Display Opencv image send by event to Qt GUI - multithreading

I am trying for days now to find a proper solution to the following problem(stated below), and I have no more ideas now. Therefore, I need help from more experienced devs:
I have a class independant from QT (and I want it to stay like this) that generate openCV images in a secundary thread. Then it raise an event which pass the images.
while (1)
{
if (timerActived & this->_camReady)
{
vector<Mat>* images = new vector<Mat>;
images = this->AcquireImg();
__raise this->frameAcquired(images);
}
this_thread::sleep_for(chrono::milliseconds(_frameTimeLaps));
}
This event is hooked by my MainWindow and a method is supposed to display my images on my GUI.
void MainWindow::displayFrame(vector<Mat>* frames) {
vector<Mat>* frames2 = new vector<Mat>();
frames2 = frames;
for (int i = 0; i < frames2->size(); ++i) {
this->camFrames->at(i)->showImage(frames2->at(i));
}
}
During the runTime, when the Main Thread access the images I get the following error :
ASSERT failure in QCoreApplication::sendEvent: "Cannot send events to objects owned by a different thread.
I understand that I am not using threads properly, but I have no idea how to create an asynchronous event now.
Thank you for help,
Valentin
EDIT 1 :
It seems to me that the real question is : can I use normal std::thread and native event to communicate with the main Qthread ?

Here is my solution to solve the problem, after all.
The idea is to give the main thread access to the Mat coming from the second thread. So I modified my function displayFrame like this :
void MainWindow::displayFrame(vector<Mat>* frames) {
//QThread::
QThread* this_thread = QThread::currentThread();
FrameWrapper* worker = new FrameWrapper();
worker->moveToThread(this_thread);
QObject::connect(worker, SIGNAL(frameSent(vector<Mat>*)), this, SLOT(showImg(vector<Mat>*)));
emit worker->frameSent(frames);
//this->camFrames->at(0)->showImage(frame);
}
The new function showImg is doing the job of the old displayFrame. The signal/slot process permit to access image from the GUI Thread as wanted.

Related

C++/CLI - Update a custom control from a parent form "for loop" does not work

Rewriting the question with more clarity.
I have a WinForm that consists of a UserControl called ProgressTracker that shows the user a status message and completion % using labels in a TableLayoutPanel. The progress update usually comes from events getting fired in the MainForm that further call their respective methods. I was testing the ProgressTracker today by the following methods.
ProgressTracker^ pt; //Gets allocated when InitializeComponent() is called as it is added using the designer.
System::Void MainForm::Process()
{
pt->TaskComplete = false;
pt->CurrentStage = 0;
pt->MaximumStage = 15;
pt->Percentage = 0;
for (int i = 0; i < 15; i++)
{
pt->CurrentStage = i; //integer property in ProgressTracker that further calls label->Text property.
pt->Percentage = i; //integer property in ProgressTracker that further calls label->Text property.
pt->StatusMessage //integer property in ProgressTracker that further calls label->Text property.
System::Threading::Thread::Sleep(300);
}
pt->TaskComplete = true;
}
System::Void MainForm::ButtonClick(some arguments)
{
System::Threading::Thread^ thr = gcnew System::Threading::Thread
(gcnew System::Threading::ThreadStart(this, &MainForm::Process));
thr->IsBackground = true;
thr->Start();
while (true) {} //Test 1
//while (true) { if (pt->TaskComplete) break; } //Test 2
}
I do not want the MainForm::ButtonClick method to finish until the MainForm::Process has finished. That is why I put an inifinite loop at the end there. But no matter what I do, the GUI does not update until MainForm::ButtonClick returns.
I have read a lot of posts on Stack about using BGWorker or using BG thread. But as you can see, I have already called a thread in the background but the GUI does not change until the MainForm::ButtonClick ends. And I cannot let MainForm::ButtonClick to end until MainForm::Process has finished due to some reason that is irrelevant to this post.
Is there a way for me to UPDATE the labels of ProgressTracker from MainForm events without having the event methods to end first?
Edit - Whether the GUI updates or not is my secondary concern. What I am trying to actually understand here is why is it that the GUI does not update until MainForm::ButtonClick returns despite MainForm::Process being called from a BG thread.
The problem: GUI does not update until event method returns.
Suggestions: I have been suggested Background workers and threads.
So, none of the suggestions work because the readers appear to not understand the problem correctly. THE GUI DOES NOT UPDATE UNTIL THE EVENT METHOD MainForm::ButtonClick RETURNS. Emphasis on the "UNTIL THE EVENT METHOD MainForm::ButtonClick RETURNS" part. I have tried BG workers and threads but no matter what I do, the GUI will not update until the MainForm::ButtonClick method has finished execution.
What is the problem? I do not care if the GUI updates or not. What I need answers for is why is it that the GUI does not update until MainForm::ButtonClick returns despite MainForm::Process being called from a BG thread.
Current Solution: from MainForm::ButtonClick, call the MainForm::Process in a BG Worker or thread and then let MainForm::Process raise a separate even upon its completion.

