QT - force an object to process incoming signals - c++

I am wondering how to tell a QObject to process all signals and call the slots associated with them. Here's the concrete problem I am having, for a better description of the question:
My program consists of three Qthreads : Main, Communication and Input.
The communication thread handles communication via the network, the Input thread handles user input, and both have several signal-slot connections to the main thread. Whenever a network event occurs, or whenever the user inputs a commandline command, a signal from the respective thread is called, which then activates the appropriate connected slot in the main thread. The main thread's role is to process these events. My code looks as follows:
QApplication a(argc, argv);
CommObj co; //inherits from QThread
co.start(); //Starts the thread
InputObj io; //inherits from QThread
io.start(); //Starts the thread
MainObj u(&co,&io);
return a.exec();
Now, what I want to achieve is for the main thread to not reach the last line.
My intentions are to call a method run() within the constructor of MainObj which is going to do something along the lines of this:
void run ()
{
forever
{
//process all signals..
}
}
However, I do not know how to implement the process all signals part. Any advice on how this could be done (including workarounds) would be very welcome.

This is completely unnecessary. a.exec() runs an event loop that will receive and process the events sent by other threads.
When a slot is invoked due to a signal being emitted in a different thread, Qt is posting a QMetaCallEvent to the receiver object. The QObject::event method is able to re-synthesize the slot call based on the data in the event.
Thus, you need to do nothing. a.exec() does what you want. Feel free to invoke it from MainObj's constructor, as qApp->exec() or as QEventLoop loop; loop.exec(), but that's rather bad design.
The real questions are:
Why do you need MainObj's constructor to spin an event loop?
What sort of "user input" are you processing in the io? You can't access any GUI objects from that thread.
Why are you deriving from QThread if you're using Qt's networking? You definitely don't want to do that - it won't work unless you spin an event loop, so you might as well just use a QThread without changes. Well, to be safe, you need just to make the thread destructible, so:
class Thread {
using QThread::run; // make it final
public:
Thread(QObject * parent = 0) : QThread(parent) {}
~Thread() { requestInterruption(); quit(); wait(); }
};
Anyway, by not using standard QThread that spins an event loop, the communication will be one way. Nothing in such threads will be able to react to signals from other threads.
You need to rearchitect as follows:
Use the Thread class as above. It's safe to be destructed at any time.
Have worker objects that run asynchronously using signals/slots/timers.
Move constructed workers to their threads.

What you need is the processEvents function. For example, if you don't want the user to be able to interact with widgets, but you want the graphics to update, use
processEvents(QEventLoop::ExcludeUserInputEvents);
See the documentation for details.

Related

How to avoid freezing the user interface in a loop (minimal example) [duplicate]

My first naive at updating my progress bar was to include the following lines in my loop which is doing the processing, making something like this:
while(data.hasMoreItems())
{
doSomeProcessing(data.nextItem())
//Added these lines but they don't do anything
ui->progressBar->setValue(numberProcessed++);
ui->progressBar->repaint();
}
I thought adding the repaint() would make the execution pause while it updated the GUI, but apparently it's not that simple. After looking at the questions:
QProgressBar Error
Progress bar is not showing progress
it looks like I'm going to have to put the data processing in a different thread and then connect a signal from the data processing thread to the GUI thread to update the progressbar. I'm rather inexperienced with GUIs and threads and I was wondering if anyone could just point me in the right direction, ie what Qt classes should I be looking at using for this. I'd guess I need a QThread object but I've been looking through the QProgressBar documentation but it doesn't bring up the topic of threading.
As #rjh and #Georg have pointed out, there are essentially two different options:
Force processing of events using QApplication::processEvents(), OR
Create a thread that emits signals that can be used to update the progress bar
If you're doing any non-trivial processing, I'd recommend moving the processing to a thread.
The most important thing to know about threads is that except for the main GUI thread (which you don't start nor create), you can never update the GUI directly from within a thread.
The last parameter of QObject::connect() is a Qt::ConnectionType enum that by default takes into consideration whether threads are involved.
Thus, you should be able to create a simple subclass of QThread that does the processing:
class DataProcessingThread : public QThread
{
public:
void run();
signals:
void percentageComplete(int);
};
void MyThread::run()
{
while(data.hasMoreItems())
{
doSomeProcessing(data.nextItem())
emit percentageCompleted(computePercentageCompleted());
}
}
And then somewhere in your GUI code:
DataProcessingThread dataProcessor(/*data*/);
connect(dataProcessor, SIGNAL(percentageCompleted(int)), progressBar, SLOT(setValue(int));
dataProcessor.start();
You need to call QApplication::processEvents() periodically inside your processing loop to let it handle UI events.
As Georg says, Qt is a single-threaded co-operative multitasking environment. You get full control of your process until you relinquish it voluntarily with processEvents() - until you do that, Qt can't update the UI elements, handle async HTTP requests, handle input, or pretty much anything else. It's up to you to make sure that stuff gets a timeslice while you're in a long processing loop.
You can create a sub-class of QThread that emits a signal progressChanged, which you connect to the QProgressBar.
connect() makes the connections auto connections per default. That means that the signal-slot-mechanism already takes care of the threading issues for you, so you don't need to worry about that.

