using opencv waitKey() in a multithreading application - c++

I have a multi-threading application written in C++ with Qt5.7 and OpenNI. It has a main thread that starts a second thread which capture frame from a .oni recording file (asus xtion pro live) does some processing and through the Qt signal-slot mechanism pass the frame to the main thread, which display it using imshow().
What I want to do is to implement a pause key, so pressing for example 'p' the processing pause. I am thinking of something like this:
void Camera::run(){
while(!cameraStop && this->device.isValid())
{
try {
if (!buttonPause) {
getFrame();
process();
emit sigFrameImageReady(frame);
if (cv::waitKey(1)==112){
setButtonPause(!(getButtonPause()));
}
}
}
catch(std::exception &ex) {
std::cerr << "getFrame()" << ex.what() << std::endl;
}
}
}
In this way it doesn't work, I think that's because the frame is displayed by another thread (the main one), the waitKey() here simply blocks the entire process, but if I put it in the main thread, just after imshow() in this way:
void Process::FrameImageReady(cv::Mat FrameImage)
{
if (modedebug)
cv::imshow("bgr", FrameImage);
if (cv::waitKey(1)==112){
cam->setButtonPause(!(getButtonPause()));
}
}
waitkey seems to be ignored (image displaying works fine).. any idea?
EDIT
The GUI part is only for debugging purpose.

You should implement thread safe FIFO bufer or circular buffer in your displaying thread. Signal from the camera thread would be pushing images to this buffer and the displaying thread would be taking them out and display them in a separate loop. Only that way you separate the camera event loop from the display thread.

Maybe it's a late answer but I would like to present what I have done in my recent project, in case anyone is in the similar situation and want to use the same techniques.
Basically my project is a command line program and uses QT for multi threading & inter-thread communications, while we also want some minimal UI to display images, and handle user key events, so OpenCV Highgui module is pretty much enough for me. And here is what I did to make them work together:
(Important) you have to build OpenCV with QT support to make the
following code work, that is, check WITH_QT option in cmake-gui when building OpenCV. Or if you use vcpkg, use:
vcpkg install opencv[qt]:x64-windows
First create the class for working thread, I use this thread to constantly retrieve image frames from the camera buffer and notify the main thread every time the image is ready:
class MyThread : public QThread
{
Q_OBJECT
public:
MyThread() : mAbort(false)
{
}
~MyThread()
{
mMutex.lock();
mAbort = true; // make the thread out of the loop
mMutex.unlock();
wait(); // wait until the run() function returns
cout << "thread terminated" << endl;
}
protected:
void run() override
{
while(!mAbort) {
cv::Mat frame;
if (myCamera->grab(frame) && !frame.empty()) {
emit imageReady(frame);
}
else {
cout << "failed to grab" << endl;
}
}
}
signals:
void imageReady(const cv::Mat& frame);
private:
bool mAbort;
QMutex mMutex;
};
Then create the controller class to handle the signal from working thread, I use it to display the frame. Note it is running in the main thread:
class MyController : public QObject
{
Q_OBJECT
public:
MyController(MyThread* pThread) : mThread(pThread)
{
// this is needed as the argument is passed through queued connection
qRegisterMetaType<cv::Mat>("CvMat");
connect(mThread, &MyThread::imageReady, this, &MyController::onImageReady);
connect(mThread, &MyThread::finished, mThread, &QObject::deleteLater);
mThread->start();
}
public slots:
void onImageReady(const cv::Mat& frame) {
cv::imshow("camera live view", frame);
}
private:
MyThread* mThread;
};
Now in the main function, we can start the thread, and handle key events using cv::waitKey(), note it will also start the QT main event loop internally.
Q_DECLARE_METATYPE(cv::Mat)
...
int main(int argc, char* argv[])
{
...
// start working thread
MyThread thread = new MyThread();
MyController controller(thread);
// handle key events
while (true) {
int key = cv::waitKey();
cout << "key = " << key << endl;
// press "ESC" to exit
if (key == 27) {
break;
}
}
// clean up
...
delete thread;
delete myCamera;
return 0;
}

