Upgrade Xcode8 with Swift3.0? - swift3

Recently, I have upgraded my Xcode to version8, some strange errors are appear in my console like below:
Painter Z index: 1023 is too large (max 255)
Painter Z index: 1023 is too large (max 255)
Painter Z index: 1023 is too large (max 255)
Painter Z index: 1023 is too large (max 255)
Painter Z index: 1023 is too large (max 255)
ERROR /BuildRoot/Library/Caches/com.apple.xbs/Sources/VectorKit_Sim/VectorKit-1228.30.7.17.9/GeoGL/GeoGL/GLCoreContext.cpp 1763: InfoLog SolidRibbonShader:
ERROR /BuildRoot/Library/Caches/com.apple.xbs/Sources/VectorKit_Sim/VectorKit-1228.30.7.17.9/GeoGL/GeoGL/GLCoreContext.cpp 1764: WARNING: Output of vertex shader 'v_gradient' not read by fragment shader
Any expert know how to deal with it?
Thank you in advanced.

The freezing problem happens only when run from Xcode 8.0 and only on iOS 10, whether in debug or release mode. MKMapView though seems fine when the app is distributed via App Store or 3rd party ad hoc distribution systems. The warnings you are seeing may or may not be related to the problem, I don't know.
What I've found is that the offending code is in MKMapView's destructor, and it doesn't matter what you do with the map view object or how you configure it, i.e. merely calling
#ViewController.h
#property(nonatomic,strong)MKMapView *mapView;
#end
anywhere in your code will freeze the app. The main thread hangs on a semaphore and it's not clear why
NOTE: this is a really sh*tty workaround but at least it will help you to debug your app without freezing. Retaining these objects means your memory usage will grow by about 45-50MB every time you create a view controller with a map.
So, let's say if you have a property mapView, then you can do this in your view controller's dealloc:
#ViewController.m
#interface ViewController ()
{
}
#end
#implementation ViewController
//the freezing problem happens only when run from Xcode 8.0
- (void)dealloc
{
#if DEBUG
// Xcode8/iOS10 MKMapView bug workaround
static NSMutableArray* unusedObjects;
if (!unusedObjects)
unusedObjects = [NSMutableArray new];
[unusedObjects addObject:mapView];
#endif
}
#end

Related

PrintPreviewDialog issue on 4K monitor

I have added a print preview feature to my program. The problem is, it does not display the preview document well on screen resolutions above 1920 x 1080.
Example:
Code:
QFont docFont;
docFont.setPointSize(14);
QTextDocument *textDoc = new QTextDocument(this);
textDoc->setDefaultFont(docFont);
textDoc->setPlainText(getHardwareData());
During a debugging process I have found the following issues:
QWindowsMultiFontEngine::loadEngine: CreateFontFromLOGFONT failed for "Courier": error 0x88985002 : Indicates the specified font does not exist.
QWindowsMultiFontEngine::loadEngine: CreateFontFromLOGFONT failed for "Courier": error 0x88985002 : Indicates the specified font does not exist.
Is there any hint/font to make it look well on all screens resolutions?
Edited:
I have fixed the QWindowsMultiFontEngine::loadEngine: CreateFontFromLOGFONT failed for "Courier" issue. The problem was caused by a Unicode character in Peripheral data. Now, the only thing left is to make it look better on 4K.
I have found some hack to get the toolbar actions from a print preview dialog. By adding some additional logic it fixed the issue.
QList<QToolBar*> toolbarList = printPreviewDlg->findChildren<QToolBar*>();
if (!toolbarList.isEmpty()) {
if (screenSize.width() > 1920 && screenSize.height() > 1080) {
toolbarList.first()->actions().at(0)->activate(QAction::Trigger);
} else {
toolbarList.first()->actions().at(1)->activate(QAction::Trigger);
}
}
To detect the screen size I use the native Win API methods. Now, it automatically triggers the Fit to width toolbar option and sets a better preview on 4K monitor. It works depending on the screen size. The issue is resolved.