Is this the correct way to use a QThread?

I am looking at some github projects, where one of them did the UDPlink in the following way,
first it subclass QThread to create a class UDPLink:public QThread
and its constructor and deconstructor is like:
UDPLink::UDPLink(UDPConfiguration* config)
: _socket(NULL)
, _connectState(false)
{
Q_ASSERT(config != NULL);
_config = config;
_config->setLink(this);
// We're doing it wrong - because the Qt folks got the API wrong:
// http://blog.qt.digia.com/blog/2010/06/17/youre-doing-it-wrong/
moveToThread(this);
// Set unique ID and add link to the list of links
_id = getNextLinkId();
qDebug() << "UDP Created " << _config->name();
}
UDPLink::~UDPLink()
{
// Disconnect link from configuration
_config->setLink(NULL);
_disconnect();
// Tell the thread to exit
quit();
// Wait for it to exit
wait();
this->deleteLater();
}
Though the code did compile and work, but I wonder whether this way of using a QThread would be correct?
The Qt docs for QThread describe the two ways threading can be done with QThread. Sub-classing QThread was the only way to use QThread initially. To use QThread in this manner, override the run method, which is the QThread method that runs on a new thread. QThread should be thought of as a thread manager, not an object that runs on a separate thread itself. From the docs:
It is important to remember that a QThread instance lives in the old
thread that instantiated it, not in the new thread that calls run().
This means that all of QThread's queued slots will execute in the old
thread. Thus, a developer who wishes to invoke slots in the new thread
must use the worker-object approach; new slots should not be
implemented directly into a subclassed QThread.
When subclassing QThread, keep in mind that the constructor executes
in the old thread while run() executes in the new thread. If a member
variable is accessed from both functions, then the variable is
accessed from two different threads. Check that it is safe to do so.
QThread documentation page
It's because QThread is a thread manager class that a solution for moving objects to threads was created. The comment in the code you provided makes a statement about this change, since that article states that moveToThread(this) isn't a good practice.
Creating an object and moving it to a thread and sub-classing QThread are both valid approaches to threading with Qt, as the documentation now states clearly. There is a benefit to using the worker-object approach, if you desire to use signal/slot connections across thread boundaries: a worker object will have its slots available on the thread it is moved to.
As Qt developer recommended, Code you mentioned is not correct way to use QThread.
Recommended way is suggested here.
Sample code from Post.
Producer producer;
Consumer consumer;
producer.connect(&consumer, SIGNAL(consumed()), SLOT(produce()));
consumer.connect(&producer, SIGNAL(produced(QByteArray *)), SLOT(consume(QByteArray *)));
// they both get their own thread
QThread producerThread;
producer.moveToThread(&producerThread);
QThread consumerThread;
consumer.moveToThread(&consumerThread);
// go!
producerThread.start();
consumerThread.start();

