I want to connect a trigger generated from PushButton to my custom signal with an argument(Signal(int)).
It is possible to connect a signal without an argument to the Button. Currently, I am creating an extra slot to emit the Signal(int) triggered from Signal() and Button. Is there any simple way to this?
class GUI(QObject):
sig_x = Signal()
sig_y = Signal(int)
def __init__(self,parent = None):
super(GUI,self).__init__(parent)
self.value = 10
self.button = QPushButton("Click me")
self.button.clicked.connect(self.sig_x)
#self.button.clicked.connect(self.sig_y(self.value)) want to do something like this
self.sig_x.connect(self.pass_args)
self.sig_y.connect(self.final_function)
#connection slot for sig_x
def pass_args(self):
self.sig_y.emit(self.value)
#demo connection slot for sig_y
def final_function(self,passed_value):
print("passed value is " + str(passed_value))
The reason this won't work:
self.button.clicked.connect(self.sig_y(self.value))
is because connect() needs to be passed a function (or, more precisely anything that can be called). But written like this, you're not passing it the signal itself, you're calling the signal and passing in the result.
One solution is a lambda function. A lambda is a way to define a function inline; this way you define a new function right there, in the same line where you pass it to connect.
self.button.clicked.connect(lambda x: self.sig_y(self.value))
You can see some more context of how this works in this quesiton, even though the question itself is about getting a slightly more complex version to work.
This is all assuming that you need this signal structure for reasons not immediately evident in your example. If not, you could simply connect the button clicked signal directly to your final_function, with no need for custom signals.
class GUI(QObject):
def __init__(self, parent=None):
super().__init__(parent)
self.value = 10
self.button = QPushButton("Click me")
self.button.clicked.connect(self.final_function)
def final_function(self, state):
print(f"My value is {self.value}.")
And even then, if you need a signal for notifying other things, you could also add that to the method:
def final_function(self, state):
print(f"My value is {self.value}.")
self.sig_y.emit(self.value)
I wrote an pyqt gui and used threading to run code which needs a long time to be executed, but I want to have the choice to stop the execution safely. I dont want to use the get_thread.terminate() method. I want to stop the code by a special function (maybe del()). My problem is that, I wrote the code in a own class and just want to abort the class without changing a lot of syntax.
Edit: It was mentioned that one has to pass a flag to the class, which has to be checked constantly. How do I send this flag to the class? Because the flag has to change the value, when one presses the stop button.
Edit 2: My solution so far is, to declerate a global variable with the name running_global. I changed self.get_thread.terminate() to running_global = False and I check constantly in my long_running_prog if the variable has been set False. I think this solution is ugly, so I would be pretty happy if someone has a better idea.
This is my code for the dialog where I start the thread:
class SomeDialog(QtGui.QDialog,
userinterface_status.Ui_status_window):
finished = QtCore.pyqtSignal(bool)
def __init__(self):
"""
:param raster: Coordinates which are going to be scanned.
"""
super(self.__class__, self).__init__() # old version, used in python 2.
self.setupUi(self) # It sets up layout and widgets that are defined
self.get_thread = SomeThread()
# Conencting the buttons
self.start_button.clicked.connect(self.start)
self.stop_button.clicked.connect(self.stop)
self.close_button.clicked.connect(self.return_main)
# Connecting other signals
self.connect(self.get_thread, QtCore.SIGNAL("stop()"), self.stop)
self.connect(self.get_thread, QtCore.SIGNAL("update_status_bar()"), self.update_status_bar)
def return_main(self):
"""
Function is excecuted, when close button is clicked.
"""
print("return main")
self.get_thread.terminate()
self.close()
def start(self):
"""
Starts the thread, which means that the run method of the thread is started.
"""
self.start_button.setEnabled(False)
self.get_thread.start()
def stop(self):
print("Stop programm.")
self.start_button.setEnabled(True)
self.get_thread.quit()
def end(self):
QtGui.QMessageBox.information(self, "Done!", "Programm finished")
def closeEvent(self, event):
"""
This method is called, when the window is closed and will send a signal to the main window to activaete the
window again.
:param event:
"""
self.finished.emit(True)
# close window
event.accept()
In the following class is the code for the thread:
class SomeThread(QtCore.QThread):
finished = QtCore.pyqtSignal(bool)
def __init__(self):
QtCore.QThread.__init__(self)
def __del__(self):
print("del")
self.wait()
def run(self):
self.prog = long_running_prog(self.emit) # Sending from the prog signals
self.prog.run()
self.prog.closeSystem() # Leaving the programm in a safe way.