Capturing every frame to recognize text ARcore - Do i need to use semaphores?

I am developing an app in which I want to recognize text in real-time.
At first I was using onTapListener so whenever the user was tapping on the screen the current frame was being captured and after that the text recognition was called.
Right now I want to do this completely real-time so the user will not tap on the screen to capture the current frame. But every current frame is going to be captured until the moment the text of one captured current frame will be recognized.
For this reason, I created a global boolean field name locked that is initialized in false and I use it as a "locker" as you will see in a bit.
private boolean locked = false;
And in a method onUpdateFrame(FrameTime frameTime) I use the above global variable locked. When the first feature points are tracked I "lock" the update. So only the current thread gonna capture the current frame. And if the recognized data is null the I put locked = true so the next frame gonna be captured.
This is my code
public void onUpdateFrame(FrameTime frameTime) {
Frame frame = arFragment.getArSceneView().getArFrame();
// If there is no frame, just return.
if (frame == null) {
return;
}
//Making sure ARCore is tracking some feature points, makes the augmentation little stable.
if(frame.getCamera().getTrackingState()==TrackingState.TRACKING && !locked) {
locked = true;
if (mProgressDialog == null) {
mProgressDialog = ProgressDialog.show(this, "Processing",
"OCR...", true);
} else {
mProgressDialog.show();
}
executor.execute(() -> {
Bitmap b = captureImage();
final String[] text = {getOCRResult(b)};
handler.post(() -> {
if(text[0] != null && !text[0].equals("")){
doSomething();
}
else{
locked = false;
}
}
This is not working though. And my app is crashing immediately when is detecting the surface.
I am getting the following error, and the Toast that the error talks about it refers to a Toast that I have inside the method captureImage()
E/AndroidRuntime: FATAL EXCEPTION: pool-1-thread-1
Process: opencv.org, PID: 27860
java.lang.RuntimeException: Can't toast on a thread that has not called Looper.prepare()
I cant understand what I am doing wrong.
I heard of semaphores and this is why I asked that on my question. Should i use semaphores , do i need something like that so my app will work. As i understand i need one thread anytime to do the capture of the current frame.
Could someone help me i am a bit lost?
thank you
The reason you are getting this error is that you can't show a toast, or any UI, on a non-UI thread.
The usual way to handle this is to create a 'Handler' on the UI thread and send a message to its message queue asking it to post the thread.
You can see examples in both Java and Kotlin in this answer: Can't create handler inside thread that has not called Looper.prepare()
More info on Handler here: https://developer.android.com/reference/android/os/Handler

How can I update progress bar without blocking UI? [duplicate]

