Why you can't create glfw window on another thread? - multithreading

Yes I know opengl is not thread safe but what I want is run a new window with opengl in it on a different thread entirely without doing any sort of data manipulation over opengl and causing weird bugs what i want is have a web server that based on requests sent run a opengl thread render it then save it to a picture (basically im trying to render 3d virtual avatars for a website). But I kept getting this error:
OpenTK.Windowing.GraphicsLibraryFramework.GLFWException: GLFW can only be called from the main thread!
Code being (Licensed under public domain):
public async Task RenderAvatar() {
while(true) {
HttpListenerContext td = await httpServer.GetContextAsync();
HttpListenerRequest req = td.Request;
HttpListenerResponse res = td.Response;
if(req.HttpMethod == "GET") {
if(req.Url.AbsolutePath.ToString() == "/renderAvatar.3d") {
var parameters = HttpUtility.ParseQueryString(req.Url.Query);
if(parameters.Count == 3) {
var pant = parameters[0].ToString();
var face = parameters[1].ToString();
var shirt = parameters[2].ToString();
Game game = new Game(new string[]{pant,face,shirt, null},new string[]{ "head",
"neck",
"torso",
"larm",
"rarm",
"lleg",
"rleg",null});
game.Run();
}
}
}
}
after accessing the web page exception throws but I'm pretty sure it should run fine in theory since I do not do any sort of access other than initializing game type: GameWindow object with parameters taken from the query and running it.
So I want to know what is the technical reason behind glfw don't letting me to run it on a different thread even if it will work fine in theory?
If it will run fine as long as I don't do data manipulation from different thread Is theres a way to bypass the exception or can I avoid the error by Compiling OpenTK myself and removing the exception and expect it to run fine?

Most GLFW functions, including glfwCreateWindow must by called from the main thread. It says exactly that in the main GLFW reference and the OpenTK reference.
OpenGL is not GLFW. The GLFW thread rules apply to GLFW functions, and so you must respect them while calling GLFW functions. If you want to run OpenGL code in a non main thread, that is all fine.
Importantly, glfwMakeContextCurrent may be called from any thread. This means that you can make a window on the main thread, hand it off to a second thread, and the second thread can then use the OpenGL context of that window. The second thread can also call glfwSwapBuffers, but various other window functions like glfwPollEvents still must be called from the main thread.
If you are ever unsure about the thread safety of a GLFW function, check the reference and it will tell you:
https://www.glfw.org/docs/3.3/modules.html

Related

What is Device.BeginInvokeOnMainThread for?

