delete this in QTimer::singleShot [duplicate] - c++

This question already has answers here:
How delete and deleteLater works with regards to signals and slots in Qt?
(4 answers)
Closed 8 years ago.
When processing requests in my qt server application sometimes I have to wait for a "resource" to become free. De to my understanding sleeping in the slot implementation would stop the mesasge loop, so this probably won't work as expected:
void MyClass::mySlot(/*some params here*/)
{
while (resource.busy())
{
QThread::sleep(50);
if (timeout)
break;
}
if (!timeout)
doWork();
}
I thought of using QTimer e.g. with singleShot. My research shows, I cannot pass the parameters through the timer's signal.
My next approach would be to create an instance of a new object for each request, put the parameters to this request and use this object as recipient for the timer signal. In this slot I have to delete the request object because I haven't stored a reference to it (and don't want to).
void MyClass::mySlot(/*some params here*/)
{
Request* request;
request->setParams(...);
request->processRequest();
}
void Request::processRequest()
{
if (resource.busy())
{
// timeout missing in example/pseudocode
QTimer::singleShot(50, this, SLOT(processRequest()));
}
else
{
doWork();
delete this; // allowed by C++, but ugly. allowed by qt? better approach?
}
}
Is there a better approach for freeing the request object or even a better approach for my problem? If not: is it valid to use delete this; in this context?

You can use QObject::deleteLater(). From the documentation :
Schedules this object for deletion. The object will be deleted when
control returns to the event loop. If the event loop is not running
when this function is called (e.g. deleteLater() is called on an
object before QCoreApplication::exec()), the object will be deleted
once the event loop is started. If deleteLater() is called after the
main event loop has stopped, the object will not be deleted. Since Qt
4.8, if deleteLater() is called on an object that lives in a thread with no running event loop, the object will be destroyed when the
thread finishes. Note that entering and leaving a new event loop
(e.g., by opening a modal dialog) will not perform the deferred
deletion; for the object to be deleted, the control must return to the
event loop from which deleteLater() was called.

Related

create `wxThread` to call backend function for every `EVT_TREELIST_ITEM_EXPANDED` event

I have following classes:
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_TREELIST_ITEM_CHECKED(wxID_ANY, MyFrame::OnItemChecked)
EVT_TREELIST_ITEM_EXPANDED(wxID_ANY, MyFrame::OnItemExpand)
END_EVENT_TABLE()
class MyThread: public wxThread
{
public:
MyThread(MyFrame *frame, wxTreeListItem &item);
virtual void *Entry();
SeleSyncFrame *m_frame;
wxTreeListItem item;
};
class MyFrame
{
friend class MyThread;
private:
wxTreeListCtrl* m_treelist;
public:
void OnItemExpand(wxTreeListEvent& event);
};
I have to update m_treelist on every EVT_TREELIST_ITEM_EXPANDED event. For that I am calling OnItemExpand().
void MyFrame::OnItemExpand(wxTreeListEvent& event)
{
wxTreeListItem item = event.GetItem();
MyThread *thread = new MyThread(this, item);
if (thread->Create() != wxTHREAD_NO_ERROR)
{
dbg.Error(__FUNCTION__, "Can't create thread!");
}
thread->Run();
}
constructor of MyThread class:
MyThread::MyThread(MyFrame *frame, wxTreeListItem &item) : wxThread()
{
m_frame = frame;
this->item = item;
}
Entry function of MyThread:
wxThread::ExitCode MyThread::Entry()
{
wxTreeListItem root = m_frame->m_treelist->GetRootItem();
m_frame->m_treelist->CheckItem(root, wxCHK_CHECKED);
//This back-end fun is time consuming
Calltobackend(string resp);
// I have to convert this string resp into xml and append all items of xml as children for 'item'.
(m_frame->m_treelist)->AppendItem(item, "child");
m_frame->m_treelist->CheckItem(item, wxCHK_CHECKED);
m_frame->m_treelist->UpdateItemParentStateRecursively(m_frame->m_treelist->GetFirstChild(item));
return NULL;
}
I want to create thread for every browse request and update corresponding item with its children. Is my approach is not correct? How should I achieve this? I was thinking of one more approach where I will use thread only to send request to backend and I will send response to Main thread using OnWorkerEvent. But I have to update item which is expanded with response returned by backend. How will that OnWorkerEvent will know which item from tree it has to update with children returned by response?
As VZ said, updating GUI from a different thread is a can of worms. Don't do it.
For your issue. Let's say you have to update a control (in your case, items of a treelist) with values that come from a long task.
The idea is simple:
On your user event handler (like OnItemExpand) just create and run
the thread. Don't wait for it, make it "detached".
In the thread code, just before it ends, post a message to the main thread by wxQueueEvent(). The value you need may be part of this message. Or
you can also write an accesible var, better using wxMutex; and use
the message to inform the main thread that that var is updated.
Write a new function (e.g. a MyFrame::OnMyThreadEnds) than handles the message and/or var. Here is where you update the GUI.
See http://docs.wxwidgets.org/trunk/classwx_thread.html
You can only use GUI objects from one (usually main) thread of your application, so your approach simply can't work. It's also not clear at all why would you go to the trouble of creating a thread just for doing this, it's not like there are any time-consuming operations being done in the thread here.
The standard way to use threads in GUI applications is to perform any long-running tasks in background worker threads and post events to the main thread to perform the GUI updates. You should structure your application like this unless you have really good reasons not to do it.
In more details, the traditional way to do it is for the worker thread to post wxThreadEvents to the main thread, containing the information that the main thread needs to perform the action. Notice that wxThreadEvent has SetPayload() method which allows you to pass any kind of data between threads, so you just need to call it in the worker and then use GetPayload() in the main thread to extract the information and process it.
However since wxWidgets 3.0 you have another way to do it with CallAfter(), which is especially convenient if you use C++11 (and you really should). This allows you to write the code you want to execute in the scope of the thread function, but it will actually get executed in the context of the main thread. So you could do this:
wxThread::ExitCode MyThread::Entry()
{
wxGetApp().CallAfter([this] {
wxTreeListItem root = m_frame->m_treelist->GetRootItem();
m_frame->m_treelist->CheckItem(root, wxCHK_CHECKED);
});
...
}
and it would actually work because the code inside the lambda would be run in the main thread. This is extremely convenient and you should do it like this, but just make sure you actually understand what does this do and that it still uses the same underlying mechanism of posting events to do its magic.

