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QTimer::singleShot()'s syntax

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  • A agarny

    @JKSH: the data I am plotting doesn't come from a file, but is computed and then stored in memory. So, all my program does (through that single shot) is check whether new data is available and, if so, plots it.

    Regarding your suggestion, it's not that simple since the frequency of those calls to QTimer::singleShot() depends on how busy my computer is when running a simulation.

    Then do your best to make your computer's busy-ness as uniform as possible during different trials -- just close all other programs and run this one only. Like in cell biology, it doesn't matter if each trial isn't exactly the same. As long as their environments are similar enough, they will still let you identify trends/patterns.

    Actually, I should take that comment back since my computer's CPU load is not that different when trying the old or new syntax.

    It's straightforward to check if mechanism #1 is responsible or not: Add qDebug("PING"); just before QTimer::singleShot() and add qDebug("\tPONG"); to the top of callCheckSimulationResults().

    • If the number of PINGs is greater than the number of PONGs, that strongly suggests a bug in QTimer.
    • If there are equal numbers of PINGs and PONGs, yet you still see truncated waveforms, then I'd suspect a bug in your code.

    I just had a quick go at it and the number of PINGs and PONGs is the same whether I use the old or new syntax. So, QTimer::singleShot() works as expected. However, there are more PINGs/PONGs using the old syntax than the new one, and I am not sure why yet...

    JKSHJ Offline
    JKSHJ Offline
    JKSH
    Moderators
    wrote on last edited by JKSH
    #13

    @agarny said in QTimer::singleShot()'s syntax:

    I have given your QTimer as a class member suggestion a go and some traces are incomplete, both using the old or new connect syntax, although it's (still) worse using the new syntax.

    • Your original code has the most overhead.
    • The member-QTimer with old syntax has moderate overhead.
    • The member-QTimer with new syntax has the least overhead.

    Greater overhead means greater delays in triggering the slot, and greater delays seem to result in greater reliability in your plots. This strongly suggests to me that your code has a race condition.

    If this is the case, then simply upgrading to a more powerful computer can give you incomplete traces too, even with your original code with old syntax.

    @agarny said in QTimer::singleShot()'s syntax:

    I just had a quick go at it and the number of PINGs and PONGs is the same whether I use the old or new syntax. So, QTimer::singleShot() works as expected. However, there are more PINGs/PONGs using the old syntax than the new one, and I am not sure why yet...

    With the PING/PONG test in place, did you see any truncated waveforms?

    Next, I'd investigate to see why fewer PINGs are being generated. I'm guessing your last if() is not entering the right case, so I'd probe that:

    if (simulation->isRunning() || (simulationResultsSize != simulation->results()->size())) {
        mSimulationCheckResults << pFileName;
        qDebug() << "PING" << pFileName;
        QTimer::singleShot(0, this, &SimulationExperimentViewWidget::callCheckSimulationResults);
    } else if (!simulation->isRunning() && !simulation->isPaused()) {
        qDebug("\tEND");
        mSimulationResultsSizes.remove(pFileName);
        simulationWidget->resetSimulationProgress();
    } else {
        qDebug("\t???");
    }
    

    Other things that might be worth investigating:

    • Log the values of simulationResultsSize and mSimulationResultsSizes.value(pFileName) every call. Look for differences in values when you switch syntaxes.
    • Log the times of every call, using QTime::currentTime() or QElapsedTimer::elapsed() (the latter needs a member object). Look for differences in values when you switch syntaxes.

    Qt Doc Search for browsers: forum.qt.io/topic/35616/web-browser-extension-for-improved-doc-searches

    A 1 Reply Last reply
    3
    • A agarny

      Hi,

      I have recently updated the code of my project to use the new signal/slot syntax, and did this for my calls to QTimer::singleShot().