I would like someone to explain to me what is Device.BeginInvokeOnMainThread and what is it for?
And also some examples of cases where it's used.
Just to add an example.
Imagine you have an async method DoAnyWorkAsync if you call it (just as an example) this way:
DoAnyWorkAsync().ContinueWith ((arg) => {
StatusLabel.Text = "Async operation completed...";
});
StatusLabel is a label you have in the XAML.
The code above will not show the message in the label once the async operation had finished, because the callback is in another thread different than the UI thread and because of that it cannot modify the UI.
If the same code you update it a bit, just enclosing the StatusLabel text update within Device.BeginInvokeOnMainThread like this:
DoAnyWorkAsync().ContinueWith ((arg) => {
Device.BeginInvokeOnMainThread (() => {
StatusLabel.Text = "Async operation completed...";
});
});
there will not be any problem.
Try it yourself, replacing DoAnyWorkAsync() with Task.Delay(2000).
The simple answer is: Background thread cannot modify UI elements because most UI operations in iOS and Android are not thread-safe; therefore, you need to invoke UI thread to execute the code that modifies UI such MyLabel.Text="New Text".
The detailed answer can be found in Xamarin document:
For iOS:
IOSPlatformServices.BeginInvokeOnMainThread() Method simply calls NSRunLoop.Main.BeginInvokeOnMainThread
public void BeginInvokeOnMainThread(Action action)
{
NSRunLoop.Main.BeginInvokeOnMainThread(action.Invoke);
}
https://developer.xamarin.com/api/member/Foundation.NSObject.BeginInvokeOnMainThread/p/ObjCRuntime.Selector/Foundation.NSObject/
You use this method from a thread to invoke the code in the specified object that is exposed with the specified selector in the UI thread. This is required for most operations that affect UIKit or AppKit as neither one of those APIs is thread safe.
The code is executed when the main thread goes back to its main loop for processing events.
For Android:
Many People think on Xamarin.Android BeginInvokeOnMainThread() method use Activity.runOnUiThread(), BUT this is NOT the case, and there is a difference between using runOnUiThread() and Handler.Post():
public final void runOnUiThread(Runnable action) {
if (Thread.currentThread() != mUiThread) {
mHandler.post(action);//<-- post message delays action until UI thread is scheduled to handle messages
} else {
action.run();//<--action is executed immediately if current running thread is UI thread.
}
}
The actual implementation of Xamarin.Android BeginInvokeOnMainThread() method can be found in AndroidPlatformServices.cs class
public void BeginInvokeOnMainThread(Action action)
{
if (s_handler == null || s_handler.Looper != Looper.MainLooper)
{
s_handler = new Handler(Looper.MainLooper);
}
s_handler.Post(action);
}
https://developer.android.com/reference/android/os/Handler.html#post(java.lang.Runnable)
As you can see, you action code is not executed immediately by Handler.Post(action). It is added to the Looper's message queue, and is handled when the UI thread's scheduled to handle its message.
You can only update the UI from the main UI thread. If you are running code on a background thread and need to update the UI, BeginInvokeOnMainThread() allows you to force your code to run on the main thread, so you can update the UI.
As explained above, any UI updates must happen in the main thread or an exception will occur.
Though there's a peculiarity with Xamarin.Forms, one can manilpulate UI elements (e.g. create Labels and add them to StackLayout's Children collection) off the main thread without any failures as long as this part of UI is detached from UI elements currently displayed. This approach can be used to boost performance by creating Xamarin.Forms controls and setting their child/parent relations in-memory/off-screen in a separate thread BUT in order to attach them to displayed container (e.g. assign ContentPage's Content property) you will have to do this in Device.BeginInvokeOnMainThread().
While analysing the relationship between UI thread and background thread in some situation, we should be aware of the following:
BeginInvokeOnMainThread method as described in the docs, merely queues the invocation and returns immediately to the caller. So in this case, UI thread and background thread which submitted some work to UI thread, might work in parallel.
However, there is also InvokeOnMainThread which, as described in the docs, waits for the UI thread to execute the method, and does not return until the code pointed by action has completed. So in this case, background thread waits for UI thread to finish executing the given work, and then background thread continues execution.

Getting error "attempting to detach while still running code" when calling JavaVm->DetachCurrentThread [duplicate]

I have an Android app that uses NDK - a regular Android Java app with regular UI and C++ core. There are places in the core where I need to call Java methods, which means I need a JNIEnv* for that thread, which in turn means that I need to call JavaVM->AttachCurrentThread() to get the valid env.
Previously, was just doing AttachCurrentThread and didn't bother to detach at all. It worked fine in Dalvik, but ART aborts the application as soon as a thread that has called AttachCurrentThread exits without calling DetachCurrentThread. So I've read the JNI reference, and indeed it says that I must call DetachCurrentThread. But when I do that, ART aborts the app with the following message:
attempting to detach while still running code
What's the problem here, and how to call DetachCurrentThread properly?
Dalvik will also abort if the thread exits without detaching. This is implemented through a pthread key -- see threadExitCheck() in Thread.cpp.
A thread may not detach unless its call stack is empty. The reasoning behind this is to ensure that any resources like monitor locks (i.e. synchronized statements) are properly released as the stack unwinds.
The second and subsequent attach calls are, as defined by the spec, low-cost no-ops. There's no reference counting, so detach always detaches, no matter how many attaches have happened. One solution is to add your own reference-counted wrapper.
Another approach is to attach and detach every time. This is used by the app framework on certain callbacks. This wasn't so much a deliberate choice as a side-effect of wrapping Java sources around code developed primarily in C++, and trying to shoe-horn the functionality in. If you look at SurfaceTexture.cpp, particularly JNISurfaceTextureContext::onFrameAvailable(), you can see that when SurfaceTexture needs to invoke a Java-language callback function, it will attach the thread, invoke the callback, and then if the thread was just attached it will immediately detach it. The "needsDetach" flag is set by calling GetEnv to see if the thread was previously attached.
This isn't a great thing performance-wise, as each attach needs to allocate a Thread object and do some internal VM housekeeping, but it does yield the correct behavior.
I'll try a direct and practical approach (with sample code, without use of classes) answering this question for the occasional developer that came up with this error in android, in cases where they had it working and after a OS or framework update (Qt?) it started to give problems with that error and message.
JNIEXPORT void Java_com_package_class_function(JNIEnv* env.... {
JavaVM* jvm;
env->GetJavaVM(&jvm);
JNIEnv* myNewEnv; // as the code to run might be in a different thread (connections to signals for example) we will have a 'new one'
JavaVMAttachArgs jvmArgs;
jvmArgs.version = JNI_VERSION_1_6;
int attachedHere = 0; // know if detaching at the end is necessary
jint res = jvm->GetEnv((void**)&myNewEnv, JNI_VERSION_1_6); // checks if current env needs attaching or it is already attached
if (JNI_EDETACHED == res) {
// Supported but not attached yet, needs to call AttachCurrentThread
res = jvm->AttachCurrentThread(reinterpret_cast<JNIEnv **>(&myNewEnv), &jvmArgs);
if (JNI_OK == res) {
attachedHere = 1;
} else {
// Failed to attach, cancel
return;
}
} else if (JNI_OK == res) {
// Current thread already attached, do not attach 'again' (just to save the attachedHere flag)
// We make sure to keep attachedHere = 0
} else {
// JNI_EVERSION, specified version is not supported cancel this..
return;
}
// Execute code using myNewEnv
// ...
if (attachedHere) { // Key check
jvm->DetachCurrentThread(); // Done only when attachment was done here
}
}
Everything made sense after seeing the The Invocation API docs for GetEnv:
RETURNS:
If the current thread is not attached to the VM, sets *env to NULL, and returns JNI_EDETACHED. If the specified version is not supported, sets *env to NULL, and returns JNI_EVERSION. Otherwise, sets *env to the appropriate interface, and returns JNI_OK.
Credits to:
- This question Getting error "attempting to detach while still running code" when calling JavaVm->DetachCurrentThread that in its example made it clear that it was necessary to double check every time (even though before calling detach it doesn't do it).
- #Michael that in this question comments he notes it clearly about not calling detach.
- What #fadden said: "There's no reference counting, so detach always detaches, no matter how many attaches have happened."