So if one presses the stop button, the programm should instantly shut down in a save way. Is there a way to abort the class in a save way? For example can I pass a variable to the long_running_prog class which turns True, when one presses the stop button? If somethin like this is possible, could one tell me how?
Thanks for your help in advance
I hope you understand my problem.
Greetings
Hizzy
This is impossible to do unless prog.run(self) would periodically inspect a value of a flag to break out of its loop. Once you implement it, __del__(self) on the thread should set the flag and only then wait.
I struggled to think of a good title so I'll just explain it here. I'm using Python in Maya, which has some event callback options, so you can do something like on save: run function. I have a user interface class, which I'd like it to update when certain events are triggered, which I can do, but I'm looking for a cleaner way of doing it.
Here is a basic example similar to what I have:
class test(object):
def __init__(self, x=0):
self.x = x
def run_this(self):
print self.x
def display(self):
print 'load user interface'
#Here's the main stuff that used to be just 'test().display()'
try:
callbacks = [callback1, callback2, ...]
except NameError:
pass
else:
for i in callbacks:
try:
OpenMaya.MEventMessage.removeCallback(i)
except RuntimeError:
pass
ui = test(5)
callback1 = OpenMaya.MEventMessage.addEventCallback('SomeEvent', ui.run_this)
callback2 = OpenMaya.MEventMessage.addEventCallback('SomeOtherEvent', ui.run_this)
callback3 = ......
ui.display()
The callback persists until Maya is restarted, but you can remove it using removeCallback if you pass it the value that is returned from addEventCallback. The way I have currently is just check if the variable is set before you set it, which is a lot more messy than the previous one line of test().display()
Would there be a way that I can neatly do it in the function? Something where it'd delete the old one if I ran the test class again or something similar?
There are two ways you might want to try this.
You can an have a persistent object which represents your callback manager, and allow it to hook and unhook itself.
import maya.api.OpenMaya as om
import maya.cmds as cmds
om.MEventMessage.getEventNames()
class CallbackHandler(object):
def __init__(self, cb, fn):
self.callback = cb
self.function = fn
self.id = None
def install(self):
if self.id:
print "callback is currently installed"
return False
self.id = om.MEventMessage.addEventCallback(self.callback, self.function)
return True
def uninstall(self):
if self.id:
om.MEventMessage.removeCallback(self.id)
self.id = None
return True
else:
print "callback not currently installed"
return False
def __del__(self):
self.uninstall()
def test_fn(arg):
print "callback fired 2", arg
cb = CallbackHandler('NameChanged', test_fn)
cb.install()
# callback is active
cb.uninstall()
# callback not active
cb.install()
# callback on again
del(cb) # or cb = None
# callback gone again
In this version you'd store the CallbackHandlers you create for as long as you want the callback to persist and then manually uninstall them or let them fall out of scope when you don't need them any more.
Another option would be to create your own object to represent the callbacks and then add or remove any functions you want it to trigger in your own code. This keeps the management entirely on your side instead of relying on the api, which could be good or bad depending on your needs. You'd have an Event() class which was callable (using __call__() and it would have a list of functions to fire then its' __call__() was invoked by Maya. There's an example of the kind of event handler object you'd want here
A friend and I have been playing around with pygame some and came across this tutorial for building games using pygame. We really liked how it broke out the game into a model-view-controller system with events as a go-between, but the code makes heavy use of isinstance checks for the event system.
Example:
class CPUSpinnerController:
...
def Notify(self, event):
if isinstance( event, QuitEvent ):
self.keepGoing = 0
This results in some extremely unpythonic code. Does anyone have any suggestions on how this could be improved? Or an alternative methodology for implementing MVC?
