I'm confused about threads and event loops in Qt.
A QThread normally runs exec() in run(). But when you override run(), there will not be an event loop.
This (older) doc states that calling deleteLater() on objects that are created in a thread without an event loop doesn't work:
If no event loop is running, events won't be delivered to the object.
For example, if you create a QTimer object in a thread but never call
exec(), the QTimer will never emit its timeout() signal. Calling
deleteLater() won't work either. (These restrictions apply to the main
thread as well.)
However, look at the following code:
class MyObject : public QObject
{
Q_OBJECT
QString content;
public:
MyObject(QObject *parent = 0);
~MyObject();
};
class MyThread : public QThread
{
Q_OBJECT
public:
explicit MyThread(QObject *parent = 0);
void run();
signals:
public slots:
};
MyObject::MyObject(QObject *parent) :
QObject(parent),
content("foobar")
{}
MyObject::~MyObject()
{
// This code is still executed before I close the program. How?
qDebug() << "Destroying MyObject";
}
MyThread::MyThread(QObject *parent) :
QThread(parent)
{}
void MyThread::run()
{
// Creating a heap object in a thread that does not have
// an event loop (because I reimplemented run()).
MyObject * objectification = new MyObject();
sleep(1);
objectification->deleteLater();
}
So why does the deletelater() call still post an event that is picked up?
As the Qt docs state for deleteLater: -
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.
The object is still being deleted when no event loop exists. If you look at the source code for QObject::deleteLater, you'll see that an event is posted:-
void QObject::deleteLater()
{
QCoreApplication::postEvent(this, new QDeferredDeleteEvent());
}
So, let's look at what happens when a thread is deleted. QThreadData's destructor includes this:-
for (int i = 0; i < postEventList.size(); ++i) {
const QPostEvent &pe = postEventList.at(i);
if (pe.event) {
--pe.receiver->d_func()->postedEvents;
pe.event->posted = false;
delete pe.event;
}
}
As we see, although there's no event loop, the event list is still available.
If we look more closely into QThreadPrivate (just taking one platform as an example, in this case unix), you'll see that when the thread finishes, it forwards all deferred deleted messages, so they can continue to be processed:
QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
Related
I have a QNetworkAccessManager created in another thread.
The network is meant to be used only in MyMegaThread.
QNetworkAccessManager is created from the thread's run method:
mp_manager.reset(new QNetworkAccessManager{this});
On creation I get such a message in console:
QObject: Cannot create children for a parent that is in a different thread.
(Parent is MyMegaThread(0x237eabd0ee0), parent's thread is QThread(0x237e70742a0), current thread is MyMegaThread(0x237eabd0ee0)
This message is totally harmless, but I wonder which parent the manager is supposed to have.
I suspect it happens because the MyMegaThread instance is created in the main thread, but I need a parent created in MyMegaThread instead.
What is an idiomatic way of doing this?
Parent is MyMegaThread(0x237eabd0ee0), parent's thread is
QThread(0x237e70742a0), current thread is MyMegaThread(0x237eabd0ee0)
The issue does not relate to QNetworkAccessManager.
Here is the demo to reproduce the warning.
#include <QDebug>
#include <QThread>
class MyMegaThread : public QThread
{
Q_OBJECT
public:
using QThread::QThread;
protected:
void run() override {
qDebug()<<QThread::currentThread()<<this->thread();
new QObject(this);
}
};
// main
MyMegaThread m;
m.start();
Output:
MyMegaThread(0x60fe18) QThread(0x16a7c48)
It's rule of QObject:
All QObjects must live in the same thread as their parent.
