best practices: I'm doing it wrong
-
And, a related question: when the user presses the "commit" button, what should happen?
I'm thinking the widget sends a signal to the worker object, informing him to send a change message to the target device. But the worker needs a copy of the changed details. Should I manually construct a copy of them from the values mapped to my display, like this:
Message msg; string s; s = ui->lineEditMacAddr->text().toLocal8Bit().toStdString(); msg.add(msgTags[TAG_MACADDRESS], s); ...// repeat above line for each detail emit editCommitted(msg);
I can certainly do this, but I was wondering whether there was a preferable method.
-
@mzimmers
Well yes it is common to gather the values out of your individual input widgets, copy them out into an abstracted structure shared by the front- & back-ends, and send it some "update" signal, like your sample code. Certainly you do not want to pass the widgets themselves to the back-end. -
I've decided/realized that I don't want the details portion of the UI to be updated whenever the program receives a message. Because of this, it seems that I shouldn't map the details area to the model, but simply update the fields (manually) when a row is selected from the summary table.
The user then edits the fields as he wishes, and presses "commit" which gathers up all the information in the details area, and sends them to the worker.
Does this seem like a valid approach?
-
Just now returning to this issue.
So, my UI has a summary area which receives contstant remote updating. The user selects an item from the summary field, and details about that item are displayed in another area. The goal is to allow the user to view AND UPDATE fields in this details area.
If the details are mapped to the model, they're subject to being overwritten by remote updates. This can disrupt a user's editing session. I imagine this is a classic UI dilemma; how is it typically resolved?
Thanks...
-
@mzimmers
Well at some level I think you have to decide whether/when to start "editing" by the user and pause "updating" from the device. Conceptually first. You don't really want the user to start changing fields if they're still liable to get auto-updated while he's doing so.That probably means you need a "start edit", a bit like a database
BEGIN TRANSACTION
. This seems to naturally be your "user selects a row [and starts editing]". Though it's not so clear whether it should be as soon as the row is selected or only once the first edit is actually started (there could be a lot of time between those two actions). Then your "commit" button is like a databaseCOMMIT TRANSACTION
, or clicking to another row instead abandons the edit and is like aROLLBACK TRANSACTION
.But there are still many ways you have to decide for committing the changes. Do you update all columns or only certain ones? Do you ignore/overwrite any changes which may have happened from the device while the editing has been going on, or do you want actually to abort the update if user has changed a field which the device has also changed? These are similar to database issues, like pessimistic and optimistic locking strategies.
I think: think out what you actually want for the behaviour conceptually, only then decide which way to code to suit that.
-
@mzimmers said in best practices: I'm doing it wrong:
If the details are mapped to the model, they're subject to being overwritten by remote updates. This can disrupt a user's editing session. I imagine this is a classic UI dilemma; how is it typically resolved?
If it were me I'd keep the updating part non-editable. I'd rather just open a dialog with the data loaded at the time of the edit trigger being fired and then leave the user either to commit or discard his changes. The other thing just seems to confusing to me as a user.
-
@JonB
I agree with @kshegunov that keeping the auto-updating and editing parts separate would simplify the experience for the end user.However, using a dialog and batch-updating will still leave you with decisions about what to really update, e.g.:
- A widget has an initial value from the device, copied into the dialog.
- The end-user does not change that, but changes some other widget's value, and clicks "commit".
- Meanwhile, the first widget's underlying value on the device has changed.
What do you do? Do you commit the value currently seen by the user in the dialog back to the device thus changing it on the device, or do you not do so, thus preserving the new value in the device but not what the user saw on the dialog? And how do you recognise this situation one way or the other?
An alternative approach which avoids all of this: Do you need/want to batch up multiple changes? Are they inter-dependent or quite separate? Could you instead send a change to one widget's value back to the device immediately (and perhaps even get rid of the dialog completely and/or no need for the "abstraction" layer)? Your code probably actually becomes a lot simpler. It could be rather nice for the user to see his changes applied immediately as he makes them, no "commit" button?
-
Here's an idea, for what I would do.
When the user selects an item from the summary field the details about that item are captured in a "snapshot" as of the moment of the click.
The user than can modify that captured data how ever allowed, and he/she can submit it via a special button.
However, while the user is editing, you keep on monitoring the data and if the new data varies from the original captured one, you blend in a small indicator item. For example a red
!
next to the edit field, to let the user now, that this entry is out of date. The use can than choose to update that field by clicking on the Icon.That updates the field and updates to captured data as well, reading it for the next potential change.
-
Lots of good information in these replies; thanks, guys. Jon: the information in question isn't going to be updated frequently (in fact, most of this app's use will be for initial provisioning), but any committed changes will involve a write to NVS (non volatile storage) on the target device. Since this is (relatively) slow, and because NVS has a limited number of writes, it's probably best to avoid on-the-fly commits, and let the user perform a manual commit instead.
Based on what all of you have said, it does seem like a separate window is probably the right choice.
-
I gather that a QDialog is the right UI object to use for this. I'd like to use Designer to create the dialog, so what is the mechanism for attaching it to my main display widget? Do I use an analog to the main widget:
namespace Ui { class Widget; } class Widget : public QWidget { Q_OBJECT private: Ui::Widget *ui;
or is there a preferred method? One of the examples drew heavily on layouts and addWidget() calls, but this was for a considerably more elaborate dialog than I anticipate needing.
Thanks...
-
hi
Its 100% like a QWidget exceptclass MyDialog: public QDialog
I made a sample for some other poster about sending signals to mainwindow from dialog
But i guess it also shows how to use dialogs.
https://www.dropbox.com/s/w1qo7xpjhhxjzhi/myotherdialog.zip?dl=0note, there is a difference.
if you show it using exec() it blocks access to mainwindow while open.
if you show it with show() it wont.
That is different from QWidget windows as they cant block that way. -
@mrjj thanks for the example. It appears that I was on the right track.
I'm trying to use your example as a model, but I'm getting a compiler error. Here's the header file:
#ifndef EDITDIALOG_H #define EDITDIALOG_H #include <QDialog> namespace Ui { class EditDialog; } class EditDialog : public QDialog { Q_OBJECT public: explicit EditDialog(QWidget *parent = nullptr); private: Ui::EditDialog *ui; signals: public slots: }; #endif // EDITDIALOG_H
and here's the source:
#include "editdialog.h" EditDialog::EditDialog(QWidget *parent) : QDialog(parent), ui(new Ui::EditDialog) { }
But I'm getting a compiler error about an incomplete type Ui::EditDialog. I can't see what I'm missing; does anything look wrong to you?
Thanks...
-
@mzimmers
when you use the wizard to make a new class, you can select
and then base class
Then the besides .h and .cpp u have .ui file which you can use for visual designing.
that also adds the Ui::EditDialog *ui; to the class def.if you dont want it, you can simply remove all of it.
and create widgets in code. -
I'm doing something wrong. I deleted all my editdialog files, and recreated the .ui file. I then added the class, but Creator doesn't add the UI::EditDialog *ui for me.
EDIT: I think I found the problem -- used Qt Designer Form instead of Qt Designer Form Class. Will report back momentarily.