Repaint splash screen from thread / disable assertion - c++

Problem
I want to use a QTimer to update a derived QSplashScreen that draws a progress bar (using paint commands, not a widget) to estimate when the program will start running.
By necessity, this happens prior to the exec call of the QCoreApplication. I've gotten this to work (in release mode only) on both X11 and Windows, by putting a timer in a second thread, and calling a function in the splash screen which updates the progress and repaints the widget. However, this doesn't work in debug mode as it produces the following error:
"ASSERT failure in QCoreApplication::sendEvent: "Cannot send events to objects owned by a different thread."
I'm not really worried about this assertion as the code doesn't crash in release and it's just a splash screen, however I need to be able to run the program in debug so I'd like to either a) refactor the code so it doesn't trigger the assertion, or b) dissable this particular assertion.
Tried:
Using update() instead of repaint(). This doesn't cause an assertion, but it also doesn't repaint because the main thread is too busy loading in the shared libraries, etc, and the timer events don't get processed until I'm ready to call finish on the splash screen.
starting QTimer in main loop. Same result as above.
Using a QT::QueuedConnection. Same result.
Main
#include <QApplication>
#include <QtGui>
#include <QTimer>
#include <QThread>
#include "mySplashScreen.h"
#include "myMainWindow.h" // contains a configure function which takes a
// LONG time to load.
int main( int argc, char* argv[] )
{
// estimate the load time
int previousLoadTime_ms = 10000;
QApplication a(argc, argv);
MySplashScreen* splash = new MySplashScreen(QPixmap(":/splashScreen"));
// progress timer. Has to be in a different thread since the
// qApplication isn't started.
QThread* timerThread = new QThread;
QTimer* timer = new QTimer(0); // _not_ this!
timer->setInterval(previousLoadTime_ms / 100.0);
timer->moveToThread(timerThread);
QObject::connect(timer, &QTimer::timeout, [&]
{
qApp->processEvents(); splash->incrementProgress(1);
});
QObject::connect(timerThread, SIGNAL(started()), timer, SLOT(start()));
timerThread->start();
splash->show();
a.processEvents();
myMainWindow w;
QTimer::singleShot(0, [&]
{
// This will be called as soon as the exec() loop starts.
w.configure(); // this is a really slow initialization function
w.show();
splash->finish(&w);
timerThread->quit();
});
return a.exec();
}
Splash Screen
#include <QSplashScreen>
class MySplashScreen : public QSplashScreen
{
Q_OBJECT
public:
MySplashScreen(const QPixmap& pixmap = QPixmap(), Qt::WindowFlags f = 0)
: QSplashScreen(pixmap, f)
{
m_pixmap = pixmap;
}
virtual void drawContents(QPainter *painter) override
{
QSplashScreen::drawContents(painter);
// draw progress bar
}
public slots:
virtual void incrementProgress(int percentage)
{
m_progress += percentage;
repaint();
}
protected:
int m_progress = 0;
private:
QPixmap m_pixmap;
};
MyMainWindow
#include <QMainWindow>
class myMainWindow : public QMainWindow
{
public:
void configure()
{
// Create and configure a bunch of widgets.
// This takes a long time.
}
}

The problems are because the design is backwards. The GUI thread should not be doing any loading. The general approach to GUI threads is: do no work in the GUI thread. You should spawn a worker thread to load what you need loaded. It can post events (or invoke slots using a queued connection) to the GUI thread and its splash screen.
Of course, the worker thread should not create any GUI objects - it can't instantiate anything deriving from QWidget. It can, though, instantiate other things, so if you need any expensive-to-obtain data, prepare it in the worker thread, and then cheaply build a QWidget in the GUI thread once that data is available.
If your delays are due to library loading, then do load all the libraries in a worker thread, explicitly, and ensure that all of their pages are resident in memory - for example by reading the entire .DLL after you're loaded it as a library.
The MyMainWindow::configure() could be called in a worker thread, as long as it doesn't invoke any QWidget methods nor constructors. It can do GUI work, just not visible on screen. For example, you can load QImage instances from disk, or do painting on QImages.
This answer provides several approaches to executing a functor in a different thread, GCD-style.
If you are constructing widgets that are expensive to construct, or construct many of them, it's possible to make sure that the event loop can run between the instantiation of each widget. For example:
class MainWindow : public QMainWindow {
Q_OBJECT
QTimer m_configureTimer;
int m_configureState = 0;
Q_SLOT void configure() {
switch (m_configureState ++) {
case 0:
// instantiate one widget from library A
break;
case 1:
// instantiate one widget from library B
...
break;
case 2:
// instantiate more widgets from A and B
...
break;
default:
m_configureTimer.stop();
break;
}
}
public:
MainWindow(QWidget * parent = 0) : QMainWindow(parent) {
connect(&m_configureTimer, SIGNAL(timeout()), SLOT(configure()));
m_configureTimer.start(0);
//...
}
};

Related

How to implement QProgressDialog?