How to lower the memory usage of my (unorthodox) Qt5/QML-based software?

CONTEXT:
I am developing a research prototype for a novel interaction concept and computational desktop environment, I currently call Sketchable Interaction (SI).
Currently, SI works only on Debian-based linuxes.
In a nutshell, SI allows users to draw interactive regions on their desktop which carry effects.
Once two or more regions overlap, regions which's effects are compatible to each other apply their effects to each other as well.
In this way, graphical representations and data of files, etc. can be set, modified or deleted.
Here are some screenshots to give a visual example:
Showing Desktop Environment:
Drawing region (blue one) for Opening Folders/Files:
Finished drawing of blue region:
Opended Desktop-Folder by overlapping it with the blue region and drew a Preview File region:
Moved image file (png) with the cat out of the folder:
Overlapped image file with the cat with the green region to show a preview of the image:
TECHNICAL STATUS QUO OF SI
SI is written in C++ with the current Qt5 and QML versions.
SI-Plugins which represent the effects you saw in the screenshots, are written in python3.7+, with the use of Boost.Python and do not use PyQt5.
SI opens a MainWindow and every region drawing (everything you see in the screenshots is a region, including the mouse cursor) is a QWidget which is a borderless child of that MainWindow.
In order to do any styling e.g. display textures, like the folder icon, SI uses QML files, represented as QQuickWidgets which is a borderless child of that QWidget (I am aware of the stacking order problem, but we can ignore that for this question!)
I am able to change QML styling from within SI-Python-Plugins at runtime.
This internally uses QMetaObject to pass a QMap<qstr, QVariant> to a function in the container component.
QMetaObject::invokeMethod(reinterpret_cast<QObject *>(d_view->rootObject()), "updateData", QGenericReturnArgument(), Q_ARG(QVariant, region->data()));
I tested this with signals/slots as well, yet was unable to get it working as I intended, the above method does work as intended.
Apparently, this is due to initializing exactly one QQmlEngine, instead of one per QQuickWidget.
This single QQmlEngine has CppOwnership.
engine = new QQmlEngine(this);
engine->setObjectOwnership(engine, QQmlEngine::CppOwnership);
THE PROBLEM
For testing purposes and performance benchmarking I intend to spawn thousands of regions:
The following screenshots shows 1009 regions (1000 in the center).
This one is with all QML related code deactivated
This yields, according to the tool htop, roughly 200 MB memory consumption.
This one is with all QML related code activated
This yields roughly 4900 MB memory consumption.
The texture used in the yellow regions in the example with QML is a 64x64 px 32-bit RGBA image.
This memory difference really strikes me as odd.
The memory required for all images equals 1000 (number of regions) * 64 * 64 (number of pixels) * 4 (number of bytes if 4 channels with 8 bit) = 16,384,000 bytes which are ~16.5 MB. Of course there should be some further overhead per image, yet not 4.8 GB of overhead.
I found out via other questions here or other sources that QML apparently needs a lot memory (some call it a memory hog).
E.g.:
QML memory usage on big grid
Yet, this high difference could stem from my unorthodox usage of Qt5 and QML.
QUESTION/S
Is there a way to lower this memory consumption, given the current state of the SI software?
Are their alternative approaches I did not come up with?
Is their a flag in Qt5/QML docs I missed which trivializes the problem?
Sorry for the lengthy post and thanks in advance for your help.
Edit: Typos, Addition of potential critical or suspected code as requested.
Suspected Code:
This is the constructor of a QWidget which contains a QQmlQuickWidget and represents a region
RegionRepresentation::RegionRepresentation(QWidget *parent, QQmlEngine* engine, const std::shared_ptr<Region>& region):
d_color(QColor(region->color().r, region->color().g, region->color().b, region->color().a)),
d_qml_path(region->qml_path()),
d_view(new QQuickWidget(engine, this)),
d_type(region->type()),
d_uuid(region->uuid()),
d_name(region->name())
{
if(!d_qml_path.empty())
d_view->setSource(QUrl::fromLocalFile(QString(d_qml_path.c_str())));
d_view->setGeometry(0, 0, region->aabb()[3].x - region->aabb()[0].x, region->aabb()[1].y - region->aabb()[0].y);
d_view->setParent(this);
d_view->setAttribute(Qt::WA_AlwaysStackOnTop);
d_view->setAttribute(Qt::WA_NoSystemBackground);
d_view->setClearColor(Qt::transparent);
setParent(parent);
setGeometry(region->aabb()[0].x, region->aabb()[0].y, region->aabb()[3].x - region->aabb()[0].x, region->aabb()[1].y - region->aabb()[0].y);