      Thus, I replaced something like:

      QTimer::singleShot(0, this, SLOT(callCheckSimulationResults()));
      

      with:

      QTimer::singleShot(0, this, &SimulationExperimentViewWidget::callCheckSimulationResults);
      

      Now, the problem with the new syntax is that I have found that my callCheckSimulationResults() method doesn't get called as often as it does using the old syntax. So, are the two syntaxes different or are they supposed to be exactly the same?...

      For a bit of context, you may want to check a GitHub issue that I created for my project. As for the code where that single shot is done, you can find it here.

      Thanks in advance for any help/suggestion,

      Alan

      JonBJ Offline
      JonBJ Offline
      JonB
      wrote on last edited by
      #14

      @agarny said in QTimer::singleShot()'s syntax:

      I have recently updated the code of my project to use the new signal/slot syntax, and did this for my calls to QTimer::singleShot().

      Just to absolutely clear (although you do seem to know what you are talking about, so this is perhaps obvious to you), given you are making this change:

      • You're not doing the change against a different version/compilation of Qt, are you?
      • Given that you are "cleaning up" code, there aren't any other changes to your code, are there?
      A 1 Reply Last reply
      1
      • JKSHJ JKSH

        @agarny said in QTimer::singleShot()'s syntax:

        I have given your QTimer as a class member suggestion a go and some traces are incomplete, both using the old or new connect syntax, although it's (still) worse using the new syntax.

        • Your original code has the most overhead.
        • The member-QTimer with old syntax has moderate overhead.
        • The member-QTimer with new syntax has the least overhead.

        Greater overhead means greater delays in triggering the slot, and greater delays seem to result in greater reliability in your plots. This strongly suggests to me that your code has a race condition.

        If this is the case, then simply upgrading to a more powerful computer can give you incomplete traces too, even with your original code with old syntax.

        @agarny said in QTimer::singleShot()'s syntax:

        I just had a quick go at it and the number of PINGs and PONGs is the same whether I use the old or new syntax. So, QTimer::singleShot() works as expected. However, there are more PINGs/PONGs using the old syntax than the new one, and I am not sure why yet...

        With the PING/PONG test in place, did you see any truncated waveforms?

        Next, I'd investigate to see why fewer PINGs are being generated. I'm guessing your last if() is not entering the right case, so I'd probe that:

        if (simulation->isRunning() || (simulationResultsSize != simulation->results()->size())) {
            mSimulationCheckResults << pFileName;
            qDebug() << "PING" << pFileName;
            QTimer::singleShot(0, this, &SimulationExperimentViewWidget::callCheckSimulationResults);
        } else if (!simulation->isRunning() && !simulation->isPaused()) {
            qDebug("\tEND");
            mSimulationResultsSizes.remove(pFileName);
            simulationWidget->resetSimulationProgress();
        } else {
            qDebug("\t???");
        }
        

        Other things that might be worth investigating:

        • Log the values of simulationResultsSize and mSimulationResultsSizes.value(pFileName) every call. Look for differences in values when you switch syntaxes.
        • Log the times of every call, using QTime::currentTime() or QElapsedTimer::elapsed() (the latter needs a member object). Look for differences in values when you switch syntaxes.
        A Offline
        A Offline
        agarny
        wrote on last edited by
        #15

        @JKSH said in QTimer::singleShot()'s syntax:

        @agarny said in QTimer::singleShot()'s syntax:

        I have given your QTimer as a class member suggestion a go and some traces are incomplete, both using the old or new connect syntax, although it's (still) worse using the new syntax.

        • Your original code has the most overhead.
        • The member-QTimer with old syntax has moderate overhead.
        • The member-QTimer with new syntax has the least overhead.

        Greater overhead means greater delays in triggering the slot, and greater delays seem to result in greater reliability in your plots. This strongly suggests to me that your code has a race condition.

        Yes, I have just done some tests timing the interval with which my single shots are called and the intervals are greater with the old syntax.

        If this is the case, then simply upgrading to a more powerful computer can give you incomplete traces too, even with your original code with old syntax.

        I am happy to believe that, now that I have got those intervals.