I try to use a QProgressDialog to give the user some information on the progress of a long task, while allowing him to cancel this task.
Basically, I have a QDialog with a button Compute. By clicking on it, a time consuming method is called on a member of my QDialog's parent. This method takes a callback to tell the caller the progress of work.
The problem is that the progress dialog takes some time before appearing, and doesn't take into account immediately a click on its Cancel button.
It's clear that there is a glitch in my code, but I'm not accustomed with Qt, and I tried many things. I probably need a separate thread.
An extract of my code:
void MyDialog::callbackFunction(int value, void * objPtr) {
((QProgressDialog *)(objPtr))->setValue(value);
QCoreApplication::processEvents();
}
void MyDialog::on_mComputeBtn_clicked()
{
Compute();
}
void MyDialog::Compute()
{
QProgressDialog progressDialog("Optimization in progress...", "Cancel", 0, 100, this);
progressDialog.setMinimumDuration(500); // 500 ms
progressDialog.setWindowModality(Qt::WindowModal);
progressDialog.setValue(0);
connect(&progressDialog, SIGNAL(canceled()), this, SLOT(Cancel()));
QCoreApplication::processEvents();
parentMember->LongComputation(callbackFunction);
// probably useless
progressDialog.reset();
progressDialog.hide();
QCoreApplication::processEvents();
}
The dialog is not appearing immediately because you set a minimum duration of 500ms. Set it to 0 to make the dialog show immediately on progress change or call its show function manually.
In order to make the cancel button work, move your long computation to another thread ( e.g. use QThread or std::async ) and let your main event loop continue its execution.
Actually there are a lot of problems with your code but these two points should point you to the right direction. In my experience every manual call to processEvents is a big code smell.
What you do is trying to use modal paradigm of QProgressdialog, not letting main event pump to fire, also you set a 0.5 s timeout, minimal duration would ensure the pause. Maybe modeless variant is more appropriate for your case.
if process got discrete steps, you can do it without separate thread
class MyTask : public QObject
{
Q_OBJECT
public:
explicit MyTask(QObject *parent = 0);
signals:
public slots:
void perform();
void cancel();
private:
int steps;
QProgressDialog *pd;
QTimer *t;
};
...
void MyDialog::on_mComputeBtn_clicked()
{
myTask = new MyTask;
}
...
MyTask::MyTask(QObject *parent) :
QObject(parent), steps(0)
{
pd = new QProgressDialog("Task in progress.", "Cancel", 0, 100000);
connect(pd, SIGNAL(canceled()), this, SLOT(cancel()));
t = new QTimer(this);
connect(t, SIGNAL(timeout()), this, SLOT(perform()));
t->start(0);
}
void MyTask::perform()
{
pd->setValue(steps);
//... perform one percent of the operation
steps++;
if (steps > pd->maximum())
t->stop();
}
void MyTask::cancel()
{
t->stop();
//... cleanup
}
QThread example existed here: Qt 5 : update QProgressBar during QThread work via signal