Related

WxWidgets: wxQueueEvent Causing Segmentation Fault

After a few days of battling this issue, I've decided to reach out for some help.
Overview: I am using std::thread to collect information from system peripherals. This information is going to be displayed on a wxFrame using events (values continuously updated, ~10ms). The issue at the stage of wxFrame handling events (I haven't gotten to the display-of-information portion of it yet). I've read through the event documentation and I think my implementation is on the right path. I'm aware of threading samples with wxThread and wxThreadHelper, but my preference is to use std::thread and it seems like it should work.
Issue: The wxThreadEvent is generated in std::thread and sent using wxQueueEvent with the wxFrame as the target. The std::thread is started/managed in wxApp. The second event that is generated and queued by std::thread causes seg fault. Almost like the first event isn't being freed properly. Here some skimmed down set of code that I'm working with.
app.cpp:
wxIMPLEMENT_APP(ControlStationApp);
void communication_th(Comms * comms){
int i = 0;
while(i++ < 10){
comms->test_thread();
this_thread::sleep_for(std::chrono::milliseconds(3000));
}
}
ControlStationApp::~ControlStationApp(){
this->myThread.join();
}
bool ControlStationApp::OnInit(){
if ( !wxApp::OnInit() ) return false;
// Create the main frame window
this->frame = new wxMainFrame;
this->frame->Show(true);
//Start peripheral thread
Comms comms(this->frame);
this->myThread = std::thread(communication_th, &comms);
return true;
}
wxFrame.cpp
wxDEFINE_EVENT(wxEVT_COMMS_UPDATE, wxThreadEvent);
wxMainFrame::wxMainFrame() : wxFrame(NULL, wxID_ANY, "wxWidgets Layout Demo") {
Bind(wxEVT_COMMS_UPDATE,&wxMainFrame::onCommsUpdate_t,this);
...
}
void wxMainFrame::onCommsUpdate_t(wxThreadEvent & e){
std::cout << "threading eevnt!\n";
e.Skip();
}
void wxMainFrame::OnClose(wxCloseEvent& evt){
Destroy();
}
std::thread .cpp
Comms::Comms(wxMainFrame * f){
this->mainFrame = f;
}
Comms::~Comms(){
}
void Comms::test_thread(){
std::cout << "Test_thread()\n";
wxQueueEvent(this->mainFrame, new wxThreadEvent(wxEVT_COMMS_UPDATE);
}
This results in the following output:
Test_thread()
threading eevnt!
Test_thread()
Segmentation fault (core dumped)
Any input is greatly appreciated. Thanks!