qt threads worker design with blocking while loop

i using qt5 and opencv to create an application that give a user inteface using qt and does the image processing part in opencv.....
so far my design is:
i am displaying a video and some standard controls like buttons and checkboxes using qt main gui thread
for capturing image and processing it, i have created a worker class derived from QObject and moved it to a thread....
the function that is executed in the worker class(Worker::process) has a blocking while loop.....that constantly:
captures a frame from a video or a camera
does some processing on it
converts from cv::Mat to QImage
emit a signal to the main thread to display the QImage
also in order to recieve user input i was using emitting signal from the main thread to the worker slots
the problem i faced was that the signal from the main thread never got picked off by the worker because of the event loop blocking while loop.
after much searching i came up with the solution to use Qt::DirectConnection argument while connecting the signal from the main thread to the worker slots. that solved the problem at that time.
now i need to add a qtimer or qbasictimer inside the blocking while loop....and guess what, the timer slot(in the case of qtimer) and the protected timerEvent handler (in the case of the qbasictimer) never get called. my hunch is that again the blocking while loop is the culprit
after much searching and reading on forums i have come to the conclusion that somehow my over all design maybe incorrect.....and as i keep adding more functionality to my application these problems will keep showing up.
I have two options now:
somehow call the threads exec() function inside the blocking while loop. so the question to the gurus out there is:
"how do i call the thread::exec() method inside a worker QObject class, i need the reference to the thread running the worker to call exec()" (short term solution)
change the whole implementation.....and here the questions is:
"what are my options....." (long term)
please feel free to ask for details in case my wording or english has made the problem unclear in any way.....thanks...
Inside your worker's blocking loop, call qApp->processEvents(); periodically.
http://qt-project.org/doc/qt-5.1/qtcore/qcoreapplication.html#processEvents
#include <QApplication>
// ...
void Worker::doWork()
{
while(true)
{
someLongImageProcessingFunction();
qApp->processEvents();
}
}
This should allow for the slots to get processed, and for the timers to update.
Using a direct connection may let you access and change values local to your worker, but you should be careful about thread safety. If you put a QMutexLocker right before your values that get modified by your GUI and right before your worker thread uses them, you should be good.
http://qt-project.org/doc/qt-5.1/qtcore/qmutexlocker.html
Also if you wanted any of those slots to run on the worker thread, you need to use the QueuedConnection.
http://qt-project.org/doc/qt-5.1/qtcore/threads.html
http://qt-project.org/doc/qt-5.1/qtcore/qthread.html#details
In some parts of the Qt docs it describes subclassing the QThread class. Other parts recommend the Worker/Producer model, and just use connections to setup how you use your threads. Usually there are fewer gotchas with the Worker/Producer model.
Hope that helps.

Qt Thread object only sending signal as Qt:DirectConnection - why?

I have a class derived from QThread: class MyClass : public QThread
This class is connected with a slot of another object. Originally this was connected as Qt::AutoConnection. But then - as soon as the thread is started (MyClass::run()) - the signal is no longer "reaching the slot" (why?).
// connected before myObject->run()
s = QObject::connect(
_myObject, SIGNAL(signalLogMessage(const QString&, QtMsgType)),
this, SLOT(slotLogMessage(const QString&, QtMsgType)), Qt::DirectConnection);
My first idea was that I need to force Qt::QueuedConnection (this / _myObject will be cross threaded). In this case it does not work at all. Only Qt::DirectConnection works. After the thread is started, IMHO Qt::QueuedConnection is the correct choice (cross thread).
Any idea what is going wrong? The connection itself seems to be correct, otherwise it was not working at (mean even not with Qt::DirectConnection).
Edit 1: -- As of hyde's answer / Nikos' comment
As of right now I think hyde's answer / Nikos' comment are pointing out the root cause. My QThread is running it's own message loop for another application. This is the reason why it is running in its own thread and is basically an infinite loop
run() {
// exec(); // while not reached
while (_runMessageLoop && ...) {
hr = CallDispatch(.....);
if (hr== 0) QThread::msleep(100);
// QCoreApplication::processEvents();
}
}
Guess due to this infinite loop the Qt message loop is not running and no signal / slots are processed (is this correct?) When forcing Qt::DirectConnection the methods are called directly with no Qt message loop required, this might be the reason why this is the only connection type working.
The question is now, how can I combine the Qt and my own message loop (if this is feasible)? Cannot call exec() before the loop (because then it is in the Qt loop), and just the QCoreApplication::processEvents(); in "my loop" is still not working.
=> see new Question here: How to combine own message loop and Qt event loop?
Hard to say without seeing all the code, but it may be because of this:
QThread object itself is not the thread, it's the thread controller. Most importantly, QThread object's thread affinity should not be the thread it controls. If your thread runs Qt event loop, then it's best to avoid subclassing QThread. Instead, have your logic (inter-thread slots etc) in another QObject, which you move to the thread you created with moveToThread after creating it. Only real reason to subclass QThread is to override run() method with one which does not call exec().
Related reading:
https://www.qt.io/blog/2010/06/17/youre-doing-it-wrong
Addition:
If you override QThread::run(), you have to call QThread::exec() there or event loop won't be running and no non-direct signal gets delivered to any QObject with that thread affinity. If you want to have your own event loop, that is possible, you just have to call QCoreApplication::processEvents() to process Qt events.