QT - Mainwindow doesn't update unless it's closed

I'm trying to update the main window by calling updateGUI function in a thread every 500 ms. The window is displayed but not updated with the new values unless I close the window. When I do so, a new window is opened with the new value. I found this question but it didn't answer my question. I knew that (as stated in qt documentation)
QApplication::exec enters the main event loop and waits until
exit() is called.
I tried to use processEvents() but the main window is opened and closed repeatedly and very fast that I can't even see it. Here is my code:
float distanceToObject;
bool objectDetected;
Modes currentMode;
void timerStart(std::function<void(void)> func, unsigned int interval)
{
std::thread([func, interval]()
{
while (true)
{
auto x = std::chrono::steady_clock::now() + std::chrono::milliseconds(interval);
func();
std::this_thread::sleep_until(x);
}
}).detach();
}
int updateGUI(void)
{
int argc = 0;
char **argv = NULL;
QApplication a(argc, argv);
MainWindow w;
// Set text of a label
w.setDistance(QString::number(distanceToObject));
// Also update objectDetected and currentMode values
w.show();
//a.processEvents();
return a.exec();
}
void sendMsg(void)
{
// Send heartbeat signal to another device
}
void receiveMsg(void)
{
// Read messages from the other device and update the variables
// These two values change continuously
objectDetected = true;
distanceToObject = 5.4;
}
void decide(void)
{
// The core function of the program. Takes relatively long time
// Run a decision-making algorithm which makes decisions based on the values received from the other device.
// Update some variables according to the made decisions
currentMode = Auto;
// Execute functions according to the made decisions.
setMode(currentMode);
}
int main(void)
{
timerStart(updateGUI, 500);
timerStart(sendMsg, 1000);
timerStart(receiveMsg, 10);
timerStart(decide, 500);
}
How can I update the main window with the variables' values correctly?
Your thread does not update the MainWindow, but it does create an entirely new QApplication and MainWindow on every iteration. Your thread should be stuck inside QApplication::exec until you quit the application (e.g. by closing the window). Only then should your thread's loop make further progress.
In general, you must be very careful when doing updates from outside the main thread, since typically GUI operations must be performed inside the main thread.
Think about using QThread, which already comes with its own event loop, which you can use to notify/update your window using a respective slot.
Without further details about what you are actually trying to achieve, it is not possible to give you further direction. I, at least, recommend that you create your QApplication and MainWindow inside the main thread (e.g. main). Then it depends what you are trying to 'update'. If you need to progress some data, then you can do that within your second thread and send the results to your MainWindow instance using signal-slot. If you need to draw onto the window, then this either has to be done in the main thread directly, or you might find a way to render into a separate buffer (i.e. QImage) from within your thread and then send this buffer to the main thread for drawing it into the window.
I try to sketch how something like this can be done. Notice, however, that this it neither complete nor compilable, but merely an outline.
First, you have your MainWindow and add to it a signal, that notifies all observers to start doing their work (will become clear in a moment). Furthermore, you add slots that will be invoked whenever one of your values changes. Those slots run in the main thread (and are members of the MainWindow) and thus can update the window however they need to:
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
// constructors and stuff
void startWorking()
{
emit startWorkers();
}
public slots:
void onModeChanged(Modes m)
{
// update your window with new mode
}
void onDistanceChanged(float distance)
{
// update your window with new distance
}
signals:
void startWorkers();
};
Next, you build a Worker class, that encapsulates all the 'background work' you like to do (basically what your thread did in your original code):
class Worker : public QObject
{
Q_OBJECT
public:
// constructors and stuff
public slots:
void doWork()
{
while(!done)
{
// do stuff ...
Modes m = // change mode
emit modeModified(m);
// do stuff ...
float distance = // compute distance
emit distanceModified(distance);
// do stuff ...
}
}
signals:
void modeModified(Modes m);
void distanceModified(float distance);
};
Note, that Worker must inherit QObject and that your doWork method must be a public slot. Furthermore, you add a signal for each of the values you like your MainWindow to be informed about. No implementation for them is needed, since it is generated by the Qt MOC (Meta Object Compiler). Whenever one of the respective values changes, simply emit the corresponding signal and pass the new value.
Lastly, you put everything together:
int main(int argc, char* argv[])
{
QApplication app(argc, argv);
MainWindow window;
// create a worker object
Worker* worker = new Worker;
// connect signals and slots between worker and main window