Sending objects as signal arguments between threads in Qt

I am new to Qt and trying to learn the Qt threading mechanism. I am in a situation where I would like a background thread to perform some long running task and report the results to another (or main) thread after processing every 100 items. Right now I am doing this by emitting a signal from the background thread containing a list of the processed objects that is received in a slot in the main thread. Does Qt make a copy of the signal argument when it is received in the slot ? If so, how does how does calling qRegisterMetaType help with that ? This is what I am tying to accomplish in my code :
//background thread
void run(){
//get a query object from database
int fireCount = 0;
QList< QList<QVariant> > data;
while(query->next()){
fireCount++;
QList<QVariant> row;
//do some calculations on the fields read from the query
processRow(query,&row);
data.append(row);
if(fireCount>100){
emit publishDataToMainThread(data);
fireCount = 0;
data.clear();
}
}
}
//slot in main thread
void receiveData(QList< QList<Qvariant> > data){
\\display the data
}
Also , is this a recommended practice for transferring objects between threads ?
This is a perfectly fine way of doing it. QList uses implicit sharing (i.e. copy on write) so copying it means copying one pointer and increasing the reference count. It only gets copied once you try to modify it.
Just remember to use Qt::QueuedConnection when connection the signal to the slot so that the slots gets run in the receivers thread.
qRegisterMetaType or Q_DECLARE_METATYPE are needed so that you can pass parameters by value in signals. It tells the Qt Metatype system (which is sort of like reflection) that this type exists.

ASSERT failure after deleting my qt class on seprate thread

If I have a class FunctionsClass that inherits QObject and has a QTcpServer and QTcpClient in it as member variables. In my main UI class I set up the FunctionsClass member variable on a Qthread called FunctionClassThread by doing:
FunctionsClass *classObj = new FunctionsClass // (classObj is a class member)
classObj->moveToThread( &FunctionClassThread );
FunctionClassThread.start();
// connected some signal/slots..
// do some stuff...
Then I deconstruct the object containing my instance of FunctionsClass by doing:
FunctionClassThread.quit();
FunctionClassThread.wait();
delete classObj; // problem line...........
This error only happens when classObj's QTcpServer is currently listening or itsQTcpSocket is attempting to connect to a server and I delete classObj. The error is: ASSERT failure in QCoreApplication::sendEvent: "Cannot send events to objects owned by a different thread.
Any ideas?
After moving classObj to another thread, you can no longer delete it from the thread you created it in. You either have to delete it within your FunctionsClassThread or move it back to the main thread via code which is processed within the FunctionsClassThread.
Read the Qt docs on moveToThread():
This function can only "push" an object from the current thread to
another thread, it cannot "pull" an object from any arbitrary thread
to the current thread.
So just before your FunctionsClassThread is about to stop, it has to call
classObj->moveToThread( QApplication::thread() );
Of course your FunctionsClassThread needs to be aware of the object, either directly, or by using signals & slots
A QObject has thread affinity. It only likes to be manipulated from the thread it was created in . Use QMetaObject::invokeMethod to invoke a method in context of another thread