This is a bit of code I wrote based on #Mark-Hildreth answer (how do I link users?) Does anyone else have any good suggestions? I'm going to leave this open for another day or so before picking a solution.
class EventManager:
def __init__(self):
from weakref import WeakKeyDictionary
self.listeners = WeakKeyDictionary()
def add(self, listener):
self.listeners[ listener ] = 1
def remove(self, listener):
del self.listeners[ listener ]
def post(self, event):
print "post event %s" % event.name
for listener in self.listeners.keys():
listener.notify(event)
class Listener:
def __init__(self, event_mgr=None):
if event_mgr is not None:
event_mgr.add(self)
def notify(self, event):
event(self)
class Event:
def __init__(self, name="Generic Event"):
self.name = name
def __call__(self, controller):
pass
class QuitEvent(Event):
def __init__(self):
Event.__init__(self, "Quit")
def __call__(self, listener):
listener.exit(self)
class RunController(Listener):
def __init__(self, event_mgr):
Listener.__init__(self, event_mgr)
self.running = True
self.event_mgr = event_mgr
def exit(self, event):
print "exit called"
self.running = False
def run(self):
print "run called"
while self.running:
event = QuitEvent()
self.event_mgr.post(event)
em = EventManager()
run = RunController(em)
run.run()
This is another build using the examples from #Paul - impressively simple!
class WeakBoundMethod:
def __init__(self, meth):
import weakref
self._self = weakref.ref(meth.__self__)
self._func = meth.__func__
def __call__(self, *args, **kwargs):
self._func(self._self(), *args, **kwargs)
class EventManager:
def __init__(self):
# does this actually do anything?
self._listeners = { None : [ None ] }
def add(self, eventClass, listener):
print "add %s" % eventClass.__name__
key = eventClass.__name__
if (hasattr(listener, '__self__') and
hasattr(listener, '__func__')):
listener = WeakBoundMethod(listener)
try:
self._listeners[key].append(listener)
except KeyError:
# why did you not need this in your code?
self._listeners[key] = [listener]
print "add count %s" % len(self._listeners[key])
def remove(self, eventClass, listener):
key = eventClass.__name__
self._listeners[key].remove(listener)
def post(self, event):
eventClass = event.__class__
key = eventClass.__name__
print "post event %s (keys %s)" % (
key, len(self._listeners[key]))
for listener in self._listeners[key]:
listener(event)
class Event:
pass
class QuitEvent(Event):
pass
class RunController:
def __init__(self, event_mgr):
event_mgr.add(QuitEvent, self.exit)
self.running = True
self.event_mgr = event_mgr
def exit(self, event):
print "exit called"
self.running = False
def run(self):
print "run called"
while self.running:
event = QuitEvent()
self.event_mgr.post(event)
em = EventManager()
run = RunController(em)
run.run()
A cleaner way of handling events (and also a lot faster, but possibly consumes a bit more memory) is to have multiple event handler functions in your code. Something along these lines:
The Desired Interface
class KeyboardEvent:
pass
class MouseEvent:
pass
class NotifyThisClass:
def __init__(self, event_dispatcher):
self.ed = event_dispatcher
self.ed.add(KeyboardEvent, self.on_keyboard_event)
self.ed.add(MouseEvent, self.on_mouse_event)
def __del__(self):
self.ed.remove(KeyboardEvent, self.on_keyboard_event)
self.ed.remove(MouseEvent, self.on_mouse_event)
def on_keyboard_event(self, event):
pass
def on_mouse_event(self, event):
pass
Here, the __init__ method receives an EventDispatcher as an argument. The EventDispatcher.add function now takes the type of the event you are interested in, and the listener.
This has benefits for efficiency since the listener only ever gets called for events that it is interested in. It also results in more generic code inside the EventDispatcher itself:
EventDispatcher Implementation
class EventDispatcher:
def __init__(self):
# Dict that maps event types to lists of listeners
self._listeners = dict()
def add(self, eventcls, listener):
self._listeners.setdefault(eventcls, list()).append(listener)
def post(self, event):
try:
for listener in self._listeners[event.__class__]:
listener(event)
except KeyError:
pass # No listener interested in this event
But there is a problem with this implementation. Inside NotifyThisClass you do this:
self.ed.add(KeyboardEvent, self.on_keyboard_event)
The problem is with self.on_keyboard_event: it is a bound method which you passed to the EventDispatcher. Bound methods hold a reference to self; this means that as long as the EventDispatcher has the bound method, self will not be deleted.
WeakBoundMethod
You will need to create a WeakBoundMethod class that holds only a weak reference to self (I see you already know about weak references) so that the EventDispatcher does not prevent the deletion of self.
An alternative would be to have a NotifyThisClass.remove_listeners function that you call before deleting the object, but that's not really the cleanest solution and I find it very error prone (easy to forget to do).