if(region->effect()->has_data_changed())
QMetaObject::invokeMethod(reinterpret_cast<QObject *>(d_view->rootObject()), "updateData", QGenericReturnArgument(), Q_ARG(QVariant, region->data()));
d_fill.moveTo(region->contour()[0].x - region->aabb()[0].x, region->contour()[0].y - region->aabb()[0].y);
std::for_each(region->contour().begin() + 1, region->contour().end(), [&](auto& point)
{
d_fill.lineTo(point.x - region->aabb()[0].x, point.y - region->aabb()[0].y);
});
show();
}
I can acess and set data in the QQmlQuickWidget from a plugin (python) in that way:
self.set_QML_data(<key for QMap as str>, <value for key as QVariant>, <datatype constant>)
Every region has such a QMap and when it is updated in any way, this is called by RegionRepresentation:
if(region->effect()->has_data_changed())
QMetaObject::invokeMethod(reinterpret_cast<QObject *>(d_view->rootObject()), "updateData", QGenericReturnArgument(), Q_ARG(QVariant, region->data()));
Populating the QMap is done in this way:
QVariant qv;
switch (type)
{
case SI_DATA_TYPE_INT:
d_data[QString(key.c_str())] = QVariant( bp::extract<int>(value))
d_data_changed = true;
break;
case SI_DATA_TYPE_FLOAT:
d_data[QString(key.c_str())] = QVariant(bp::extract<float>(value));
d_data_changed = true;
break;
case SI_DATA_TYPE_STRING:
d_data[QString(key.c_str())] = QVariant(QString(bp::extract<char*>(value)));
d_data_changed = true;
break;
case SI_DATA_TYPE_BOOL:
d_data[QString(key.c_str())] = QVariant(bp::extract<bool>(value));
d_data_changed = true;
break;
case SI_DATA_TYPE_IMAGE_AS_BYTES:
int img_width = bp::extract<int>(kwargs["width"]);
int img_height = bp::extract<int>(kwargs["height"]);
QImage img(img_width, img_height, QImage::Format::Format_RGBA8888);
if(!value.is_none())
{
const bp::list& bytes = bp::list(value);
int len = bp::len(bytes);
uint8_t buf[len];
for(int i = 0; i < len; ++i)
buf[i] = (uint8_t) bp::extract<int>(value[i]);
img.fromData(buf, len, "PNG");
d_data[QString(key.c_str())] = QVariant(img);
}
else
{
d_data[QString(key.c_str())] = QVariant(QImage());
}
d_data_changed = true;
break;
}
In QML this QMap is used that way:
// data is QMap<QString, QVariant>
function updateData(data)
{
// assume that data has key "width" assigned from python as shown in above code snippet
qmlcomponent.width = data.width;
}
Here is the typical layout of QML files which are used for styling regions/effects:
Item
{
function updateData(data)
{
texture.width = data.icon_width;
texture.height = data.icon_height;
texture.source = data.img_path;
}
id: container
visible: true
Item {
id: iconcontainer
visible: true
Image {
id: texture
anchors.left: parent.left
anchors.top: parent.top
visible: true
}
}
}
One of the central ideas is, that users of the system can create custom styling for regions and effect and address that styling dynamically at runtime via the associated plugins.
While this is not an answer to your question, i think it might be a valuable info for you, and since i do not have enough reputation points to comment, i'm posting it as an answer.
The memory issue you are seeing looks like a bug and not Qt/QML related. Below is a simple example of how to display a bunch of images in QML, and what to expect regarding memory consumption.
Code below displaying 1040 images with QML consumes under 30 MB of memory (with 64x64 px 32-bit RGBA source image, but it doesn't change much when using larger images). The displayed images are scaled down to 20x20 px, but even if you had enough of screen real estate to show them as 64x64 px and in worst case scenario if the memory consumption would increase linearly, it should be around 10x increase and nowhere near 4.8 GB. I hope this helps, and this is the code i've used:
import QtQuick 2.12
import QtQuick.Window 2.12
import QtQuick.Layouts 1.3
Window {
visible: true
width: 1200
height: 1000
color: "#00000000"
ColumnLayout {
anchors.fill: parent
anchors.margins: 20
Repeater {
model: 26
RowLayout {
Repeater {
model: 40
Image {
Layout.preferredWidth: 20
Layout.preferredHeight: 20
source: "qrc:/tile.png"
}
}
}
}
}
}
And the memory consumption:
First of all, I would suggest to not ask StackOverflow, but ask a profiler what is using our memory. Try heaptrack for instance.
However, I can tell you that the way you are using QQuickWidget is not as it is designed to use. It seems likely that this is where your memory is being used. I would suggest you change your design to use a single QQuickWidget or even use a QGraphicsArea instead of instantiating a new QQuickWidget per item.
Then on the use of QMetaObject::invokeMethod: please don't. It's an anti-pattern to try to poke into your QML. Instead, expose whatever you want to get into QML as a property or a QAbstractItemModel, and bind to that from your QML.