QObject::connect(worker, &Worker::modeModified,
&window, &MainWindow::onModeChanged);
QObject::connect(worker, &Worker::distanceModified,
&window, &MainWindow::onDistanceChanged);
QObject::connect(&window, &MainWindow::startWorkers,
worker, &Worker::doWork);
// create a new thread
QThread* thread = new QThread;
// send worker to work inside this new thread
worker->moveToThread(thread);
thread->start();
// show window and start doing work
window.show();
window.startWorking();
// start main loop
int result = app.exec();
// join worker thread and perform cleanup
return result;
}
Alright, let's go through it. First, you create your QApplication and MainWindow inside your main thread. Next, create an instance of your Worker object (could create multiple here). Then you connect the signals of the worker to the slots of the window and vice versa. Once these connections are established, whenever you emit a signal, the connected slot is invoked by Qt (and passed values are transmitted). Notice, that this connection works across thread boundaries. Whenever a signal is emitted from a thread different then the receiving object's thread, Qt will send a message, which is processed in the receiving object's thread.
Then you tell Qt that you want your worker to live inside another thread using QObject::moveToThread. See here for a very detailed explanation of how to correctly use QThread and objects inside it.
The rest is then simple. show your window and start processing. Here different ways are possible. I just call the startWorking method here, which then emits the startWorkers signal, which is connect to the worker's doWork method, such that doWork will start executing after this signal is received by the other thread.
You then call QApplication::exec which runs the main thread's event loop, where all these signals are processed by Qt. Once your application is closed (e.g. by calling quit or closing the main window) the exec method returns and you are back in main. Notice, that you need to correctly close the thread (e.g. by sending an addition signal that stops the while loop) and join it. You also should delete all the allocated objects (worker, thread). I omitted this here for simplicity of the code example.
Answering your Question
I have many functions, e.g., updateClips and mavReceive that should be called periodically and run independently from each other. I should create a different Worker class for each function, as each has different signals, and a QThread object for each of these functions, right? I don't need startTimer() anymore? If yes, how can I control the calling interval for each function (used to be done in startTimer()
from the comment:
The answer greatly depends on what exactly you mean by "should be called periodically". Who is supposed to call them? The user? Or should they just be executed periodically?
So in principle, you can have multiple workers in one thread. However, if they are supposed to do work all the time (spin in a while loop) it does not make sense, since one is running and all others are blocked. In that case you would have one thread for each worker.
If I understand you correctly, you are interested in updating something periodically (e.g. every 500ms). In that case I highly recommend using the QTimer. You can set an interval and then start it. The timer will then periodically emit the timeout signal, which you can connect to whatever function (more precisely slot) you want to have executed.
An updated version of the Worker could look like this:
class Worker : public QObject
{
Q_OBJECT
public:
Worker()
{
QObject::connect(&modeTimer_, &QTimer::timeout,
this, &Worker::onModeTimerTimeout);
QObject::connect(&distanceTimer_, &QTimer::timeout,
this, &Worker::onDistanceTimerTimeout);
modeTimer_.start(500); // emit timeout() every 500ms
distanceTimer_.start(100); // emit timeout() every 100ms
}
public slots:
void onModeTimerTimeout()
{
// recompute mode
Modes m = // ...
emit modeModified(m);
}
void onDistanceTimerTimeout()
{
// recompute distance
float distance = // ...
emit distanceModified(distance);
}
signals:
void modeModified(Modes m);
void distanceModified(float distance);
private:
QTimer modeTimer_;
QTimer distanceTimer_;
};
Notice, the connections established in the constructor. Whenever one of the timers times out, the connected slot is invoked. This slot then may compute whatever it needs to and afterwards send the result back to the MainWindow in the main thread using the same signal as before.
So, as you see, you can have multiple timers / re-computations / update signals within one Worker (and thus, one thread). However, the crucial point for an implementation is, how long the computations take. If they take very long (e.g. nearly as long as the intervals) then you should think about using multiple threads to speed up the computation (meaning: perform one computation in each thread). As I slowly seem to get a clearer picture of what you want to achieve, I am wondering whether it is only about these periodic updates that you 'misused' the thread for in your question. If this is indeed the case, then you do not need that thread and Worker at all. Then simply add the timers to your MainWindow and connect their timeout signal to the respective slot of the MainWindow directly.