Consequently:
setParent() will fail if the two QObjects involved live in different
threads. When a QObject is moved to another thread, all its children
will be automatically moved too. moveToThread() will fail if the
QObject has a parent. If QObjects are created within QThread::run(),
they cannot become children of the QThread object because the QThread
does not live in the thread that calls QThread::run().
http://doc.qt.io/qt-5/qobject.html#thread-affinity
Have to make sure this code new QObject running QThread be same as given parent QObject thread.
mp_manager.reset(new QNetworkAccessManager{this});
No, the message is not harmless at all. The object you have created has a null parent and no reference on the thread association and thus its thread() method may return a dangling pointer at any time. It cannot safely use timers nor receive cross-thread calls. It is basically as useless object, and you're asking for undefined behavior to strike. This shouldn't be a warning, but a failure. Qt did you a disservice here by allowing you to continue.
The idiomatic way of doing it is first of all not to derive from QThread. QThread is a thread handle. It wraps a system resource. Put all of your functionality into a regular QObject moved into a QThread. The idiomatic way to endlessly "do stuff" on any thread, including the main thread, is to use a zero-duration timer. Note that zero-duration timers have nothing to do with timing at all. They are essentially event loop handles, calling them a timer is a misnomer.
To wit:
// https://github.com/KubaO/stackoverflown/tree/master/questions/thread-simple-50632807
#include <QtNetwork>
class Thread final : public QThread {
Q_OBJECT
public:
void takeObject(QObject *obj) {
obj->moveToThread(this);
}
~Thread() override {
requestInterruption();
quit();
wait();
}
};
class Class : public QObject {
Q_OBJECT
QBasicTimer m_workTimer;
QNetworkAccessManager m_manager{this};
void doWorkChunk() {
qDebug() << "tick...";
QThread::sleep(1); // emulate a blocking operation
}
protected:
void timerEvent(QTimerEvent *ev) override {
if (ev->timerId() != m_workTimer.timerId())
return;
doWorkChunk();
}
public:
explicit Class(QObject *parent = {}) : QObject(parent) {
m_workTimer.start(0, this);
}
};
int main(int argc, char *argv[]) {
QCoreApplication app(argc, argv);
Class object;
Thread workThread;
workThread.start();
workThread.takeObject(&object);
QTimer::singleShot(3000, &QCoreApplication::quit);
return app.exec();
}
#include "main.moc"
The QBasicTimer::stop: Failed. Possibly trying to stop from a different thread warning is relatively benign and indicates an internal timer handle leak. For a workaround, see this answer.
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
I created an application that has a mainwindow and from this window creates a QDialog. This QDialog should create a RenderThread that emits received images from the camera or in the example emits text. When i debug this it seems that the connection is never made as adding a breakpoint in the slot CameraWindow::debugSomething does not get caught. Whats wrong ?
I followed this example: http://qt-project.org/doc/qt-4.8/threads-mandelbrot.html but it seems that i've done something wrong.
qtDEVC::qtDEVC(QWidget *parent, Qt::WFlags flags)
: QMainWindow(parent, flags)
{
ui.setupUi(this);
connect (ui.pushButton_startCam, SIGNAL( clicked() ),this,SLOT( startCam() ) );
/**Threading*/
CameraWindow camWindow = new CameraWindow(this);
}
int qtDEVC::startCam()
{
camWindow.show();
camWindow.startCaptureThread();
}
CameraWindow Class:
CameraWindow::CameraWindow(QWidget *parent)
: QDialog(parent)
{
ui.setupUi(this);
connect(&thread, SIGNAL(sendText(std::string)),
this, SLOT(debugSomething(std::string)));
}
void CameraWindow::debugSomething(std::string something){
QString somethings(something.c_str());
qDebug()<<somethings;
}
int CameraWindow::startCaptureThread(){
RenderThread *thread = new RenderThread(this, guid, CLEYE_COLOR_RAW, CLEYE_VGA, 50);
thread->StartCapture(); //starts thread in low priority and sets _running to true
}
CameraWindow header
class CameraWindow : public QDialog
{
Q_OBJECT
public:
CameraWindow(QWidget *parent = 0);
~CameraWindow();
Ui::CameraWindow ui;
public slots:
int startCaptureThread();
void debugSomething(QString);
private:
RenderThread thread;
};
RenderThread Class
void RenderThread::run()
{
// image capturing loop
while(_running)
{
qDebug()<<("render while()"); //is printed with qdebug correctly
if (restart)
break;
if (abort)
return;
qDebug("it"); //is also printed with qdebug correctly
emit sendText(text);
}
RenderThread header
class RenderThread : public QThread
{
Q_OBJECT
public:
RenderThread(QObject *parent, GUID cameraGUID, CLEyeCameraColorMode mode, CLEyeCameraResolution resolution, float fps);
RenderThread();
~RenderThread();
bool StartCapture();
signals:
void sendText(QString &text);
protected:
void run();
private:
QMutex mutex;
QWaitCondition condition;
//some more private variables for construction
};
I think that this creation seems somehow wrong: RenderThread *thread = new RenderThread(this);
The first thing that's worrying about the question is the word "RenderThread". Note that Qt only allows rendering on the main thread. You can create separate threads for calculations of image data, but whenever you use a painter and draw objects, that must happen on the main thread. However, If you're just going to capture the image and pass that to the main thread, via signals and slots, then that should be ok.