QSerialPort in QThread run bytesAvailable is zero

Have a simple Qt app. Gui thread, creates Dev thread it creates (in its run()) Read thread. Dev and Read threads are my classes inherited from QThread. The Read thread should read data from COM port continuously. An approximate view of Read run is following.
read::run()
{
sp2->clear();
while (DO_EXEC)
{
if (DO_WRITE)
{
// write data to port
}
usleep(500);
ba = sp2->bytesAvailable();
if (ba > 0)
{
int a = sp2->read(&BUF[BUF_END], ba);
// process data
emit sgnl(sendeddata);
}
}
}
To start it I emit signal in GUI that is passed to Dev at it is passed to the following read slot:
read::slot_readStart()
{
// some stuff
if (doStart && !isRunning())
{
sp2 = new QSerialPort(this);
sp2->setPortName("COM3");
sp2->setBaudRate(256000);
sp2->setDataBits(QSerialPort::Data8);
sp2->setStopBits(QSerialPort::OneStop);
sp2->setParity(QSerialPort::NoParity);
sp2->setFlowControl(QSerialPort::NoFlowControl);
sp2->setReadBufferSize(5000);
bool isOpen = sp2->open(QIODevice::ReadWrite);
DO_EXEC = true;
start();
}
}
This works. But, if I place creating and setup and opening serial port to run method, then the port is open, but the bytesAvailable() are always zero? Why it is possible?
Thank you in adcance.
I agree with Orest Hera, in that you are using a "non recommended" way of implementing threads.
You are using inheritance for your thread object.
It is important to understand how QThreads work. The general procedure to using the QThreads is:
Make Object to go into thread, assign no parent
Make thread
Move object into thead using obj->moveToThread(thread)
Connect a signal to a slot in the object that will instatiate the object members (if required)
Start the thread: thread->start()
For example:
MyObj *myObj = new MyObj(0); // 0 = no parent if your object inherits QObject
QThread* thread = new QThread;
myObj->moveToThread(thread);
QObject::connect(thread, SIGNAL(started()), myObj, SLOT(run()));
thread->start();
So your object can still have its "run()" function, but it won't be overloading anything.
Also your run() function does not need to be a "forever" loop, it is simply an initialization function (create the serial port or whatever). Then you add other slots for other events, e.g. you can connect the QSerialPort::readyRead() to your "incoming data slot" handler to handle any data received from the serial port.... and so on.
I think this will solve your issues. It is difficult to tell exactly why your serial port does not work in your overloaded "Run()" function because I can't see how you are calling /creating the thread (i.e. the rest of your code) or where DO_EXEC is initialized etc... There is probably some ordering of events or thread ownership issue here.
Note: I am not saying you can't inherit thread class, but if you do that it is so that you create your own custom thread class (to do thread stuff), but not some other class to create a hybrid of thread utility and other stuff. There is a fair amount of information relating to this here (on SO) and on the qt forum if you are interested in the why/how etc... :)