How to thread a QGLWidget?

I have widget:
class Main_Widget : public QWidget
{
Q_OBJECT
public:
explicit Main_Widget(QWidget *parent = 0);
~Main_Widget();
private:
MyOGLWidget *mOGL;
QThread *mThread;
QPushButton *mStart;
QPushButton *mStop;
}
Then, I created all as following:
mOGL = new MyOGLWidget();
mThread = new QThread();
mStart = new QPushButton();
mStop = new QPushButton();
//move to other thread
mOGL->moveToThread(mThread);
I want to use animation at the mOGL. For this idea, I have a following code:
class MyOGLWindow : public QGLWidget
{
private:
bool mEnd; //default false
//...
public:
void doLoop()
{
while(mEnd)
{
//animation
updateGL();
}
}
public slots:
void slotStart()
{
mEnd = true;
}
void slotStop()
{
mEnd = false;
}
}
And I do connect my two buttons to slotStart(), slotStop(). But If I use start button(which causes slotStart()), my Main_Widget is freezes, but my animation is successfully works. How I can start my infinity loop and not to freeze my Main_Window, and how to stop?
The UI, other than the OpenGL view, freezes since you don't return to the event loop. It is an error to move any class that derives from QWidget, including QGLWidget, to another thread.
To do rendering from another thread, you need to move the QGLContext (and not QGLWidget) to the render thread. Follow the documentation of QGLWidget in this respect. The widget's paint event handler must do nothing - since otherwise it would use the GL context from the wrong (GUI) thread. You can use a zero-duration timer in a QObject running in the render thread to obviate the need for a custom end flag. Whenever the thread's event loop is finished by invoking QThread::quit(), the object will stop executing.
You also need to use a thread class that's safe to destruct. Properly designed C++ classes are always destructible. QThread is a weirdo - we fix it here.
As a matter of style, it is not necessary to have widget children allocated on the heap. It's a minor waste of heap, in fact, since heap blocks have overhead comparable to the size of a QObject instance.
The below shows a sketch of things that need to be addressed for multi-threaded OpenGL in Qt.
class Thread : public QThread {
using QThread::run; // final
public:
~QThread() { quit(); wait(); }
};
class ThreadGLWidget : public QGLWidget
{
void paintEvent(QPaintEvent *) {}
void resizeEvent(QResizeEvent *) { emit resized(size()); }
public:
explicit ThreadGLWidget(QWidget * parent = 0) : QGLWidget(parent) {
// Release the context in this thread.
doneCurrent();
}
Q_SIGNAL void resized(QSize);
};
class Animator : public QObject
{
Q_OBJECT
QBasicTimer mTimer;
QSize mWidgetSize;
QPointer<QGLContext> mGLContext;
void nextFrame() {
mGLContext.makeCurrent();
...
updateGL();
}
void timerEvent(QTimerEvent * ev) {
if (ev->timerId() == mTimer.timerId()) nextFrame();
}
public:
explicit Animator(QGLContext * ctx, QObject * parent = 0) :
QObject(parent), mGLContext(ctx)
{
// The use of the timer obviates the custom stop flag. Our
// thread's event loop is not blocked and is quittable.
mTimer.start(0, this);
}
Q_SLOT void setSize(QSize size) { mWidgetSize = size; }
};
class Main_Widget : public QWidget
{
Q_OBJECT
public:
explicit Main_Widget(QWidget *parent = 0) : QWidget(parent),
mLayout(this), mStart("Start"), mStop("Stop"),
mAnimator(mOGL.context())
{
mLayout.addWidget(&mOGL, 0, 0, 1, 2);
mLayout.addWidget(&mOGL, 1, 0);
mLayout.addWidget(&mOGL, 1, 1);
mAnimator.setSize(mOGL.size());
mOGL.context()->moveToThread(&mThread);
mAnimator.moveToThread(&mThread);
mAnimator.connect(&mOGL, SIGNAL(resized(QSize)), SLOT(setSize(QSize)));
mThread.start();
}
private:
QGridLayout mLayout;
ThreadGLWidget mOGL;
QPushButton mStart;
QPushButton mStop;
Animator mAnimator; // must be declared before its thread and after the GL widget
QThread mThread;
// Destruction order of GL-related objects:
// 1. mThread - stops the animation, makes the animator and context threadless
// 2. mAnimator - now threadless, can be destructed from our thread
// 3. mOGL - its context is threadless and can be destructed from our thread
}
The proper way to handle animation on a QGLWidget is to use a QTimer, not a QThread!
Overwrite QGLWidget's initialization method, initializeGL(), to start the timer. You can use something like this, which calls _tick() every 33ms:
QTimer::singleShot(33, this, SLOT(_tick()));
I just want to clarify that singleShot() is a static method of QTimer, which fires only once. That means that when _tick() (private slot) is called, it should do a few things:
Update all the variables that control animation (rotation, movement, speed, etc);
Trigger paintGL() indirectly, by calling updateGL();
Start a new singleShot timer.
void GLWidget::_tick()
{
/* 1- Update state variables */
/* 2- Call paintGL() indirectly to do the drawing */
updateGL();
/* 3- Set a new singleShot timer to invoke this method again, 33ms from now */
QTimer::singleShot(33, this, SLOT(_tick()));
}
That's how you should handle animation with QGLWidget.
All GUI operations must run in one thread.
http://qt-project.org/doc/qt-4.8/thread-basics.html#gui-thread-and-worker-thread
GUI Thread and Worker Thread
As mentioned, each program has one thread when it is started. This
thread is called the "main thread" (also known as the "GUI thread" in
Qt applications). The Qt GUI must run in this thread. All widgets and
several related classes, for example QPixmap, don't work in secondary
threads. A secondary thread is commonly referred to as a "worker
thread" because it is used to offload processing work from the main
thread.
This is also true in Qt 5,
http://qt-project.org/doc/qt-5/thread-basics.html#gui-thread-and-worker-thread