        With the PING/PONG test in place, did you see any truncated waveforms?

        Yes, I did. In fact, looking at the plots I got, I couldn't tell the difference with or without the PING/PONG test.

        1 Reply Last reply
        0
        • JonBJ JonB

          @agarny said in QTimer::singleShot()'s syntax:

          I have recently updated the code of my project to use the new signal/slot syntax, and did this for my calls to QTimer::singleShot().

          Just to absolutely clear (although you do seem to know what you are talking about, so this is perhaps obvious to you), given you are making this change:

          • You're not doing the change against a different version/compilation of Qt, are you?
          • Given that you are "cleaning up" code, there aren't any other changes to your code, are there?
          A Offline
          A Offline
          agarny
          wrote on last edited by
          #16

          @JonB said in QTimer::singleShot()'s syntax:

          @agarny said in QTimer::singleShot()'s syntax:

          I have recently updated the code of my project to use the new signal/slot syntax, and did this for my calls to QTimer::singleShot().

          Just to absolutely clear (although you do seem to know what you are talking about, so this is perhaps obvious to you), given you are making this change:

          • You're not doing the change against a different version/compilation of Qt, are you?
          • Given that you are "cleaning up" code, there aren't any other changes to your code, are there?

          Indeed, I am using the same version of Qt (5.9.4) with both the old and new syntax. In fact, when it comes to this thread, the only thing I have done to my code is using either:

          QTimer::singleShot(0, this, SLOT(callCheckSimulationResults()));
          

          or

          QTimer::singleShot(0, this, &SimulationExperimentViewWidget::callCheckSimulationResults);
          

          The rest of my code is exactly the same.

          kshegunovK 1 Reply Last reply
          1
          • A agarny

            @JonB said in QTimer::singleShot()'s syntax:

            @agarny said in QTimer::singleShot()'s syntax:

            I have recently updated the code of my project to use the new signal/slot syntax, and did this for my calls to QTimer::singleShot().

            Just to absolutely clear (although you do seem to know what you are talking about, so this is perhaps obvious to you), given you are making this change:

            • You're not doing the change against a different version/compilation of Qt, are you?
            • Given that you are "cleaning up" code, there aren't any other changes to your code, are there?

            Indeed, I am using the same version of Qt (5.9.4) with both the old and new syntax. In fact, when it comes to this thread, the only thing I have done to my code is using either:

            QTimer::singleShot(0, this, SLOT(callCheckSimulationResults()));
            

            or

            QTimer::singleShot(0, this, &SimulationExperimentViewWidget::callCheckSimulationResults);
            

            The rest of my code is exactly the same.

            kshegunovK Offline
            kshegunovK Offline
            kshegunov
            Moderators
            wrote on last edited by kshegunov
            #17

            https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L199

            Your threading is all jumbled up, you can't just read and modify fields from objects that are in different threads ... if it works, it's the hand of god, if it doesn't work, it's the hand of god as well ... (and that one comes from an atheist)

            To give you a straightforwardly obvious example:
            https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L95

            What's guarding mCurrentPoint?
            I would also imagine you may get a lot of runtime warnings from Qt about objects being created before QApplication (due to singletons) and possibly also warnings about destruction order or destructions from different threads.

            Read and abide by the Qt Code of Conduct

            A 2 Replies Last reply
            7
            • kshegunovK kshegunov

              https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L199

              Your threading is all jumbled up, you can't just read and modify fields from objects that are in different threads ... if it works, it's the hand of god, if it doesn't work, it's the hand of god as well ... (and that one comes from an atheist)

              To give you a straightforwardly obvious example:
              https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L95

              What's guarding mCurrentPoint?
              I would also imagine you may get a lot of runtime warnings from Qt about objects being created before QApplication (due to singletons) and possibly also warnings about destruction order or destructions from different threads.