This question already has answers here:
How do I update the GUI from another thread?
(47 answers)
Closed 1 year ago.
Currently I am creating a background STA thread to keep the UI responsive but it slows down my function calls on the main thread.
Based on this thread How to update progress bar while working in the UI thread I tried the following but the UI only gets updated after all of the work has finished. I tried playing around with the Dispatcher priorities but none of them seem to work.
What I also tried is adding _frmPrg.Refresh() to my Progress callback but this does not seem to change anything.
Dim oProgress = New Progress(Of PrgObject)(Sub(runNumber)
_frmPrg.Invoke((Sub()
_frmPrg.Status = runNumber
End Sub))
End Sub)
System.Windows.Threading.Dispatcher.CurrentDispatcher.BeginInvoke(Sub()
DoLongRunningWork(oProgress, _cancellationToken)
End Sub, System.Windows.Threading.DispatcherPriority.Background)
I can't really help you with your problem, but I'll try to clarify what happens in your posted code.
DoLongRunningWork will be invoked through Dispatcher on the UI thread, when the UI thread is not busy. But once started, it will block the UI thread until it completes. So you can't show a progress this way. Your single chance is, to let DoLongRunningWork run on a background thread. That brings you nothing, if the long-running methods come from office objects, which must be accessed from the UI thread...
The Progress class (see the remarks section) invokes your event handler on the UI thread automatically, so you don't need _frmPrg.Invoke in your event handler.
Maybe you can start a STAthread for your progress form and show it from there. The instance of your Progress class must be created in this thread too, but not before your form is shown to ensure, that the thread becomes a WindowsFormsSynchronisationContext (or you set one explicitly after starting the thread). A plain SynchronisationContext won't work!
At least you get updates in your form this way, but the UI thread of the office app will still be blocked. And of course, any action you make with your progress form must be invoked on the UI thread, if accessing office objects.
After reading some other posts, I decided to suggest another solution. My previous answer still contains usable information, so I'll leave it there. I'm not familiar with VB.NET syntax, so the samples are in C#. I have tested the code in a VSTO plugin for PowerPoint, but it should run in any office application.
Forget the Progress class and background threads. Run everything on the UI thread!
Now use some async code. To stay on the UI thread, we need a "good" SynchronizationContext.
private static void EnsureWinFormsSyncContext()
{
// Ensure that we have a "good" SynchronisationContext
// See https://stackoverflow.com/a/32866156/10318835
if (SynchronizationContext.Current is not WindowsFormsSynchronizationContext)
SynchronizationContext.SetSynchronizationContext(new WindowsFormsSynchronizationContext());
}
This is the event handler of a button. Note the manually added async keyword. The SynchronizationContext.Current gets resetted again and again, so ensure the good one in the EventHandler:
private async void OnButtonClick(object sender, EventArgs e)
{
EnsureWinFormsSyncContext();
// Return from event handler, ensure that we are really async
// See https://stackoverflow.com/a/22645114/10318835
await Task.Yield();
await RunLongOnUIThread();
}
This will be the worker method, also running on the UI thread.
private async Task RunLongOnUIThread()
{
//Dummy code, replace it with your code
var pres = addIn.Application.Presentations.Add();
for (int i = 0; i < 100; i++)
{
Debug.Print("Creating slide {0} on thread {1}", i, Thread.CurrentThread.ManagedThreadId);
// If you have some workloads that can be run on a background
// thread, execute them with await Task.Run(...).
try
{
var layout = pres.Designs[1].SlideMaster.CustomLayouts[1];
var slide = pres.Slides.AddSlide(i + 1, layout);
var shape = slide.Shapes.AddLabel(Microsoft.Office.Core.MsoTextOrientation.msoTextOrientationHorizontal, 0, 15 * i, 100, 15);
shape.TextFrame.TextRange.Text = $"Text on slide {i + 1}";
}
catch (Exception ex)
{
Debug.Print("I don't know what am I doing here, I'm not familiar with PowerPoint... {0}", ex);
}
// Update UI
statusLabel.Text = $"Slide {i + 1} done";
progressBar1.Value = i + 1;
// This is the magic! It gives the main thread the opportunity to update the UI.
// It also processes input messages so you need to disable unwanted buttons etc.
await IdleYield();
}
}
The following method is for Windows Forms Applications where it does the job perfect. I've tried it also in PowerPoint. If you are facing problems, try the WPF flavour with await Dispatcher.Yield(DispatcherPriority.ApplicationIdle) instead of await IdleYield().
private static Task IdleYield()
{
var idleTcs = new TaskCompletionSource<bool>();
void handler(object s, EventArgs e)
{
Application.Idle -= handler;
idleTcs.SetResult(true);
}
Application.Idle += handler;
return idleTcs.Task;
}
Here are the (clickable) links to the answers that I used (I can't put them in the code-blocks...).
Incorrect async/await working, Excel events in Excel Application Level Add-in
When would I use Task.Yield()?
Task.Yield - real usages?
If in your real code something runs not as expected, check the thread you are running on and SynchronizationContext.Current.