Implement precise timer in Qt

Since I need a more precise timer than the Qt one with its ~15ms resolution i tried to implement my own timer using QueryPerformanceCounter() from the windows api.
My first shot was to inherit from QObject and build a timer with an infinite loop that fires a signal every second. I tried to move this timer to its own thread with moveToThread() so that it would just update my main window every second and not block the whole thing. However the main window would never show up, removing the infinite loop -> main window shows up.
So I tried a singleshot approach, the basic idea is:
connect( highPerformanceTimer, SIGNAL(timer_tick()), this, SLOT(timeOutSlot()) );
connect( this, SIGNAL(graphics_updated()), highPerformanceTimer, SLOT(timer_start()));
So, timer ticks, ui (opengl) gets updated, at the end of the update a signal is generated to restart the timer.
Still my main window will not show up as long as i don't remove the restart of the timer from the end of the ui update code.
In the debugger I can see that the code seems to work like it should, it jumps from timer to ui and back. Without breakpoints it will result in a sudden segmentation fault.
I would be thankful for any hint where the problem could be or if there is a better way to implement this in Qt.
Edit: Some more code
highperformancetimer.h
#ifndef HIGHPERFORMANCETIMER_H
#define HIGHPERFORMANCETIMER_H
#include <QObject>
#include <windows.h>
class HighPerformanceTimer : public QObject
{
Q_OBJECT
public:
HighPerformanceTimer();
signals:
void timer_tick();
public slots:
void timer_start();
private:
// some variables
LARGE_INTEGER highPerformanceCounterValue, highPerformanceCounterFrequency, highPerformanceCounterValueOld;
int interval;
float value;
float last_tick_value;
};
#endif // HIGHPERFORMANCETIMER_H
highperformancetimer.cpp
#include "highperformancetimer.h"
#include "windows.h"
#include "QThread"
HighPerformanceTimer::HighPerformanceTimer()
{
QueryPerformanceFrequency(&highPerformanceCounterFrequency);
}
void HighPerformanceTimer::timer_start(){
float i = 0;
// just burn some time
while( i<1000000 ) i++;
emit HighPerformanceTimer::timer_tick();
}
Some Code from the main OpenGl Widget:
HighPerformanceTimer *highPerformanceTimer;
protected slots:
virtual void timeOutSlot();
NeHeChapter5( QWidget *parent=0, char *name=0 ) : NeHeWidget( 50, parent, name )
{
highPerformanceTimer = new HighPerformanceTimer();
connect( highPerformanceTimer, SIGNAL(timer_tick()), this, SLOT(timeOutSlot()) );
connect( this, SIGNAL(graphics_updated()), highPerformanceTimer, SLOT(timer_start()));
highPerformanceTimer->moveToThread(&timerThread);
highPerformanceTimer->timer_start();
}
void NeHeChapter5::timeOutSlot(){
timeOut();
}
void NeHeChapter5::timeOut()
{
updateGL();
}
void NeHeChapter5::paintGL()
{
//opengl code *snip*
emit graphics_updated();
}
Error is here:
NeHeChapter5( QWidget *parent=0, char *name=0 ) : NeHeWidget( 50, parent, name )
{
highPerformanceTimer = new HighPerformanceTimer();
connect( highPerformanceTimer, SIGNAL(timer_tick()), this, SLOT(timeOutSlot()) );
connect( this, SIGNAL(graphics_updated()), highPerformanceTimer, SLOT(timer_start()));
highPerformanceTimer->moveToThread(&timerThread);
highPerformanceTimer->timer_start();
}
You call timer_start(); and it's being called in caller thread, not in timerThread. Also you didn't even start your thread. Call timerThread.start() first. To invoke your timer_start() in thread you want you should call
QMetaObject::invokeMethod(highPerformanceTimer, "timer_start", Qt::QueuedConnection);
It will invoke timer_start in newly started thread, not in caller thread.
Also you don't need to call timer_tick with fully qualified name emit HighPerformanceTimer::timer_tick(); can be replaced with emit timer_tick();