              A Offline
              A Offline
              agarny
              wrote on last edited by
              #18

              @kshegunov: yes, I think it's starting to become very clear that I am facing a race condition and that I have been pretty lucky these past few years. Ok, I guess I am going to have to check that very carefully. (In the end, it's a good thing that I decided to use the new syntax... (Positive thinking... :))

              1 Reply Last reply
              3
              • kshegunovK kshegunov

                https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L199

                Your threading is all jumbled up, you can't just read and modify fields from objects that are in different threads ... if it works, it's the hand of god, if it doesn't work, it's the hand of god as well ... (and that one comes from an atheist)

                To give you a straightforwardly obvious example:
                https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L95

                What's guarding mCurrentPoint?
                I would also imagine you may get a lot of runtime warnings from Qt about objects being created before QApplication (due to singletons) and possibly also warnings about destruction order or destructions from different threads.

                A Offline
                A Offline
                agarny
                wrote on last edited by
                #19

                @kshegunov: by the way, no, I am not getting any runtime warnings from Qt.

                kshegunovK 1 Reply Last reply
                0
                • A agarny

                  @kshegunov: by the way, no, I am not getting any runtime warnings from Qt.

                  kshegunovK Offline
                  kshegunovK Offline
                  kshegunov
                  Moderators
                  wrote on last edited by
                  #20

                  a race condition

                  More than one, I noticed at least several in that particular file.

                  by the way, no, I am not getting any runtime warnings from Qt.

                  I said you may, not that you are going to, as I didn't check the whole source. I spotted a place or two where you use the singleton, so that's usually accompanied by such warnings.

                  Read and abide by the Qt Code of Conduct

                  A 1 Reply Last reply
                  0
                  • kshegunovK kshegunov

                    a race condition

                    More than one, I noticed at least several in that particular file.

                    by the way, no, I am not getting any runtime warnings from Qt.

                    I said you may, not that you are going to, as I didn't check the whole source. I spotted a place or two where you use the singleton, so that's usually accompanied by such warnings.

                    A Offline
                    A Offline
                    agarny
                    wrote on last edited by
                    #21

                    @kshegunov said in QTimer::singleShot()'s syntax:

                    a race condition

                    More than one, I noticed at least several in that particular file.

                    Would you mind letting me know (via MP, if you want) those you noticed?

                    by the way, no, I am not getting any runtime warnings from Qt.

                    I said you may, not that you are going to, as I didn't check the whole source. I spotted a place or two where you use the singleton, so that's usually accompanied by such warnings.

                    Yes, I know what you said. I was merely pointing out that, in my particular case, I am not getting runtime warnings.

                    Otherwise, when it comes to my singletons, I believe they are always used in the main thread. This being said, I am going to double check and also make sure that they are thread safe. So, thanks for the reminder.

                    kshegunovK 1 Reply Last reply
                    0
                    • A agarny

                      @kshegunov said in QTimer::singleShot()'s syntax:

                      a race condition

                      More than one, I noticed at least several in that particular file.

                      Would you mind letting me know (via MP, if you want) those you noticed?

                      by the way, no, I am not getting any runtime warnings from Qt.

                      I said you may, not that you are going to, as I didn't check the whole source. I spotted a place or two where you use the singleton, so that's usually accompanied by such warnings.

                      Yes, I know what you said. I was merely pointing out that, in my particular case, I am not getting runtime warnings.

                      Otherwise, when it comes to my singletons, I believe they are always used in the main thread. This being said, I am going to double check and also make sure that they are thread safe. So, thanks for the reminder.

                      kshegunovK Offline
                      kshegunovK Offline
                      kshegunov
                      Moderators
                      wrote on last edited by
                      #22

                      @agarny said in QTimer::singleShot()'s syntax:

                      https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L207
                      https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L214
                      https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L215
                      https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L217
                      https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L235
                      https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L236
                      https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L237
                      https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L244

                      And so on ... the list is very, very long.