Secondly, whilst you've not shown all your code, I'm assuming from the function called RenderThread::run() and from the Qt example that you may have inherited from QThread here. If this is the case, please note that this is not how to use QThread. Instead, you should have your class inherit from QObject and move that to a QThread. You can read about how to use QThread properly here.
I know it's a Qt example that you've followed, but even the guys at Qt think it's a bad idea. Here's an article of how to really use QThreads.
With that in mind, here's an outline of how I would use QThread for this: -
class CameraWindow : public QDialog
{
private:
CameraObject* m_pCamObject;
};
class CameraObject : public QObject
{
Q_OBJECT
public:
private slots:
startCaptureThread();
private:
};
int CameraWindow::startCaptureThread()
{
m_pCamObject = new CameraObject;
QThread* pThread = new QThread;
this->moveToThread(pThread); // CameraObject will run on the new thread
connect(pThread, SIGNAL(started()), m_pCamObject, SLOT(startCaptureThread()));
connect(pThread, SIGNAL(finished()), pThread, SLOT(deleteLater()); // clear up when
finished
pThread->start();
}
Note that here is a CameraObject, separated from the CameraWindow. The QThread is just a controller of the thread and keeps a clean separation from the CameraObject.
Another reason for handling threads this way is that you can move multiple QObject instances to the new thread, rather than always creating a new thread per object. If you've more threads than CPU cores, you're unlikely to gain by creating yet another thread.
In the constructor of CameraWindow class, you are connecting a RenderThread's signal but it is not the same object which is started in startCaptureThread. Change your startCaptureThread like this:
int CameraWindow::startCaptureThread()
{
thread.StartCapture(); //starts thread in low priority and sets _running to true
}
In this method, the thread member of CameraWindow is started.
P.S.: post the headers too, we can't see the members from this code.
In the mentioned example, CameraWindow class holds a RenderThread thread variable, not a RenderThread *thread.
You are connecting a pointer address in your connect call:
connect(&thread, SIGNAL(sendText(std::string)),
this, SLOT(debugSomething(std::string)));
Try to use a good address:
connect(thread, SIGNAL(sendText(std::string)),
this, SLOT(debugSomething(std::string)));
This is not a tested answer.
I've just started working with Qt on Windows and read about moveToThread() function. Would it be ok if I write like this:
class Worker : public QObject
{
Q_OBJECT
private:
QThread* thread;
public:
void GoToThread() {
thread = new QThread();
this->moveToThread(thread);
}
void DoWork() {
//long work
}
};
Worker* w = new Worker();
w->GoToThread();
w->DoWork();
And what exactly would this code do? Would it put itself to the thread? Would I be able to call DoWork() outside?
In the example you gave, DoWork() would execute on the caller's thread.