QMediaPlayer Not Loading Media And Not Emitting mediaStatusChanged() Signals

I've recently started working with Qt and am trying to play a sound file using QMediaPlayer.
My program compiles and runs but the sound file is not played, the QMediaPlayer seems stuck in the QMediaPlayer::LoadingMedia state.
Also - and possibly related - the QMediaPlayer doesn't ever seem to emit its mediaStatusChanged or its error signals (though perhaps this is me not connecting them properly?)
When I run the program as below, it reaches the while loop and never leaves. If I query for player->mediaStatus() inside the loop, it constantly returns 2 (QMediaPlayer::LoadingMedia).
When I run it with the while loop omitted, the program continues to run until it reaches end of execution with no run-time errors but - as you may expect - the file is not played.
Interestingly, the two couts before the while loop, which report player's mediaStatus and state show that the mediaStatus changes from 1 (in the first instance, before setting the media) to 2 (after setting the media) but my ChangedStatus slot is never called, despite connecting to the mediaStatusChanged at the start of the run function.
Running: Debian Jessie, Qt5.7/Qt5.9
AudioPlayer.h
#include <QThread>
#include <QMediaPlayer>
class AudioPlayer : public QThread {
Q_OBJECT
public:
AudioPlayer();
public slots:
void ChangedStatus(QMediaPlayer::MediaStatus);
void MediaError(QMediaPlayer::Error);
protected:
void run();
};
AudioPlayer.cpp:
AudioPlayer::AudioPlayer(){}
void AudioPlayer::run()
{
QMediaPlayer* player = new QMediaPlayer();
connect(player, SIGNAL(mediaStatusChanged(QMediaPlayer::MediaStatus)), this, SLOT(ChangedStatus(QMediaPlayer::MediaStatus)));
connect(player, SIGNAL(error(QMediaPlayer::Error)), this, SLOT(MediaError(QMediaPlayer::Error)));
std::cout << "Got player!" << std::endl;
std::cout << "\n\n\tPlayer state: " << player->state() << "\n\tMediaState: " << player->mediaStatus() << std::endl;
player->setMedia(QUrl::fromLocalFile("/home/me/test.wav") );
std::cout << "Set source" << std::endl;
std::cout << "\n\n\tPlayer state: " << player->state() << "\n\tMediaState: " << player->mediaStatus() << std::endl;
while(player->mediaStatus() != QMediaPlayer::MediaStatus::LoadedMedia)
{//
}
player->setVolume(100);
std::cout << "Set volume" << std::endl;
player->play();
std::cout << "Played" << std::endl;
}
void AudioPlayer::MediaError(QMediaPlayer::Error error)
{
std::cout << "Media Error: " << error << std::endl;
}
void AudioPlayer::ChangedStatus(QMediaPlayer::MediaStatus status)
{
std::cout << "Status changed to: " << status << std::endl;
}
main.cpp:
#include "audioplayer.h"
using namespace std;
int main()
{
cout << "Hello World!" << endl;
AudioPlayer myAudioPlayer;
myAudioPlayer.start();
std::cout << "myAudioPlayer started. Waiting...." << std::endl;
myAudioPlayer.wait();
std::cout << "myAudioPlayer returned." << std::endl;
return 0;
}
Extra Info:
Now, initially, I hadn't used QThread and was trying to do this all in main.cpp (just declaring a QMediaPlayer and attempting to set the media and play) but this was giving me QObject::startTimer: timers cannot be started from another thread warning run-time errors in a couple of places (declaration of the QMediaPlayer and, I think, the play command), so I adopted the above approach - although I'm not sure that subclassing QThread is, necessarily, the best way. This is also why everything (declarations etc.) is done in the run function - having the QMediaPlayer as a member of AudioPlayer and initialising it in the constructor gave the same error.
I have compiled and run Qt's Player example (from multimediawidgets) and, by browsing and selecting my test.wav, it can play the file so I don't think it's a compatibility issue. I looked through the Player example source but couldn't see anything jumping out which I had missed and which looked like the cause of my problem.
You should create an QApplication object and use it's message loop. I would suggest you to test following:
#include "audioplayer.h"
using namespace std;
int main(int argc, char *argv[]) {
QApplication a(argc, argv);
AudioPlayer myAudioPlayer;
myAudioPlayer.start();
return a.exec();
}
You will at least get your signals raised. If the media state reaches QMediaPlayer::StoppedState or any error occured, you could call QApplication::instance()->quit() to stop your application.
Edit: Better use the new style connections like:
connect(player, &QMediaPlayer::mediaStatusChanged, this, &QMediaPlayer::ChangedStatus);
It is more reliable and you don't have to register specific parameter types like QMediaPlayer::MediaStatus with Q_DECLARE_METATYPE()
Because QMediaPlayer class contains another method called error with a different signature, signal connection is a bit more complicated. This is because the compiler don't know which error method you are referring to. In this case static_cast is the way to solve this ambiguity:
connect(
player,
static_cast<void(QMediaPlayer::*)(QMediaPlayer::Error )>(&QMediaPlayer::error),
this,
&AudioPlayer::MediaError
);
Please note, a Wave file is only a container file that can contain an arbitrary compressed data stream. It may be necessary to install the appropriate operating system multimedia codec first. In Microsoft Windows Qt-Framework relies on installed multimedia codecs (.ax file).
Your AudioPlayer::run method will end without waiting for the media being played. So you should wait for the Stopped status some where before the thread ends. However it is better not to use the run method directly but using QThreads message loop instead.
class AudioPlayer : public QThread {
public:
AudioPlayer() : _Player(nullptr) {
moveToThread(this); // AudioPlayer object become part of this new thread
}
public slots:
void setVolume(int);
void load(QString Media);
// ...
void play() {
// Never directly access any members since they may belong to a different thread
if (thread() != QThread::currentThread()) {
QMetaObject::invokeMethod(this, "play", Qt::QueuedConnection);
} else {
_Player->play();
}
}
void stop() {
quit(); // Quiting thread message loop
}
private:
QMediaPlayer* _Player;
void run() {
_Player = new QMediaPlayer(this);
connect(...) // All connections go here...
int Result = QThread::exec();
_Player->stop();
delete _Player;
}
private slots:
void HandleStatusChange(QMediaPlayer::MediaStatus Status) {
emit statusChanged(Status); // Redirect so that the main application can handle this signal too
}
signals:
void statusChanged((QMediaPlayer::MediaStatus);
};