                      As far as I could see only the SimulationWorker object is moved to a separate thread, so you should focus your efforts there. For one don't pass it objects that are in different threads (e.g. Simulation class's mSimulation), as it gets quite alluring to just call methods on them (which is a race condition). Instead, move the setters of SimulationWorker as slots and emit signals when any of the private/calculated data has changed. Then you can connect those signals and slots from the outside and Qt will take care of the access serialization for you.

                      Read and abide by the Qt Code of Conduct

                      A 1 Reply Last reply
                      4
                      • kshegunovK kshegunov

                        @agarny said in QTimer::singleShot()'s syntax:

                        https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L207
                        https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L214
                        https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L215
                        https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L217
                        https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L235
                        https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L236
                        https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L237
                        https://github.com/opencor/opencor/blob/master/src/plugins/support/SimulationSupport/src/simulationworker.cpp#L244

                        And so on ... the list is very, very long.

                        As far as I could see only the SimulationWorker object is moved to a separate thread, so you should focus your efforts there. For one don't pass it objects that are in different threads (e.g. Simulation class's mSimulation), as it gets quite alluring to just call methods on them (which is a race condition). Instead, move the setters of SimulationWorker as slots and emit signals when any of the private/calculated data has changed. Then you can connect those signals and slots from the outside and Qt will take care of the access serialization for you.

                        A Offline
                        A Offline
                        agarny
                        wrote on last edited by
                        #23

                        @kshegunov: thanks, I appreciate the heads-up.

                        FWIW, the purpose of my SimulationWorker class is, as you probably gathered, to compute some mathematical model, so I don't want this work to overload the main thread (and therefore "freeze" my GUI), hence I indeed decided to move it to a separate thread.

                        Regarding the Simulation object I pass to my SimulationWorker object, it is used to retrieve some information about my simulation (which have been set before running the worker and that don't get changed during the worker's lifespan), as well as add to it the results of the worker (i.e. simulation results). Then, my main thread (and the reason I originally decided to have that QTimer::singleSlot() calls) checks whether new results are available. So, no writing there, just fetching.

                        Anyway, I appreciate that it could be improved when it comes thread safety, and I will make sure that it is. FWIW, I did, at some point, rely on the signal/slot mechanism for my worker, but it slowed things down quite a bit, hence I went for the approach I have just described above.

                        JKSHJ 1 Reply Last reply
                        0
                        • A agarny

                          @kshegunov: thanks, I appreciate the heads-up.

                          FWIW, the purpose of my SimulationWorker class is, as you probably gathered, to compute some mathematical model, so I don't want this work to overload the main thread (and therefore "freeze" my GUI), hence I indeed decided to move it to a separate thread.

                          Regarding the Simulation object I pass to my SimulationWorker object, it is used to retrieve some information about my simulation (which have been set before running the worker and that don't get changed during the worker's lifespan), as well as add to it the results of the worker (i.e. simulation results). Then, my main thread (and the reason I originally decided to have that QTimer::singleSlot() calls) checks whether new results are available. So, no writing there, just fetching.

                          Anyway, I appreciate that it could be improved when it comes thread safety, and I will make sure that it is. FWIW, I did, at some point, rely on the signal/slot mechanism for my worker, but it slowed things down quite a bit, hence I went for the approach I have just described above.

                          JKSHJ Offline
                          JKSHJ Offline
                          JKSH
                          Moderators
                          wrote on last edited by
                          #24

                          @agarny said in QTimer::singleShot()'s syntax:

                          Anyway, I appreciate that it could be improved when it comes thread safety, and I will make sure that it is. FWIW, I did, at some point, rely on the signal/slot mechanism for my worker, but it slowed things down quite a bit, hence I went for the approach I have just described above.

                          See http://doc.qt.io/qt-5/threads-synchronizing.html It sounds like the high-level approach slows things down noticeably for you, so go with the low-level ones instead.

