Qt Programming and computations which take long time - c++

I am new on Qt programming. I have to make some computations which take long time. I use an edit box and two button named as "start" and "stop". The edit box is used for the initialization. Start button starts the computation. While the computation is going on, I must be able to stop the computation whenever I want. But when I start the computation by clicking the start button. As expected, I cannot click any component on the window until the computation is completed.
I want to use the components (especially stop button) on the window normally while the computation is performing. But I am not good on the threads, I am looking for an easier method. Is there any simple solution?

There are a couple of options.
1. Subclass QRunnable
Subclass QRunnable and use QThreadPool to run it in a separate thread. To communicate with the UI, use signals. Example of this:
class LongTask: public QRunnable
{
void run()
{
// long running task
}
};
QThreadPool::globalInstance()->start(new LongTask);
Note that you don't need to worry about managing the thread or the lifetime of your QRunnable. For communicating, you can connect your custom signals before starting the QRunnable.
2. Use QtConcurrent::run
This is a different approach and might not suit your problem. Basically, the way it works is the following: you get a handle to the future return value of the long task. When you try to retrieve the return value, it will either give it to you immediately or wait for the task to finish if it hasn't already. Example:
QFuture<int> future = QtConcurrent::run(longProcessing, param1, param2);
// later, perhaps in a different function:
int result = future.result();
3. Subclass QThread
You probably don't need this, but it isn't hard either. This one is very similar to #1 but you need to manage the thread yourself. Example:
class MyThread : public QThread
{
public:
void run()
{
// long running task
}
};
QThread* thread = new MyThread(this); // this might be your UI or something in the QObject tree for easier resource management
thread.start();
Similarly to QRunnable, you can use signals to talk to the UI.

In your computation you can put QCoreApplication::processEvents(); so that GUI events also get processed. This will omit usage of threads.

You can have your computation occur in a different thread than your GUI. When the GUI recieves a signal that the stop button is pressed, you change a flag value which your computation thread periodically checks. When the flag is set, you can terminate the computation thread.

Either use threads (perhaps synchronizing them by sending messages on pipes to self), or use timer (with a 0 millisecond delays, this is how idle processing is done in Qt).

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.

The canonical way to use a QTimer in a separate thread

I am tying to create a worker thread that will update a QTWidget at 1 second intervals (think of it as a digital clock or a progress bar updater might be a better analogy given the application).
My application is avionics specific that computes flight tracking info over a flight path and updates a map or some other QT widget regularly during the progress of the flight at 1 sec intervals (I suppose you could think of it as a sort of progress bar - where the progress bar could be replaced by a map or table widget in my case). The thread will probably take about 10-20 seconds to compute the entire flight data - (however it will have its first results available almost immediately) - these results need to be sent at 1 second intervals to the GUI to update the position of an aircraft on a map.
There is a lot of confusion about the right and wrong way to incorporate a timer that updates a worker thread. The best source of knowledge I found was a QtCon talk entitied Multithreading with Qt - Giuseppe D’Angelo - it seems that the preferred method is to have a worker QObject that does not subclass a QThread and that has the timer running in its own event handler - but there is a lot of confusion about moving the worker thread to another thread that I don't understand very well and I am looking for some canonical advice on how to do this right. Doing so in a Lambda would be ideal as I could keep the logic and threading relatively isolated which would be ideal.
I am looking to see if someone could point me in the direction of a similar example (especially if it uses modern Lambdas). I am currently using QT 5.11.2.
My worker object (which contains the QTimer is as follows):
class SimulatedFlightWorker : public QObject
{
Q_OBJECT
public:
explicit SimulatedFlightWorker()
: mpMMRFlightData{}
{}
public slots:
// worker thread slot that computes the mpMMRFlightData
void importSimulatedFlight(
const QString& fileName,
const int aPlaybackSpeed);
void updateGUI(int secondsElapsed);
signals:
// every second during the flight we need to send a new MMR
// record to the GUI - to display on a spreadsheet or google map
void updateFlightData(const MMRTimedRecord& rMMRRecord);
// this is effectively when the worker thread is done
void flightCompleted();
private:
QTimer mTimer;
// the
std::unique_ptr<MMRFlightData> mpMMRFlightData;
};
This is the code where I setup the signals and slots (not working yet)
// Experimental worker model adapted from YouTube tutorial
// by Giuseppe di Angelo https://www.youtube.com/watch?v=BgqT6SIeRn4
auto thread = new QThread;
auto worker = new SimulatedFlightWorker;
connect(thread, &QThread::started, worker, &SimulatedFlightWorker::importSimulatedFlight);
connect(worker, &SimulatedFlightWorker::flightCompleted, thread, &QThread::quit);
connect(thread, &QThread::finished, worker, &SimulatedFlightWorker::deleteLater);
worker->moveToThread(thread);
thread->start();
It’s really simple:
Your calculations are done in a QObject-derived class
Updates are issued via a signal in that object.
Calculations are done in small chunks that take 10-20ms.
The calcualtions are triggered from a zero-duration timer – it’s not a timer, but a way of detecting event loop idle state in a thread.
The updates are triggered from a 1-second timer.
This class can be run on any thread — it will even work on the GUI thread, but will make it a bit less responsive (but not at all unresponsive).
You’d normally instantiate the class, start computations, and move it to a dedicated thread.