qt serial port memory leak

I use the following code to talk to a USB-serial port device:
#include "masterthread.h"
#include <QtSerialPort/QSerialPort>
#include <QTime>
#include "Windows.h"
#include "Psapi.h"
#include <QDebug>
QT_USE_NAMESPACE
MasterThread::MasterThread(QObject *parent)
: QThread(parent), waitTimeout(0), quit(false)
{
}
MasterThread::~MasterThread()
{
mutex.lock();
quit = true;
cond.wakeOne();
mutex.unlock();
wait();
}
void MasterThread::run()
{
bool currentPortNameChanged = false;
QSerialPort serial;
serial.setPortName("COM3");
serial.setBaudRate(57600);
serial.setStopBits(static_cast<QSerialPort::StopBits>(1));
serial.setDataBits(static_cast<QSerialPort::DataBits>(8));
serial.setParity(static_cast<QSerialPort::Parity>(0));
serial.open(QIODevice::ReadWrite);
//Tell the serial port connected device to start talking
//--------------------------------------
const char init[] = { 0x0d, 0x0d, 0x0d };
serial.write(init, sizeof(init));
const char* cmd = "mavlink stop\n";
serial.write(cmd, strlen(cmd));
serial.write(init, 2);
cmd = "uorb start";
serial.write(cmd, strlen(cmd));
serial.write(init, 2);
cmd = "sh /etc/init.d/rc.usb\n";
serial.write(cmd, strlen(cmd));
serial.write(init, 4);
serial.waitForBytesWritten(100);
int i = 0;
int j = 0;
forever
{
//Write test data out
//-----------------------------
QByteArray test(2000, 't');
serial.write(test);
bool check = serial.waitForBytesWritten(100);
if (!check)
{
qDebug() << "FAIL: " << j++;
}
if (serial.waitForReadyRead(20))
{
QByteArray responseData = serial.readAll();
while (serial.waitForReadyRead(10))
responseData += serial.readAll();
QString response(responseData);
qDebug() << response;
}
QThread::msleep(20);
//Print memory usage
//---------------------------------------------------
if (i++ % 10 == 0)
{
PROCESS_MEMORY_COUNTERS memcount;
if (!GetProcessMemoryInfo(GetCurrentProcess(), &memcount, sizeof(memcount))) return;
qDebug()<<"----------------------------" << memcount.WorkingSetSize / 1024 << "KB memory used";
}
} // end foever
qDebug() << "Exiting forever loop";
}
with a simple main.cpp as:
#include <QApplication>
#include "masterthread.h"
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
MasterThread thread;
thread.start();
return app.exec();
}
But the memory usage keeps increasing, like 5~10MB per hour as if there are some leakage.
The device is suppose to be connected for days and weeks...
What am I doing wrong here? I am on Qt5.6 windows7 debug
Many Qt Components have an implicit dependency on its event loop.
While you are starting the main threads event loop with the call to app.exec(); you are not handling events generated by the QObjects created in the QThread MasterThread thread;. The details and nuances of Event handling in Qt are very well described on this page: https://wiki.qt.io/Threads_Events_QObjects#Threads_and_QObjects
But the solution boils down to: if you want to be able to process queued up Qt events in a thread where you are processing some long-running task you should call QCoreApplication::processEvents(); from time to time. This will prevent Qt events from endlessly queueing up.
EDITED after looking on the code Qt 5.7,5.6,5.5 and reading docs.
As an answer is already accepted, I would just add some thoughts here as it's too long for comments.
Keep things short - an answer you accepted is wrong..
There are two sides of the story. And as SO answers often taken 'as it is as long as they work' I'd like to explain myself...
If you look on a code provided - there is nothing wrong with it. All objects are properly stack allocated and should be destroyed automatically.
Point is that QtSerial uses deleteLater() and then a question - how to delete those allocations properly.
If any module/object/code uses deleteLater() it requires an event loop, if deleteLater() called on a thread without event loop, object will be deleted after thread is terminated. As long as there is no event loop running for code above, processEvents will no work.. actually processEvents() is not something which is used for this, because a whole idea to return from the context which is called deleteLater() and have a next run, and that's checked in the Qt Source Code, so calling processEvent() straight after without incrementing loop count will do nothing at all, that's why answer you accepted is totally wrong.
Conclusion:
If any object requires event loop running it should be EXPLICITELY stated in the documentation as there is nothing wrong in using QIODevice in sync mode outside event loop.
So at my opinion,point is - its a bug in the QT Serial itself which I suggest you report.
In general it's really wrong practice for Qt to run never-ending loops..
It's much much better and cleaner to use QObject Worker tactic which is pushed to the thread, have proper even loop running etc.
For small 'threaded' tasks it's much better to use QtConcurrent.
Proper Workaround:
you will have a thread with properly running event loop and a timer firing at 20ms to do your things
// main thread:
class Worker: public QObject {
public:
Worker();
public slots:
onInit() {
// initialize everything
startTimer(20);
}
protected:
void timerEvent(..) {
// do your things every 20ms
}
}
...
QThread * pWorkerThread = new QThread();
pWorkerThread->setObjectName(QString("Serial"));
Worker * pWorker = new Worker();
Worker->setObjectName(QString("Common Storage Impl"));
Worker->moveToThread(WorkerThread);
connect(pWorkerThread, SIGNAL(started()), pWorker, SLOT(onInit()));
connect(pWorkerThread, SIGNAL(finished()), pWorker, SLOT(deleteLater()));
connect(pWorkerThread, SIGNAL(finished()), pWorkerThread, SLOT(deleteLater()));
pWorkerThread->start();
...