QThread passing data to and from

I will try to explain what my program used to do and what I am tring to change:
I had this function that ran on a button click from the the main thread in class MainWindow : public QMainWindow :
The function looks like this and is specified inside another file:
void MakeMeshStructure(MeshStructureLayers layers,
Handle_AIS_InteractiveContext theContext,
Handle_TDocStd_Document aDoc,
MyMesh &mesh,
int detail_vertex,
double insulation_thickness,
OpenMesh::VPropHandleT<MyMesh::Scalar> _max_beam_offset);
}
What it does is: it works on mesh and creates geometry for every vertex, face and edge of the mesh. This geometry gets displayed with theContext. This process takes very long (30 min) and blocks the gui.
What I would like to do is to have as many threads as QThread::idealThreadCount() and to free the gui when it computes and make it faster. (Is this the right thinking?)
I would like to divide my mesh into equal parts and pass this range of vertices to my function (above) to only work with one vertex range for a seperate tread.
I have a problem to figure out how to pass this data around and to make it thread safe.
I know its alot of code but here is my attempt at solving it:
http://pastebin.com/u/mzagar
The problem is getting all the data around in the right way and getting the threads to work. Where do I have to use mutexes. On every data that can get writen at the time of the thread work by the mainthread? Very confused. ty
edit:
I edited my code: http://pastebin.com/u/mzagar
I made a struct cadData to pass the data around. This is how I start threads:
connect(this, SIGNAL(startMake1(cadData)), cThreads.at(0), SLOT(MakeMesh(cadData)));
//...
cThreads.at(0)->moveToThread(threads.at(0));
//...
threads.at(0)->start();
//...
emit startMake1(aCadDatas.at(0));
//...
The problem is threads dont seem to work at the same time and also the gui freezes. Process goes in like this:
GUI freezes
things in thread 1 get done
things in thread 1 get done again
things in thread 2 get done
things in thread 2 get done again
...
GUI unfreezes
Any ideas why?
edit2:
I removed the multiple runs of the same thread by moving this to the class constructor:
connect(this, SIGNAL(startMake1(cadData)), cThreads.at(0), SLOT(MakeMesh(cadData)));
//...
cThreads.at(0)->moveToThread(threads.at(0));
//...
threads.at(0)->start();
Since you're using QThread, you can probably avoid explicit use of mutexes and such by using Qt's thread-safe slots-and-signals mechanism to do the work for you. You would basically package the data you need to send to the thread into an object, then emit a signal that has that object as an argument. The thread would receive a copy of that object in a slot (that you had previously connected to your signal) and start using the data then. To get data back from the worker thread to the main thread, you'd do the same thing again in reverse. Here's an article with some example code.
To add to Jeremy's answer: You can do the same by sending events between QObjects instead of using the signal-slot mechanism. Use whichever is most convenient for you.
The key is to leverage Qt's built-in event loop mutex. When you're sending signals to objects living in a thread different from the sender, the signal gets converted into a QMetaCallEvent and is posted to the event queue of the receiving QObject. This is done in a thread safe manner of course, and all one has to do is to leverage it. Sending explicit events works the same way. The event loop spinning in the thread where the receiver lives simply picks up QMetaCallEvents and executes slot calls accordingly, or dispatches your events to your implementation of customEvent() method.
When you start a raw QThread, the default implementation of the run() method spins up an event loop. You'll notice that such a thread is effectively idle and does not consume any CPU resources: the event queue is empty, and the event loop is blocked, waiting for someone to post an event to its queue. Once you move some QObjects to such a thread, the queued signal-slot deliveries will be done via the event loop of that thread. It works the same whether it's the GUI thread, or any other thread. The GUI thread is not special in any way when it comes to receiving events or queued signals.