots:
void on_btnRun_clicked();
(...)
private:
void Enables(bool running); // Enable and disable features depending on running state of LSQ fit
(...)
};
// Snippets of the class implementation
QLSQDialog::QLSQDialog(QWidget *parent) : QDialog(parent)
{
setupUi(this); // Set up dialog
(...)
txtInfo->clear(); // txtInfo is a QPlainTextEdit created in Designer
(...)
}
void QLSQDialog::UpdateDisplay(const QString &msg, int iter, double norm)
{
lblChi->setText(QString::number(norm,'f',12));
if (iter >= 0) lblIt->setText(QString::number(iter));
txtInfo->appendPlainText(msg);
}
void QLSQDialog::on_btnRun_clicked()
{
txtInfo->clear(); // Offending line in second run
Enables(true);
emit Run();
}
void QLSQDialog::Enables(bool running)
{
bool Idle = !running;
bool HasReport = !txtInfo->document()->isEmpty();
(...)
btnReport->setEnabled(Idle && HasReport);
}
txtInfo is the QPlainTextEdit object. I call a txtInfo->clear() when the object is
created to show an empty text edit. When I click on a 'Run' tool button its default slot emits a Run signal that will start the new thread. The txtInfo QPlainTextEdit is updated in this thread until it finishes (in fact the thread emits a signal that is caught in the main application that in turn calls the UpdateDisplay).
If I click on the run button a second time, then I get the crash and the error. If I replace txtInfo->clear(), txtInfo->document()->clear(), by txtInfo->setPlainText("") or by txtInfo->document()->setPlainText("") the problem is the same (crash at second execution). Occasionally, but not frequently, I can run a few times (of the order of 10) before crashing.
Finally, if I comment out the txtInfo->clear() line, then I can run the routine as much as I tried (in one test I got tired after running it about 80 times).
My only (almost random) guess is that the problem is somehow related to the update from the thread (which emits a signal that is caught and in turn just calls the UpdateDisplay function). The reason I think so is that if I comment out the signals and just create a new button to call the UpdateDisplay with some bogus information, everything is fine.
A qApp->processEvents() before the offending line has no effect.
I am stuck here. Any ideas are welcome. For instance, is there any test I can do to verify that calling the clear() method is ok?
I finally tracked this problem down to a nasty memory leak in my code. I "repaired" the code but I am still a little bit puzzled by why the problem was happening.
Basically, I was creating a large vector<double> somewhere and passing its address to a function that called for a vector<double> * variable. The problem was that the original vector ceased to be before the function finished working with. Classic dumb mistake. Probably the QPlainTextEdit document was allocating space in the area where the vector<double> used to be: erratic behavior expected. But I would not expect a crash.
The vector was "read-only". The function using it, only read the values and made calculations stored somewhere else. Let's now assume that the plain text creates something in the memory previously addressed by the vector<double>. In this case, when I QPlainTextEdit::clear() the plain text document, the values previously pointed by the vector change and I would expect the calculations to be non sense. I would also accept a crash when the function access the now deceased pointer to vector<double>. But I would not expect the program to crash when I clear the text, which after all is a valid pointer.
Anyway, if anybody has a though, I'd be curious to know why the crash happens. But otherwise, the problem is gone once the leak was repaired. And of course, knowing the reason is absolutely no excuse to not repair the leak.

Qt can I connect signals/slots to self in constructor?

EDIT: Not related to signals/slots/connect. Problem was constructor calling constructor.
There might be a better way to do this - I'd be interested in hearing those...
I have MyClass that is derived from a QLabel. I want to pass more data about the derived class back in the signal than what the base signal does. So I made a slot to intercept the customContextMenuRequested signal and emit a revised one that has more data.
When I try to connect up this signal in the constructor, then my slot never gets called. But if I move the Policy and connect lines out to the parent widget(not class hierarchy parent) so they execute after MyClass is fully constructed, then my slot will get called. But I always want that to be connected for this class and it seems like something I would want in it's constructor rather than counting on the parent class to remember to do it.
Is there something I'm doing wrong? Or a better way to add data to a signal?
MyClass::MyClass() : QLabel()
{
QFont currFont = font();
currFont.setPointSize(15);
setFont(currFont);
setBackgroundRole(QPalette::Mid);
std::cout << "connecting customContextMenuRequested" << std::endl;
/** PROBLEM START */
setContextMenuPolicy(Qt::CustomContextMenu);
// Is there anything wrong with connecting from "this" to "this" in a constructor?
QObject::connect(this, SIGNAL(customContextMenuRequested(const QPoint&)),
this, SLOT(addCellDataToMenuContextRequest(const QPoint&)));
/* PROBLEM END **/
}
MyClass::MyClass(QString &cellString, int row, int col)
: QLabel(cellString)
{
MyClass();
setRow(row);
setCol(col);
}
// This one is a slot
void MyClass::addCellDataToMenuContextRequest(const QPoint& pos)
{
// This doesn't get printed if I connect in my constructor,
// but it does print if I do the same connect from a parent widget.
std::cout << "called addCellDataToMenuContextRequest" << std::endl;
emit customContextMenuRequestedForCell(pos, _row, _col);
}
So I would like the parent widget to just look for customContextMenuRequestedForCell but right now, the parent widget seems to need to be responsible for customContextMenuRequested as well.
Actually, you CAN call (sort of) another constructor if you are using C++11. It's called delegating constructor. But I don't think that will make the problem go away. Your issue seems to be that meta object is not fully constructed when connect() is called. Also, you'll probably need to move to Qt 5 for C++11 to work.
The solution is to delay the connection until the object is fully constructed. You can start a timer with an interval of zero. It will trigger on the next event loop processing which will certainly be after your object is fully constructed.
Then in your timerEvent, make the connection and kill the timer.
EDIT: Didn't see your edit. Looks like you find the solution. Ignore this then. :)
BTW. You didn't call another constructor. You created a temporary MyClass object.
A way to make this "cleaner" would be to reimplement QWidget::mouseReleaseEvent() within MyClass. The way to implement it would be, if the QMouseEvent type passed to mouseReleaseEvent is not a right-click mouse release, call QLabel::mouseReleaseEvent(event). If it is a right-click mouse release event, you can emit your custom signal. This gives the benefit of using the existing mouse button release handling code given by QLabel/QWidget, while allowing you to intercept the one case where you want to emit the custom signal.
EDIT Oh, and be sure to call event->accept() after your mouseReleaseEvent handles the custom case.