Communicating with a loop in another thread

So my task is this - I have a GUI thread with sliders of HSV values (among other things), and a worker thread that does all the OpenCV work and sends processed video images back to GUI thread.
Like it usually is, the OpenCV work is inside of an endless loop. The thing is, half the work is transforming the current video frame according to HSV values sent from GUI sliders. If sent before the loop starts, it works. But not while it's going on, and I need it to work on the fly.
Is there any good way to communicate with that thread and change the HSV values the OpenCV loop is using, or is it a fool's errand? I can think of two solutions, one of which is probably highly inefficient (involves saving values to a file). I'm fairly new to Qt, and I could've easly missed something in the documentation and tutorials.
edit:
Here's how my app works - in GUI thread, user picks a file. A signal with an url is sent to the worker thread, which starts working away. When the user changes HSV values, a signal is sent to change the values from another thread. If the loop hasn't been started, they're received and QDebug shows me that.
edit2:
I might've been thinking about it all wrong. Is there a way for the thread to pull values from the other one? Instead of waiting for them to be sent?
edit3:
kalibracja.cpp, for Micka.
int hueMin=0;
int hueMax=180;
int satMin=0;
int satMax=255;
int valMin=15;
int valMax=255;
int satMinDua=133; //tests
HSV::HSV(QObject * parent) : QObject(parent)
{
hsvThread = new QThread;
hsvThread ->start();
moveToThread( hsvThread );
}
HSV::~HSV() //destruktor
{
hsvThread ->exit(0);
hsvThread ->wait();
delete hsvThread ;
}
void HSV::processFrames(QString kalibracja) {
while(1) {
cv::VideoCapture kalibrowanyPlik;
kalibrowanyPlik.open(kalibracja.toStdString());
int maxFrames = kalibrowanyPlik.get(CV_CAP_PROP_FRAME_COUNT);
for(int i=0; i<maxFrames; i++)
{
cv::Mat frame;
cv::Mat gray;
//satMin=kontenerHsv->satMin;
qDebug() << "kalibracja satMin - " << satMin;
qDebug() << "fdfdf - " << satMinDua;
kalibrowanyPlik.read(frame);
cv::cvtColor(frame, gray, CV_BGR2GRAY);
QImage image(cvMatToQImage(frame));
QImage processedImage(cvMatToQImage(gray));
emit progressChanged(image, processedImage);
QThread::msleep(750); //so I can read qDebug() messages easly
}
}
}
void MainWindow::onProgressChagned(QImage image, QImage processedImage) {
QPixmap processed = QPixmap::fromImage(processedImage);
processed = processed.scaledToHeight(379);
ui->labelHsv->clear();
ui->labelHsv->setPixmap(processed);
QPixmap original = QPixmap::fromImage(image);
original = original.scaledToHeight(379);
ui->labelKalibracja->clear();
ui->labelKalibracja->setPixmap(original);
}
void HSV::updateHsv(QString hmin, QString hmax, QString smin, QString smax, QString vmin, QString vmax){
satMinDua=smin.toInt();
}
mainwindow.cpp connection
HSV *hsv = new HSV;
(.... all kinds of things ....)
void MainWindow::updateHsvValues() {
QMetaObject::invokeMethod(hsv, "updateHsv", Qt::QueuedConnection,
Q_ARG(QString, hmin),
Q_ARG(QString, hmax),
Q_ARG(QString, smin),
Q_ARG(QString, smax),
Q_ARG(QString, vmin),
Q_ARG(QString, vmax));
}
It is certainly possible, but you need to be careful.