                          Qt Doc Search for browsers: forum.qt.io/topic/35616/web-browser-extension-for-improved-doc-searches

                          A 1 Reply Last reply
                          1
                          • JKSHJ JKSH

                            @agarny said in QTimer::singleShot()'s syntax:

                            Anyway, I appreciate that it could be improved when it comes thread safety, and I will make sure that it is. FWIW, I did, at some point, rely on the signal/slot mechanism for my worker, but it slowed things down quite a bit, hence I went for the approach I have just described above.

                            See http://doc.qt.io/qt-5/threads-synchronizing.html It sounds like the high-level approach slows things down noticeably for you, so go with the low-level ones instead.

                            A Offline
                            A Offline
                            agarny
                            wrote on last edited by
                            #25

                            @JKSH said in QTimer::singleShot()'s syntax:

                            See http://doc.qt.io/qt-5/threads-synchronizing.html It sounds like the high-level approach slows things down noticeably for you, so go with the low-level ones instead.

                            Yes, I am already using low-level synchronization primitives in parts of my code, and this is the approach I am thinking of taking here too.

                            1 Reply Last reply
                            0
                            • A Offline
                              A Offline
                              agarny
                              wrote on last edited by
                              #26

                              Ok, on further investigation, the symptom described in my original message is not the result of a race condition. I agree that it is not to say that my code is free of race conditions, although I am relatively confident that it is. Not so much because of the quality of my code, but rather because of the way it is used. Now, I know it's not great, but that's the compromise I had to make for my code to be as fast as possible, something that is important for my application.

                              Anyway, among other things, my application can "run" mathematical models and, until recently, it could only render one run at a time. Recently, I have modified my application so that it could render multiple runs and this is where the problem was. I wasn't properly handling multiple runs and because of the low overhead associated with the new QTimer::singleShot syntax (compared with the old syntax), my application didn't render the end of some runs. I now "properly" handle multiple runs and everything works as expected (see here for those who had a look at my code before).

                              So, thanks all for your feedback, it was much appreciated. (Thanks @VRonin for your std::bind() suggestion, which I now use.)

                              aha_1980A 1 Reply Last reply
                              0
                              • A agarny

                                Ok, on further investigation, the symptom described in my original message is not the result of a race condition. I agree that it is not to say that my code is free of race conditions, although I am relatively confident that it is. Not so much because of the quality of my code, but rather because of the way it is used. Now, I know it's not great, but that's the compromise I had to make for my code to be as fast as possible, something that is important for my application.

                                Anyway, among other things, my application can "run" mathematical models and, until recently, it could only render one run at a time. Recently, I have modified my application so that it could render multiple runs and this is where the problem was. I wasn't properly handling multiple runs and because of the low overhead associated with the new QTimer::singleShot syntax (compared with the old syntax), my application didn't render the end of some runs. I now "properly" handle multiple runs and everything works as expected (see here for those who had a look at my code before).

                                So, thanks all for your feedback, it was much appreciated. (Thanks @VRonin for your std::bind() suggestion, which I now use.)

                                aha_1980A Offline
                                aha_1980A Offline
                                aha_1980
                                Lifetime Qt Champion
                                wrote on last edited by
                                #27

                                @agarny said in QTimer::singleShot()'s syntax:

                                Now, I know it's not great, but that's the compromise I had to make for my code to be as fast as possible, something that is important for my application.

                                Are you really going to say that fast code must be buggy?

                                Good luck with newer versions of your project. It may work more or less now, but when you add functionality sooner or later all uncleanliness hits back.

                                Qt has to stay free or it will die.

                                A 1 Reply Last reply
                                3
                                • VRoninV Offline
                                  VRoninV Offline
                                  VRonin
                                  wrote on last edited by
                                  #28

                                  Mathematical model + race condition = quantum model I guess 🙂

                                  "La mort n'est rien, mais vivre vaincu et sans gloire, c'est mourir tous les jours"
                                  ~Napoleon Bonaparte

                                  On a crusade to banish setIndexWidget() from the holy land of Qt

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                                  • aha_1980A aha_1980

                                    @agarny said in QTimer::singleShot()'s syntax:

                                    Now, I know it's not great, but that's the compromise I had to make for my code to be as fast as possible, something that is important for my application.