Objective-C, Objective-C++, C++ and Scene Kit

I've got a project that is a mix of pure C++ and Objective-C++ in order to incorporate some C++ libraries.
I've tried adding some basic SCNScenes into the mix. (By basic I mean a scene with a box node in it and that's it). Every time i get the error:
Assertion failed: (renderSize.x != 0), function -[SCNRenderContextMetal _setupDescriptor:forPass:isFinalTechnique:], file /BuildRoot/Library/Caches/com.apple.xbs/Sources/SceneKit/SceneKit-332.6/sources/Core3DRuntime/NewRenderer/SCNRenderContextMetal.mm, line 688.
Does anyone know what causes this, and if so how can I get round it?
EDIT:
In my ViewController.mm I've got:
self.sceneView = [[SCNView alloc] initWithFrame:frame];
self.sceneView.scene = [SCNScene scene];
SCNNode *cube = [SCNNode nodeWithGeometry:[SCNBox boxWithWidth:1.0 height:1.0 depth:1.0 chamferRadius:0]];
cube.geometry.firstMaterial.diffuse.contents = [UIColor redColor];
[self.sceneView.scene.rootNode addChildNode:cube];
[self.view addSubview:self.sceneView];
Sounds like you are starting up your SceneKit scene using a storyboard.
If so, the recent version of the SDK now requires that you set the constraints on views or else they end up having trivial size. It might just be a function of setting constraints on your SceneKit scene.
You also need to set the frame to something valid if it isn't. eg
CGRect frame = [[UIScreen mainScreen] applicationFrame];
I discovered that SceneKit throws a fit if you set the SCNView frame to CGRectZero. There has to be at least 1 pixel of rendering real estate. Simple as that.