One of the ways to achieve this would be:
Create an object that stores the "current" HSV values to be used
Give a reference (or pointer) to this object to both the GUI thread and the OpenCV thread
When the GUI wants to "tell" the processing thread to use new values, it published them to that object
When the processing thread is ready to move on the the next frame (start of loop body), it fetches the values from that object.
You only need to make sure that the set and get methods on that shared object are synchronized, using a mutex for example, to prevent the processing thread from reading half-written values (data races lead to undefined behavior in C++).
If you use QThread in the "wrong" way (by subclassing QThread and using ::run , compare to https://mayaposch.wordpress.com/2011/11/01/how-to-really-truly-use-qthreads-the-full-explanation/ ), signal-slot parameter change works in endless loops too:
This is a small sample thread for testing:
void MyThread::run()
{
// start an infinite loop and test whether the sliderchange changes my used parameters
std::cout << "start infinite loop" << std::endl;
while(true)
{
unsigned long long bigVal = 0;
int lastVal = mValue;
std::cout << "start internal processing loop " << std::endl;
for(unsigned long long i=0; i<1000000000; ++i)
{
bigVal += mValue;
if(lastVal != mValue)
{
std::cout << "changed value: " << mValue << std::endl;
lastVal = mValue;
}
}
std::cout << "end internal processing loop: " << bigVal << std::endl;
}
std::cout << "stop infinite loop" << std::endl;
}
with this SLOT, which is connected to the main window slider SIGNAL
void MyThread::changeValue(int newVal)
{
// change a paramter. This is a slot which will be called by a signal.
// TODO: make this call thread-safe, e.g. by atomic operations, mutual exclusions, RW-Lock, producer-consumer etc...
std::cout << "change value: " << newVal << std::endl;
mValue = newVal;
}
giving me this result after using the slider:
this is how the slot was connected:
QObject::connect(mSlider, SIGNAL(valueChanged(int)), mTestThread, SLOT(changeValue(int)) );
if the infinite loop is performed as some kind of workerObject method which was moved to the thread with moveToThread, you can either change the way how the slot is called:
QObject::connect(mSlider, SIGNAL(valueChanged(int)), mTestThread, SLOT(changeValue(int)), Qt::DirectConnection );
Never used, but I guess the same should work for invoke:
QMetaObject::invokeMethod(hsv, "updateHsv", Qt::DirectConnection, ...
(the main thread will call changeValue then so the worker thread doesnt need to stop processing to change values => value access should be thread safe!
or you have to process the event queue of that thread:
while(true)
{
[processing]
QApplication::processEvents();
}
I think the simplest solution here may be to take advantage of the fact that Qt Signals/Slots work across threads.
Setup the appropriate slots in the processing thread and then signal them from the GUI thread.
There are all sorts of interesting questions about whether you signal for every user input, or whether you batch up changes for a moment on the GUI side...
There is some ideas for thread sync in the docs: http://doc.qt.io/qt-5/threads-synchronizing.html