Draw pixel based graphics to a QWidget

I have an application which needs to draw on a pixel by pixel basis at a specified frame rate (simulating an old machine). One caveat is that the main machine engine runs in a background thread in order to ensure that the UI remains responsive and usable during simulation.
Currently, I am toying with using something like this:
class QVideo : public QWidget {
public:
QVideo(QWidget *parent, Qt::WindowFlags f) : QWidget(parent, f), screen_image_(256, 240, QImage::Format_RGB32) {
}
void draw_frame(void *data) {
// render data into screen_image_
}
void start_frame() {
// do any pre-rendering prep work that needs to be done before
// each frame
}
void end_frame() {
update(); // force a paint event
}
void paintEvent(QPaintEvent *) {
QPainter p(this);
p.drawImage(rect(), screen_image_, screen_image_.rect());
}
QImage screen_image_;
};
This is mostly effective, and surprisingly not very slow. However, there is an issue. The update function schedules a paintEvent, it may not hapen right away. In fact, a bunch of paintEvent's may get "combined" according to the Qt documentation.
The negative effect that I am seeing is that after a few minutes of simulation, the screen stops updating (image appears frozen though simulation is still running) until I do something that forces a screen update for example switching the window in and out of maximized.
I have experimented with using QTimer's and other similar mechanism to have the effect of the rendering being in the GUI thread so that I can force immediate updates, but this resulted in unacceptable performance issues.
Is there a better way to draw pixels onto a widget constantly at a fixed interval. Pure Qt solutions are preferred.
EDIT: Since some people choose to have an attitude instead of reading the whole question, I will clarify the issue. I cannot use QWidget::repaint because it has a limitation in that it must be called from the same thread as the event loop. Otherwise, no update occurs and instead I get qDebug messages such as these:
QPixmap: It is not safe to use pixmaps outside the GUI thread
QPixmap: It is not safe to use pixmaps outside the GUI thread
QWidget::repaint: Recursive repaint detected
QPainter::begin: A paint device can only be painted by one painter at a time.
QWidget::repaint: It is dangerous to leave painters active on a widget outside of the PaintEvent
QWidget::repaint: It is dangerous to leave painters active on a widget outside of the PaintEvent
EDIT: to demonstrate the issue I have created this simple example code:
QVideo.h
#include <QWidget>
#include <QPainter>
class QVideo : public QWidget {
Q_OBJECT;
public:
QVideo(QWidget *parent = 0, Qt::WindowFlags f = 0) : QWidget(parent, f), screen_image_(256, 240, QImage::Format_RGB32) {
}
void draw_frame(void *data) {
// render data into screen_image_
// I am using fill here, but in the real thing I am rendering
// on a pixel by pixel basis
screen_image_.fill(rand());
}
void start_frame() {
// do any pre-rendering prep work that needs to be done before
// each frame
}
void end_frame() {
//update(); // force a paint event
repaint();
}
void paintEvent(QPaintEvent *) {
QPainter p(this);
p.drawImage(rect(), screen_image_, screen_image_.rect());
}
QImage screen_image_;
};
main.cc:
#include <QApplication>
#include <QThread>
#include <cstdio>
#include "QVideo.h"
struct Thread : public QThread {
Thread(QVideo *v) : v_(v) {
}
void run() {
while(1) {
v_->start_frame();
v_->draw_frame(0); // contents doesn't matter for this example
v_->end_frame();
QThread::sleep(1);
}
}
QVideo *v_;
};
int main(int argc, char *argv[]) {
QApplication app(argc, argv);
QVideo w;
w.show();
Thread t(&w);
t.start();
return app.exec();
}
I am definitely willing to explore options which don't use a temporary QImage to render. It is just the only class in Qt which seems to have a direct pixel writing interface.
Try emitting a signal from the thread to a slot in the event loop widget that calls repaint(), which will then execute right away. I am doing something like this in my graphing program, which executes the main calculations in one thread, then tells the widget when it is time to repaint() the data.
In similar cases what I did was still using a QTimer, but doing several simulation steps instead of just one. You can even make the program auto-tuning the number of simulation steps to be able to get whatever frames per seconds you like for the screen update.