                                    Are you really going to say that fast code must be buggy?

                                    Good luck with newer versions of your project. It may work more or less now, but when you add functionality sooner or later all uncleanliness hits back.

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                                    agarny
                                    wrote on last edited by
                                    #29

                                    @aha_1980 said in QTimer::singleShot()'s syntax:

                                    @agarny said in QTimer::singleShot()'s syntax:

                                    Now, I know it's not great, but that's the compromise I had to make for my code to be as fast as possible, something that is important for my application.

                                    Are you really going to say that fast code must be buggy?

                                    No, this is not what I am going to say otherwise I would have already said it.

                                    I merely said that to get the speed I was after I felt the need to make some compromises and that I am aware of their limitations, hence I have done my best to ensure that my code doesn't result in a race condition, etc. Should I ever find a solution that is "cleaner" and as fast as my current solution, then I will clearly implement it.

                                    (Thanks for the sarcasm.)

                                    kshegunovK 1 Reply Last reply
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                                    • A agarny

                                      @aha_1980 said in QTimer::singleShot()'s syntax:

                                      @agarny said in QTimer::singleShot()'s syntax:

                                      Now, I know it's not great, but that's the compromise I had to make for my code to be as fast as possible, something that is important for my application.

                                      Are you really going to say that fast code must be buggy?

                                      No, this is not what I am going to say otherwise I would have already said it.

                                      I merely said that to get the speed I was after I felt the need to make some compromises and that I am aware of their limitations, hence I have done my best to ensure that my code doesn't result in a race condition, etc. Should I ever find a solution that is "cleaner" and as fast as my current solution, then I will clearly implement it.

                                      (Thanks for the sarcasm.)

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                                      kshegunovK Offline
                                      kshegunov
                                      Moderators
                                      wrote on last edited by kshegunov
                                      #30

                                      @aha_1980's point is that you're building a house of cards here. Even if you don't see the effects now it is going to bite you in the a$$ sometime along the road. Remember what I wrote before: "If it works, it's the hand of god", well that's what he and I both mean. It's your code in the end and you can conduct your business as you like, we just felt it's a rather weak argument to ignore the simmering reality because you couldn't get enough speed at the time. In the end the speed would not matter if you don't get correct results, would it?

                                      Read and abide by the Qt Code of Conduct

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                                      3
                                      • kshegunovK kshegunov

                                        @aha_1980's point is that you're building a house of cards here. Even if you don't see the effects now it is going to bite you in the a$$ sometime along the road. Remember what I wrote before: "If it works, it's the hand of god", well that's what he and I both mean. It's your code in the end and you can conduct your business as you like, we just felt it's a rather weak argument to ignore the simmering reality because you couldn't get enough speed at the time. In the end the speed would not matter if you don't get correct results, would it?

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                                        agarny
                                        wrote on last edited by agarny
                                        #31

                                        @kshegunov: I do hear what you are both saying, believe it or not (see above my comment about ever finding a "cleaner" solution).

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                                        • A agarny

                                          @kshegunov: I do hear what you are both saying, believe it or not (see above my comment about ever finding a "cleaner" solution).

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                                          Joe von Habsburg
                                          wrote on last edited by Joe von Habsburg
                                          #32

                                          @agarny @JonB @aha_1980 @J-Hilk @JKSH @kshegunov @mrjj @VRonin

                                          I would like to add condition to singleshot like that

                                          bool youCanRun = true;
                                          
                                          timer.singleShot(1000, this, &MyClass::mySlot, youCanRun );
                                          
                                          // if youCanRun == true => singleshot will work
                                          // else singleshot won't work
                                          
                                          

                                          Note : "youCanRun" could be changed in singleshot waiting time

                                          Is there any syntax or methot I could use?

                                          JKSHJ 1 Reply Last reply
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