Repeater element in top level qml file causes binding loop in QtQuick 1.1 (QtCreator 3.5.1)

I have been trying to track down some binding loops in a Qt 4.8.4 (QtQuick 1.1) application at work. I did some experimentation and found the following basic example results in a binding loop detected by the QML Analyzer in QtCreator 3.5.1:
import QtQuick 1.1
Rectangle {
Repeater {
model: 1000
Text { text: "I'm item " + index }
}
}
If I move the Repeater element out to another qml file called Multiple.qml which contains:
import QtQuick 1.1
Repeater {
model: 1000
Text { text: "I'm item " + index }
}
and change my main.qml to the following, the binding loop goes away:
import QtQuick 1.1
Rectangle {
Multiple {}
}
The 1000 iterations is not a realistic example. I used it to scale up some of the time deltas in the QML Profiler. The issue occurs with any number of iterations >= 1.
The Analyzer events output also claims that "create" has been called for the top main.qml 1001 times (number of Repeater iterations + 1), however analysis with massif seems to indicate that memory usage does not increase when the binding loop is detected. It does appear to be eating up additional time according to the Analyzer output. On my machine, the main.qml create is 71 ms vs 124 ms.
I did some further experimentation. If I put the Repeater element into another QML file and instantiate it using Qt.creatComponent("MyComp.qml" and <component>.createObject() from the main qml file, I also get a binding loop. If MyComp.qml uses Multiple {} instead, the binding loop goes away.
I have also tried a more recent version of Qt 5.5.0 - same issue.
Is this expected behaviour? Could it be a bug in QtCreator itself? I had a search through the QtCreator Jira and couldn't find any related issues.
I can't see any reason for a binding loop being created by the simple code you have shown. If the binding loop is just reported by the Analyzer, and not in actual console output by the application, I suspect it is a bug in the Analyzer in the way it determines binding loops, rather than in the code itself.

Qt for iOS locks up when app is launched face up. (qiosscreen.mm assertion)

I'm migrating a Qt for iOS project to Qt 5.5. In iOS 5.1.1 at least, the app fails to start if you launch it with the device face up. An assertion displays an error in qiosscreen.mm at line 344. Here's the Qt source code function that is failing:
Qt::ScreenOrientation QIOSScreen::orientation() const
{
// Auxiliary screens are always the same orientation as their primary orientation
if (m_uiScreen != [UIScreen mainScreen])
return Qt::PrimaryOrientation;
UIDeviceOrientation deviceOrientation = [UIDevice currentDevice].orientation;
// At startup, iOS will report an unknown orientation for the device, even
// if we've asked it to begin generating device orientation notifications.
// In this case we fall back to the status bar orientation, which reflects
// the orientation the application was started up in (which may not match
// the physical orientation of the device, but typically does unless the
// application has been locked to a subset of the available orientations).
if (deviceOrientation == UIDeviceOrientationUnknown)
deviceOrientation = UIDeviceOrientation([UIApplication sharedApplication].statusBarOrientation);
// If the device reports face up or face down orientations, we can't map
// them to Qt orientations, so we pretend we're in the same orientation
// as before.
if (deviceOrientation == UIDeviceOrientationFaceUp || deviceOrientation == UIDeviceOrientationFaceDown) {
Q_ASSERT(screen());
return screen()->orientation();
}
return toQtScreenOrientation(deviceOrientation);
}
It displays an assertion at
Q_ASSERT(screen());
screen() must be returning 0, so screen()->orientation() is attempting to deference a null pointer. That screen() function is defined in the parent class, QPlatformScreen:
QScreen *QPlatformScreen::screen() const
{
Q_D(const QPlatformScreen);
return d->screen;
}
The constructor for that class initializes d->screen to 0:
QPlatformScreen::QPlatformScreen()
: d_ptr(new QPlatformScreenPrivate)
{
Q_D(QPlatformScreen);
d->screen = 0;
}
From the comments, I infer that d->screen is set at some point when the orientation is portrait or landscape, and then they fall back to that when it becomes face up / down. Since it is starting as face up, there is no prior good value to fall back to.
Has anyone else encountered this, or have a solution? Btw, I am not building from qt source and do not want to, so changing their code is not a solution for me if I can possibly avoid that.
I found that this only seems to be occurring when I launch the app from XCode or QtCreator. If I launch the app on the device the way it normally runs, this bug seems to be averted.