The implementation of WeakBoundMethod would look something like this:
class WeakBoundMethod:
def __init__(self, meth):
self._self = weakref.ref(meth.__self__)
self._func = meth.__func__
def __call__(self, *args, **kwargs):
self._func(self._self(), *args, **kwargs)
Here's a more robust implementation I posted on CodeReview, and here's an example of how you'd use the class:
from weak_bound_method import WeakBoundMethod as Wbm
class NotifyThisClass:
def __init__(self, event_dispatcher):
self.ed = event_dispatcher
self.ed.add(KeyboardEvent, Wbm(self.on_keyboard_event))
self.ed.add(MouseEvent, Wbm(self.on_mouse_event))
Connection Objects (Optional)
When removing listeners from the manager/ dispatcher, instead of making the EventDispatcher needlessly search through the listeners until it finds the right event type, then search through the list until it finds the right listener, you could have something like this:
class NotifyThisClass:
def __init__(self, event_dispatcher):
self.ed = event_dispatcher
self._connections = [
self.ed.add(KeyboardEvent, Wbm(self.on_keyboard_event)),
self.ed.add(MouseEvent, Wbm(self.on_mouse_event))
]
Here EventDispatcher.add returns a Connection object that knows where in the EventDispatcher's dict of lists it resides. When a NotifyThisClass object is deleted, so is self._connections, which will call Connection.__del__, which will remove the listener from the EventDispatcher.
This could make your code both faster and easier to use because you only have to explicitly add the functions, they are removed automatically, but it's up to you to decide if you want to do this. If you do it, note that EventDispatcher.remove shouldn't exist anymore.
I stumbled upon SJ Brown's tutorial on making games in the past. It's a great page, one of the best I've read. However, like you, I didn't like the calls to isinstance, or the fact that all the listeners receive all the events.
First, isinstance is slower than checking that two strings are equals, so I ended up storing a name on my events and test for the name rather than the class. But still, the notify function with its battery of if was itching me because it felt like a waste of time. We can do two optimizations here:
Most listeners are interested in only a few types of events. For performance reasons, when QuitEvent is posted, only the listeners interested in it should be notified. The event manager keeps track of which listener wants to listen to which event.
Then, to avoid going through a tons of if statements in a single notify method, we will have one method per type of event.
Example:
class GameLoopController(...):
...
def onQuitEvent(self, event):
# Directly called by the event manager when a QuitEvent is posted.
# I call this an event handler.
self._running = False
Because I want the developer to type as little as possible, I made the following thing:
When a listener is registered to an event manager, the event manager scans all the methods of the listener. When one method starts with 'on' (or any prefix you like), then it looks at the rest ("QuitEvent") and binds this name to this method. Later, when the event manager pumps its event list, it looks at the event class name: "QuitEvent". It knows that name, and therefore can directly call all the corresponding event handlers directly. The developer has nothing to do but adding onWhateverEvent methods to have them working.
It has some drawbacks:
If I make a typo in the name of the handler ("onRunPhysicsEvent"
instead of "onPhysicsRanEvent" for example") then my handler will
never be called and I'll wonder why. But I know the trick so I
don't wonder why very long.
I cannot add an event handler after the listener has been
registered. I must un-register and re-register. Indeed, the
events handlers are scanned only during the registration. Then
again, I never had to do that anyway so I don't miss it.
Despite these drawbacks I like it much more than having the constructor of the listener explicitly explain the event manager that it wants to stay tuned of this, this, this and this event. And it's the same execution speed anyway.
Second point:
When designing our event manager, we want to be careful. Very often, a listener will respond to an event by creating-registering or unregistering-destroying listeners. This happens all the time. If we don't think about it then our game may break with RuntimeError: dictionary changed size during iteration. The code that you propose iterates over a copy of the dictionary so you're protected against explosions; but it has consequences to be aware of:
- Listeners registered because of an event will not receive that event.
- Listeners unregistered because of an event will still receive that
event.
I never found it to be a problem though.
I implemented that myself for the game I am developing. I can link you to two articles and a half I wrote on the subject:
http://niriel.wordpress.com/2011/08/06/who-controls-the-controllers/
http://niriel.wordpress.com/2011/08/08/the-event-management-is-in-place/
http://niriel.wordpress.com/2011/08/11/the-first-screenshot-of-infiniworld/
The links to my github account will bring you directly to the source code of the relevant parts. If you cannot wait, here's the thing: https://github.com/Niriel/Infiniworld/blob/v0.0.2/src/evtman.py . In there you'll see that the code for my event class is a bit big, but that every inherited event is declared in 2 lines: the base Event class is making your life easy.