If you want DoWork() to be done on the Worker object's thread, you should have DoWork() be a slot that can be invoked either by emitting a signal that it has been connected to or by calling QMetaObject::invokeMethod() to 'call' it.
Basically, moving a Q_OBJECT to another thread makes that Q_OBJECT use an event queue associated with that thread, so any events delivered to that object via the event queue will be handled on that thread.
That will move the QObject to the new thread and on top of what Michael Burr already said you should take a look in the documentation here because you miss at least a connect thread finished to deleteLater for your QObject (and this will cause a memory leak)
I have a class, which is an abstraction of some device.
class Device
{
public:
...
void Start();
void Stop();
void MsgLoop();
signals:
void sMsgArrived();
}
Start() and Stop() are called from GUI thread. Start() begins new thread, which runs MsgLoop(). It looks like this:
void MsgLoop()
{
forever {
if(SUCCESS == ReadMsg()) //synchronous, non-blocking
{
ProcessMsg(); //quite fast
emit sMsgArrived(); //this signal is connected with a slot in GUI thread
}
}
}
When Stop() is called, program should return from MsgLoop() and stop the thread. How can I implement this with QThread without subclassing it?
Generally you have to decide who will be responsible for managing the thread. Is it the Device or the main window? Or possibly some device manager. In your case the Device should probably manage its own thread, so if you don't want to subclass it, use composition:
class Device : QObject
{
Q_OBJECT
public:
Device(QObject * parent = NULL);
void Start();
void Stop();
private slots:
void MsgLoop();
signals:
void sMsgArrived();
private:
QThread thread;
bool stopThread;
};
Device::Device(QObject * parent) : QObject(parent)
{
moveToThread(&thread);
connect(&thread, SIGNAL(started()), this, SLOT(MsgLoop()));
}
void Device::Start()
{
stopThread = false;
thread.start();
}
void Device::Stop()
{
stopThread = true;
thread.wait(); // if you want synchronous stop
}
void Device::MsgLoop()
{
// your loop
while(!stopThread)
if(SUCCESS == ReadMsg())
{
ProcessMsg();
emit sMsgArrived();
}
QThread::currentThread->quit();
}
NOTE: the thread stopping will only work if ReadMsg really is non-blocking. If you later decide to switch to blocking read (and that would probably be appropriate for most cases), you will have to figure out another way how to stop your thread.
If you look at this link you can see that it is possible to run a method in a separate thread without subclassing a QThread.
However what you are asking is running a message loop forever.
If you follow the given example you can run your loop without subclassing but the QThread object will never enter into its own message loop cause it will never return from your slot. So here is an example but I think it would be a bad design
class Device : public QObject
{
Q_OBJECT
public:
Device(QObject* parent = 0);
~Device();
public Q_SLOTS:
void MsgLoop();
};
QThread* thread = new QThread;
Device* device = new Device;
void Widget::onBtnStartClicked()
{
device->moveToThread(thread);
//This will call start method of Device
connect(thread, SIGNAL(started()), device, SLOT(MsgLoop()));
//This will start the event loop of thread
thread->start();
}
void Widget::onBtnStopClicked()
{
//Tells the thread to exit
thread->exit(0);
}
I am afraid you have to subclass a QThread if you want to run a forever loop.
IMHO you shouldn't. Polling requires being in a forever loop. You must do this in QThread's run function so there is no way to re-implement a function without sub-classing first. Even if you were to try and workaround it with a single shot timer I don't recommend it. You are better off(this is how i like to do it) sub-classing QThread, calling moveToThread(), not call exec() and put a forever loop in run. For an example of this look at the Fortune Blocking Client example from qt. If you don't call moveToThread() on QThread then the QThread object still resides in the GUI main thread and they both share the same event loop (which is bad when using polling functions). Calling moveToThread(QThread) without calling exec() means the QThread will not have an event loop(which is good in your case). Calling exec() would start it's own event loop but is not used for polling schemes and you would leave the run function.