Using Custom Events in QT4

I have an app that has a progress bar & spawns a worker thread to do some work & report back progress. The dialog class overrides the customEvent method so that I can process events that are being passed to the gui thread via the worker thread. Before I was using a QThread derived class as the worker thread and I changed it to use ACE_Thread_Manager->spawn() with a static function for the worker.
The problem shows up when I run the app and press the button so the worker is spawned & starts doing work. When it sends the signal to increment the progress bar I get the following errors logged to std out.
QPixmap: It is not safe to use pixmaps outside the GUI thread
This seems to happen when the progressBar->setValue() is called. So it seems like the setting of the progress bar is happening in a different thread than the main gui thread. I'm unclear as to how that's possible. I'm under the impression that I have a main gui thread which has my gui & the customEvent method is on that same thread and the worker is on it's own thread. Is this assumption wrong? And is there any difference when using the QThread derived class versus the static run_svc method?
Any help would be appreciated. The code snippets for the customEvent handler, run_svc, and button handler code are below and the code is attached.
void MyDlgEx::customEvent(QEvent * e)
{
if (e->type() == IdNumOperations)
{
NumOperations* pEvt = static_cast<NumOperations*>(e);
_steps = 0;
cout << "Num Operations = " << pEvt->operations() << endl;
}
else if (e->type() == IdStep)
{
if (_steps % 10 == 0)
{
cout << "Step++ = " << _steps << endl;
}
_steps++;
_progressBar->setValue(_steps);
}
}
void* MyDlgEx::run_svc(void* args)
{
auto_ptr<ThreadArgs> thread_args(static_cast<ThreadArgs*>(args));
QApplication::sendEvent((QObject*)thread_args->m_pDlg, new NumOperations(300));
// does some work that takes time -- ommitted for clarity
// called in a loop
QApplication::sendEvent((QObject*)thread_args->m_pDlg, new Step());
QApplication::sendEvent((QObject*)thread_args->m_pDlg, new Completed());
return 0;
}
Button Handler
Commented out lines where where I used a QT class derived from QThread. Using ACE has to spawn the thread has uncovered this issue.
void MyDlgEx::btnShowProgress_clicked()
{
//_pProc = new ProcessThread(this);
//_pProc->run();
auto_ptr<ThreadArgs> thread_args(new ThreadArgs(this));
if (ACE_Thread_Manager::instance()->spawn(
MyDlgEx::run_svc,
static_cast<void*>(thread_args.get()),
THR_DETACHED | THR_SCOPE_SYSTEM) == -1)
cout << "Failed to spawn thread." << endl;
thread_args.release();
}
Try calling QApplication::postEvent(...) instead of QApplication::sendEvent(). The docs say that sendEvent sends the event directly, meaning that it calls the customEvent() function directly from the other thread. postEvent() adds the event to the event queue where it can later be dispatched to customEvent() by the main GUI event loop.
Just because the customEvent() function is a member of an object created in the main GUI thread doesn't mean another thread cannot call the function. I believe that is what is happening when you call QApplication::sendEvent() from another thread.