qt signals/slots in a plugin

I have an app with such structure: all the datatypes (class INode) are stored in plugins (DLLs). Some of the datatypes can be drawn (if they're IDrawable).
To load an object of, e.g. class PointCloudNode: public INode I have a special input plugin (DLL) which is called class PointCloudParser: public IIOPlugin and IIOPlugin is a thread with some specific functionality: class IIOPlugin: public QThread.
All the objects are created by NodeFactory class which is a singleton stored in separate DLL.
And here's the problem:
void PointCloudNode::update()
{
QObject::connect (this,SIGNAL(tmptmp()),this,SLOT(drawObject()));
emit tmptmp();
}
If I do this from any thread (main thread or the Input Plugin thread)
NodeFactory* fab = NodeFactory::getInstance();
boost::shared_ptr<INode> pc(fab->createNode("pointCloud","myPC"));
boost::shared_ptr<IDrawable> dr = boost::dynamic_pointer_cast<IDrawable>(pc);
dr->update();
The update launches, the tmptmp() signal is emitted, and the slot (drawObject()) executes correctly.
BUT
if do just the same, but create the object in my Input Plugin, pass over the shared pointer and execute dr->update() in another function, the slot drawObject() is never entered though all the code is executed (including connect, etc.).
To be more precise, here's the Input Plugin:
void PointCloudParserPlugin::doLoad(const QString& inputName, boost::shared_ptr<INode> container)
{
NodeFactory* factory = NodeFactory::getInstance();
boost::shared_ptr<INode> node = factory->createNode("pointCloud", inputName);
// here goes the loading itself, nothing special...
container->addChild(node); //that's the container where I keep all the objects
//boost::dynamic_pointer_cast<IDrawable>(container->getChild(inputName))->update();
//If I uncomment this line, it all works: the slot is launched.
emit loadingFinished(inputName); // it executes the following function
}
The last emit is connected to this:
void GeomBox::updateVisualization(const QString& fileName)
{
boost::shared_ptr<INode> node = container_->getChild(fileName);
boost::shared_ptr<IDrawable> nodeDrawable = boost::dynamic_pointer_cast<IDrawable>(node);
nodeDrawable->update(); //this is the problem line: update() executes, connect() works, but the slot never runs :(
}
How come? The node object is the same all the way through, it is valid. Every line in code in launched, QObject::connect doesn't write anything to debug window, the signal tmptmp() is emitted, but the slot drawObject() in one case is never reached? Any ideas?
Upd.: If I do not inherit IIOPlugin from QThread, everything works fine (i.e. load the object in the main thread). I expected the signals/slots to work across the threads...
Since you are sending a signal across to a different thread, you might need to explicitly tell Qt that the connection should be a queued one:
QObject::connect(this, SIGNAL(tmptmp()), this, SLOT(drawObject()), Qt::QueuedConnection );
By default Qt will use Qt::AutoConnection as that last parameter, and it will choose whether to use a direct connection (if the slot is in the same thread as the emitter) or a queued connection (if the slot is in a different thread). But since your thread is in a separate library, maybe Qt isn't making the right assumption here.

Execute some operation after the thread is completed

Greetings, everyone!
I have a class (say, "Switcher" ) that executes some very-very long operation and notifies its listener, that operation is complete. The operation is long, and I isolate actual switching into separate thread:
class Switcher
{
public:
// this is what other users call:
void StartSwitching()
{
// another switch is initiated, I must terminate previous switching operation:
if ( m_Thread != NULL )
{
if ( WaitForThread(m_Thread, 3000) != OK )
{
TerminateThread(m_Thread);
}
}
// start new switching thread:
m_Thread = StartNewThread( ThreadProc );
}
// this is a thread procedure:
static void ThreadProc()
{
DoActualSwitching();
NotifyListener();
}
private:
Thread m_Thread;
};
The logic is rather simple - if user initiates new switching before the previous one is complete, I terminate previous switching (don't care of what happens inside "DoActualSwitching()") and start the new one. The problem is that sometimes, when terminating thread, I loose the "NotifyListener()" call.
I would like to introduce some improvements to ensure, that NotifyListener() is called every time, even if thread is terminated. Is there any pattern to do this? I can only think of another thread, that infinitely waits for the switcher and if the switcher is done (correctly or by termination), it can emit notification. But introducing another thread seems an overplay for me. Can you think of any other solution (p.s. the platform is win32)?
Thank you!
First, you should never call TerminateThread. You cannot know which operation is terminated when calling TerminateThread and so that could lead to memory leaks/resource leaks/state corruption.
To get your thread to be interruptable/cancelable, you supply a 'cancel' state, which is checked by the thread itself. Then your notify end will always work.
TerminateThread() here whacks the thread, and if it was inside DoActualSwitching(), that's where it'll die, and NotifyListener() will not be called on that thread. This is what TerminateThread() does, and there is no way to make it behave differently.
What you are looking for is a bit more graceful way to terminate the thread. Without more info about your application it's difficult to suggest an optimal approach, but if you can edit DoActualSwitching(), then I'd add
if (WAIT_OBJECT_0 == WaitForSingleObject(m_ExitThreadEvent, 0))
break;
into the loop there, and call SetEvent(m_ExitThreadEvent) instead of TerminateThread(). Of course you'll need to create the event and add the handle to the class. If your model suggest that there is only one switching thread at a time, I'd use autoreset event here, otherwise some more code is needed.
Good luck!