QML: running functions in parallel threads

In my code I'm creating 16x16 buttons in cycle and this take few seconds.
onCreateField:
{
for(var i=0;i<fieldWidth;i++)
{
for(var j=0;j<fieldHeight;j++)
{
createButton(i, j);
}
}
}
function createButton(x, y)
{
__buttonX = x;
__buttonY = y;
__component = Qt.createComponent("GameButton.qml");
if(__component != null)
continueButtonCreation();
else
__component.ready.connect(continueButtonCreation);
}
function continueButtonCreation()
{
var button = __component.createObject(field, {"row": __buttonY, "column": __buttonX});
if (button == null) {
// Error Handling
console.log("Error creating object");
return;
}
updateValveState.connect(button.stateUpdated);
button.buttonClicked.connect(buttonClicked);
field.clearField.connect(button.release);
}
While function that creating buttons runs, app freezes. I want to show loading animation while this function runs. So, how to run this function in parallel thread to avoid freezing?
To do work in threads you have two possible approaches :
Read about the WorkerScript element. It allows you to perform certain operation by running the javascript functions as threads.
Note: As given in the documentation, there is a restriction though :
Since the WorkerScript.onMessage() function is run in a separate
thread, the JavaScript file is evaluated in a context separate from
the main QML engine. This means that unlike an ordinary JavaScript
file that is imported into QML, the script.js in the above example
cannot access the properties, methods or other attributes of the QML
item, nor can it access any context properties set on the QML object
through QDeclarativeContext. Additionally, there are restrictions on
the types of values that can be passed to and from the worker script.
See the sendMessage() documentation for details.
Just see, if for your particular use case it suits the requirement.
2
. Implement the functionality which are heavy as C++ threads. Whenever required, generate a signal to start this thread on the C++ side. When done, pass back the data from C++ to Qml , if required.
As you may or may not have determined in other posts you cannot load QML objects in javascript in parallel. Depending on your circumstances you should probably be using a GridView with a Delegate that renders a button. This allows the underlying code to efficently render the buttons instead of sequentially creating them in javascript.
Other options to not block the UI might be
use incubateObject instead of createObject
don't create all Buttons within a single (16ms) frame: use a Timer to spread the creation of the Buttons over multiple frames

How to make an assert window in QT

I currently have a very long running GUI-Application in QT. Later that application is going to be tested and run on an embedded device without a keyboard in full screen.
For easier debugging I have a custom assert macro, which allows me to ignore certain asserts (may include known buggy parts I have to work around for now) etc. For the time being I just print something on the console such as "Assertion: XXXX failed; abort/ignore". This is fine when I start the application within a console, but ultimately fails when I run it on the final device. In that case the assert will just block the main thread waiting for input and make the GUI hang badly without hope for recovery.
Now I am thinking about how to remedy this situation. One Idea is to just have the assert crash, as the standard assert does. But I do not really like that Idea, since there are a lot of know problems, and I've always found ignorable asserts very helpful when testing applications. Also I would have to put the messages into a separate file, so I can later see what happened while testing. Reading these files afterwards is possible, but I would prefer a simpler way to find out what went wrong.
The other idea was to make a window instead. However the asserts may be triggered in any thread and I can only create new windows in the GUI thread. Also the main event loop may be blocked by the assert, so I cannot be sure that it will handle the events correctly. I would somehow need a fully responsive stand-alone window in a separate thread, which only handles a few buttons.
Is this somehow possible in QT4?
You may post events to main thread to display dialog and wait for an answer from non-gui threads, or just display dialog if current thread is app thread
int result = -1;
if ( QTrhead::currentThread() == QCoreApplication::instance()->thread() )
{
result = AssertHandler->ShowDialog(where, what, condition);
}
else
{
QMetaObject::invokeMethod(AssertHandler, "ShowDialog", Qt::QueuedBlockingConnection, Q_RETURN_ARG(int, result), Q_ARG(QString, where), Q_ARG(QString, what), Q_ARG(QString, condition);
}
if (result != 0)
{
// handle assert
}
The AssertHandler is QObject based class with slot int ShowDialog(const QString &where, const QString what, const QString &condition). It should display dialog with assert data and buttons assert/ignore. Returns 0 when user pressed ignore, otherwise returns non zero value.

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