Solved app using "excessive" CPU
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@mzimmers said in app using "excessive" CPU:
And, if you're confident this won't happen on Linux, then maybe the problem isn't in my code space...
Noooo, I put a wink -->
;-)
<--
I absolutely do not know whether it will repro under Linux, if you're lucky it will, I just meant sod's law it won't! -
@mzimmers
Hi
That stack trace is for- starting app
2: add break point
3: let it loose focus to see the issue
and not just set at startup so we ssee the first paint when it becomes visible?
Just asking to be sure. Not seeing anything special besides maybe the sendSpontaneousEvent - starting app
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@mrjj I'm not sure I follow you, but I modified my routine:
void Widget::paintEvent(QPaintEvent *event) { static int count = 0; if (event->spontaneous()) { //qDebug() << "spontaneous event" << count++; } else { QWidget::paintEvent(event); } }
I put a breakpoint on QWidget::paintEvent...and it never, EVER hits. (Also, with this change, CPU usage remains the same.)
This just gets weirder and weirder.
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I am sorry this is such a struggle. I don't have anything more to add except a sarcastic example of wiggling:
https://media.giphy.com/media/xT9KVjBI3W2283URdm/source.mp4 -
@fcarney
hehe that the sorts you want to debug with a flame thrower... -
well i just asked if it was not as in first run stack trace.
but i think you are doing as i think reading your last post.Its very odd. Indeed.
Does
//qDebug() << "spontaneous event" << count++;
trigger alow when testing then ? -
@mrjj I just realized something -- from the docs:
bool QEvent::spontaneous() const Returns true if the event originated outside the application (a system event); otherwise returns false. The return value of this function is not defined for paint events.
So, I think this exercise was a waste of time.
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Well i find it very odd you see many paint events for the widget (with event filter) but
its not constantly Hitting the break point in paintEvent. ??
Or did i misunderstood something ? -
@mrjj you understand it perfectly, and "odd" is a mild term for it.
I seriously don't know what to look at here. I'm afraid that the profiler we run tomorrow won't show anything in my code space.
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@mzimmers
Do you have any timers or threads ?
Something scanning for those devices you show ?Also, just for test. a plain normal GUI project with say a ListWidget on it does not show this
cpu usage, right?It must somehow be related to your code ?
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@mzimmers said in app using "excessive" CPU:
I'm afraid that the profiler we run tomorrow won't show anything in my code space.
Always with the negative waves https://www.youtube.com/watch?v=KuStsFW4EmQ Have a little faith, baby!
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Well, my associate hasn't yet built the app on Linux, but I discovered the source (if not the cause) of the problem: my logo.
I have a small (201x59 pixel) PNG in the upper left of my widget. When I remove it from my .qrc file, the CPU usage disappears.
Any ideas on this one?
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I suspect it has something to do with this line:
painter.drawPixmap(rect(), pixmap()->scaled(size(), Qt::KeepAspectRatio, Qt::SmoothTransformation));
I don't need to scale it; what do I replace the call to scaled() with?
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@mzimmers said in app using "excessive" CPU:
painter.drawPixmap(rect(), pixmap()->scaled(size(), Qt::KeepAspectRatio, Qt::SmoothTransformation));
painter.drawPixmap(rect(), pixmap()); actaully scale it to rect so @Bonnie version is correct.
to draw it at original size.
or you can simply scale it once outside paintEvent and reuse the scaled version.
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To not scale at all, should not use a rect as parameter (unless the rect size is the same as the pixmap size).
painter.drawPixmap(0, 0, pixmap());
(0, 0) is the draw position.
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@mzimmers great you found it! But paintEvent itself should not be called that much regularly! I suspect your logo is being resized (wiggles) all the time!
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Thank you all for the replies. I tried mrjj's/Bonnie's suggestions, and they didn't change the CPU usage.
But really, the question (IMO) is WHY is my logo being wiggled? I have matched the dimensions of the .png file to the QWidget (a QLabel) that displays it. I've set the QLabel's size to fixed. What could be causing this flood of paint events?
The technique I'm using is to promote the QLabel to a class I've created (LogoLabel). Here's the entirety of its paint event:
void LogoLabel::paintEvent(QPaintEvent *event) { Q_UNUSED(event) QPainter painter(this); const QString filename(":/logos/CYBERDATA_IP_ENDPOINT_CO_small.png"); bool rc; rc = m_pixmap.load(filename); if (rc) { setPixmap(m_pixmap); Qt::KeepAspectRatio, Qt::SmoothTransformation)); painter.drawPixmap(0, 0, *pixmap()); } }
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Hi,
You could reimplement "reseizeEvent" and do the Pixmap scale there. On "paintEvent", just paint it or just set the pixmap to the Label and it will paint it.