Cocos2d-x Multithreading sceanrio crashes the game

my scenario is simple:i made a game using cocos2d-x and i want to download images (FB and Google play) for multi player users and show them once the download is done as texture for a button.
in ideal world, things work as expected.
things get tricky when those buttons got deleted before the download is done.
so the callback function is in weird state and then i get signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)
and the app crashes
This is how i implmented it
I have a Layout class called PlayerIcon. the cpp looks like this
void PlayerIcon::setPlayer(string userName, string displayName, string avatarUrl){
try {
//some code here
downloadAvatar(_userName, _avatarUrl);
//some code here
}
catch(... ){
}
}
void PlayerIcon::downloadAvatar(std::string _avatarFilePath,std::string url) {
if(!isFileExist(_avatarFilePath)) {
try {
auto downloader = new Downloader();
downloader->onFileTaskSuccess=CC_CALLBACK_1(PlayerIcon::on_download_success,this);
downloader->onTaskError=[&](const network::DownloadTask& task,int errorCode,
int errorCodeInternal,
const std::string& errorStr){
log("error while saving image");
};
downloader->createDownloadFileTask(url,_avatarFilePath,_avatarFilePath);
}
catch (exception e)
{
log("error while saving image: test");
}
} else {
//set texture for button
}
}
void PlayerIcon::on_download_success(const network::DownloadTask& task){
_isDownloading = false;
Director::getInstance()->getScheduler()-> performFunctionInCocosThread(CC_CALLBACK_0(PlayerIcon::reload_avatar,this));
}
void PlayerIcon::reload_avatar(){
try {
// setting texture in UI thread
}
catch (...) {
log("error updating avatar");
}
}
As i said, things works fine until PlayerIcon is deleted before the download is done.
i dont know what happens when the call back of the download task point to a method of un object that s deleted (or flagged for deletion).
i looked in the downloader implementation and it doesn't provide any cancellation mechanism
and i'm not sure how to handle this
Also, is it normal to have 10% crash rate on google console for a cocos2dx game
any help is really appreciated
Do you delete de Downloader in de destructor of the PlayerIcon?
there is a destroy in the apple implementation witch is trigered by the destructor.
-(void)doDestroy
{
// cancel all download task
NSEnumerator * enumeratorKey = [self.taskDict keyEnumerator];
for (NSURLSessionDownloadTask *task in enumeratorKey)
{
....
DownloaderApple::~DownloaderApple()
{
DeclareDownloaderImplVar;
[impl doDestroy];
DLLOG("Destruct DownloaderApple %p", this);
}
In the demo code of cocos2d-x: DownloaderTest.cpp they use:
std::unique_ptr<network::Downloader> downloader;
downloader.reset(new cocos2d::network::Downloader());
instead of:
auto downloader = new Downloader();
It looks like you are building this network code as part of your scene tree. If you do a replaceScene/popScene...() call, while the async network software is running in the background, this will cause the callback to disappear (the scene will be deleted from the scene-stack) and you will get a SEGFAULT from this.
If this is the way you've coded it, then you might want to extract the network code to a global object (singleton) where you queue the requests and then grab them off the internet saving the results in the global-object's output queue (or their name and location) and then let the scene code check to see if the avatar has been received yet by inquiring on the global-object and loading the avatar sprite at this point.
Note, this may be an intermittent problem which depends on the speed of your machine and the network so it may not be triggered consistently.
Another solution ...
Or you could just set your function pointers to nullptr in your PlayerIcon::~PlayerIcon() (destructor):
downloader->setOnFileTaskSuccess(nullptr);
downloader->setOnTaskProgress(nullptr);
Then there will be no attempt to call your callback functions and the SEGFAULT will be avoided (Hopefully).

How to wait for WebEngine/Browser initialization in JavaFx application?

I would like to create a custom FunctionPlotter component that is based on the JavaFx WebEngine. My plots will be shown in a browser. Before I execute my plot commands I have to wait until the browser has been initialized (it loads d3.js). Currently I do so by putting my plot expressions in a Runnable and pass that runnable to the FunctionPlotter. (The FunctionPlotter passes the runnable to the loading finished hook of the browser):
private FunctionPlotter plotter;
...
Runnable plotRunnable = ()->{
plotter.plot("x^2");
}
plotter = new FunctionPlotter(plotRunnable);
However I would prefer following (blocking) work flow for the usage of my FunctionPlotter component:
Functionplotter plotter = new FunctionPlotter();
plotter.plot("x^2")
=> The FunctionPlotter should automatically wait until the wrapped browser has been initialized.
How should I do this in an JavaFx Application?
Inside the FunctionPlotter I could do something like
private Boolean isInitialized = false
...
ReadOnlyObjectProperty<State> state = webEngine.getLoadWorker().stateProperty();
state.addListener((obs, oldState, newState) -> {
boolean isSucceeded = (newState == Worker.State.SUCCEEDED);
if (isSucceeded) {
isInitialized = true;
}
});
webEngine.loadContent(initialBrowserContent);
waitUntilInitialLoadingIsFinished();
My actual question is how the method on the last line could be implemented. If I use following code, the application will wait for ever:
private void waitUntilBrowserIsInitialized() {
while(!isInitialized){
try {
Thread.sleep(100);
} catch (InterruptedException e) {
}
}
}
I know that there is stuff like JavaFx Tasks, Platform.runLater(), Service, CountdownLatch (JavaFX working with threads and GUI) but those did not help me (= I did not get it working). How can I wait in the main Thread until a Runnable is finished?
Here someone says that the JavaFx Application thread should never be blocked:
Make JavaFX application thread wait for another Thread to finish
Any other suggestions?
Edit
Related question: JavaFX/SWT WebView synchronous loadcontent()
I decided to wrap the plot functionality in an internal queue of plot instructions. The command
plotter.plot("x^2");
will not actually execute the plot but add a plot instruction to the queue. After the browser has been initialized, that queue will be worked through and the plot commands will be executed with a delay. While the browser is initializing I will show some kind of progress bar.
If you know a solution that does not need this delayed execution work around please let me know.

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