So, this all works using python's introspection mechanism, and using the fact that methods are objects like any other that can be put in dictionaries. I think it's quite pythony :).
Give each event a method (possibly even using __call__), and pass in the Controller object as an argument. The "call" method should then call the controller object. For example...
class QuitEvent:
...
def __call__(self, controller):
controller.on_quit(self) # or possibly... controller.on_quit(self.val1, self.val2)
class CPUSpinnerController:
...
def on_quit(self, event):
...
Whatever code you're using to route your events to your controllers will call the __call__ method with the correct controller.
I stumbled upon the same issue (almost a decade later!), and here is an implementation I've been using so that the EventManager would notify only a subset of listeners.
It is based on defaultdict: the _listeners attribute of EventManager is a defaultdict of WeakKeyDictionary().
Event are all inherited from an empty abstract Event class, so listeners can focus only on some classes of events they want to listen to.
Here is a minimalist code to get the idea behind it:
from collections import defaultdict
from weakref import WeakKeyDictionary
class Event:
def __init__(self):
pass
class KeyboardEvent(Event): # for instance, a keyboard event class with the key pressed
def __init__(self, key):
self._key = key
class EventManager:
def __init__(self):
self._listeners = defaultdict(lambda: WeakKeyDictionary())
def register_listener(self, event_types, listener):
for event_type in event_types:
self._listeners[event_type][listener] = 1
def unregister_listener(self, listener):
for event_type in self._listeners:
self._listeners[event_type].pop(listener, None)
def post_event(self, event):
for listener in self._listeners[event.__class__]:
listener.notify(event)
When registering, a listener tells the event manager which event type it wants to be notified of.
When posting events, the event manager will only notify the listeners which registered to be notified for that type of event.
This piece of code has, of course, much less scope than the very general (and very elegant) solution proposed by #Paul Manta, but in my case, it helped remove some repetitive calls to isinstance and other checks while keeping things as simple as I could.
One of the drawbacks of this is that all type of events have to be objects of some class, but in OO python, this is supposed to be the way to go.
I'm trying to code something that downloads a file from a webserver and saves it, showing the download progress in a QProgressBar.
Now, there are ways to do this in regular Python and it's easy. Problem is that it locks the refresh of the progressBar. Solution is to use PyQT's QNetworkManager class. I can download stuff just fine with it, I just can't get the setup to show the progress on the progressBar. HereĀ“s an example:
class Form(QDialog):
def __init__(self,parent=None):
super(Form,self).__init__(parent)
self.progressBar = QProgressBar()
self.reply = None
layout = QHBoxLayout()
layout.addWidget(self.progressBar)
self.setLayout(layout)
self.manager = QNetworkAccessManager(self)
self.connect(self.manager,SIGNAL("finished(QNetworkReply*)"),self.replyFinished)
self.Down()
def Down(self):
address = QUrl("http://stackoverflow.com") #URL from the remote file.
self.manager.get(QNetworkRequest(address))
def replyFinished(self, reply):
self.connect(reply,SIGNAL("downloadProgress(int,int)"),self.progressBar, SLOT("setValue(int)"))
self.reply = reply
self.progressBar.setMaximum(reply.size())
alltext = self.reply.readAll()
#print alltext
#print alltext
def updateBar(self, read,total):
print "read", read
print "total",total
#self.progressBar.setMinimum(0)
#self.progressBar.setMask(total)
#self.progressBar.setValue(read)
In this case, my method "updateBar" is never called... any ideas?
Well you haven't connected any of the signals to your updateBar() method.
change
def replyFinished(self, reply):
self.connect(reply,SIGNAL("downloadProgress(int,int)"),self.progressBar, SLOT("setValue(int)"))
to
def replyFinished(self, reply):
self.connect(reply,SIGNAL("downloadProgress(int,int)"),self.updateBar)
Note that in Python you don't have to explicitly use the SLOT() syntax; you can just pass the reference to your method or function.
Update:
I just wanted to point out that if you want to use a Progress bar in any situation where your GUI locks up during processing, one solution is to run your processing code in another thread so your GUI receives repaint events. Consider reading about the QThread class, in case you come across another reason for a progress bar that does not have a pre-built solution for you.