QT - force an object to process incoming signals

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.

Qt5: How to repaint while doing a big calculation

I am writing a mathematical simulator in Qt5 and when I click a button, some heavy calculation needs to be done. During it, I want to display a Please, wait window, eventually with a progress bar. Preferably without using threads.
Problem is, during calculation the application hangs, events are not handled, and what should be a please, wait window is merely a window frame without any contents (looks transparent).
PC: AMD X2 L325, 2GB RAM, Radeon E4690
OS: Debian 6 (Squeeze, Old stable)
gcc 4.4.5, Qt 5.2.0
Any help would be appreciated!
While you could call QApplication::processEvents, it's not the best approach.
If you're avoiding threads because they're new to you, then I'm sure you'll find it much easier once you've done it once. Qt makes it easy.
All you need to do is create a class derived from QObject which will do the calculations. Next, create a thread and call the object's moveToThread function. The thread is then controlled with a few signals and slots. That's all there is to it.
Rather than repeat the content here, I suggest you read this article, which explains it in detail and provides clean and concise example code.
From the new object that processes your calculations, it can then emit a signal to a slot on the main thread, which will update the progress on your "Please Wait" window.
Note that Widgets and all rendering must be done on the main thread.
I prefer use Qt Concurrent. It is not well documented, but very handy, much better then using QThread directly.
I usually do such things like that I have separate QObject for logic, in there some slot which calls heavy calculation like that (see run documentation):
void MyCalculationClass::startCalculating() {
QtConcurent::run(this, &MyCalculationClass::doHeavyCalculation);
}
Where method doHeavyCalculation emits signals with progress and calculation results.
Usually this method operates on its own data not modified by other threads/methods, so if synchronization is needed, it is trivial. Signal-Slot mechanism is handling most of the multithreading issues (note that default connections detects that signals is emitted from other threads and queues slot calls in proper thread, it is done automatically by default).
i have such problem and i solve it like this, i make calculation in another thread( i use std::thread instad of QThread) before i start my calculation i just start timer
QTimer *timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(repaint()));
timer->start(1);
and then
std::thread t(&Widget::calcBackgound, this);
t.detach();
You can put the heavy and time consuming part of your code in run() member function of another class which inherits from QThread. After that create an instance of the new class and simply call its start() function.
Your new class can have a signal which emits the current progress value. you can then connect this signal to the slot of a progress bar.

Can I have multiple GUI threads in MFC?

I have a large MFC based application that includes some potentially very slow tasks in the main thread. This can give the appearance that the application has hung when it is actually working its way through a long task. From a usability point of view, I'd like to be giving the user some more feedback on progress, and have an option to abort the task in a clean manner. While hiving the long tasks off into separate threads would be a better long term solution, I'm thinking a pragmatic short term solution is create a new GUI thread encapsulated in its own object complete with dialog including progress bar and cancel button, used in a similar manner to a CWait object. The main thread monitors the cancel status via an IsCancelled method, and finishes via a throw when required.
Is this a reasonable approach, and if so is there some MFC code out there already that I can use, or should I roll my own? First sketch looks like this
class CProgressThread : public CWinThread
{
public:
CProgressThread(int ProgressMax);
~CProgressThread()
void SetProgress(int Progress);
BOOL IsCancelled();
private:
CProgressDialog *theDialog;
}
void MySlowTask()
{
CProgressThread PT(MaxProgress);
try
{
{
{ // deep in the depths of my slow task
PT.SetProgress(Progress);
if (PT.IsCancelled())
throw new CUserHasHadEnough;
}
}
}
catch (CUserHasHadEnough *pUserHasHadEnough)
{
// Clean-up
}
}
As a rule, I tend to have one GUI thread and many worker threads, but this approach could possibly save me a bunch of refactoring and testing. Any serious potential pitfalls?
Short answer, Yes, you can have multiple GUI thread in MFC. But you can't access the GUI component directly other than the created thread. The reason is because the Win32 under the MFC stores the GUI handler per thread based. It means the handler in one thread isn't visible to another thread. If you jump to the CWinThread class source code, you can find a handler map attribute there.
Windows (MFC) doesn't has hard difference between the worker thread & GUI thread. Any thread can be changed to GUI thread once they create the message queue, which is created after the first call related to the message, such as GetMessage().
In your above code, if the progress bar is created in one thread and MySlowWork() is called in another thread. You can only use the CProgressThread attributes without touch the Win32 GUI related functions, such as close, setText, SetProgress... since they all need the GUI handler. If you do call those function, the error will be can't find the specified window since that handler isn't in the thread handler mapping.
If you do need change the GUI, you need send the message to that progress bar owner thread. Let that thread handles the message by itself (message handler) through the PostThreadMessage, refer to MSDN for detail.