My PyGTK application creates a secondary popup window for displaying a preview of results. This window is fairly elaborate, with Table widgets nested three deep and populated by HBoxes containing one Label each at the lowest level. The number of Labels total can be in the thousands. I am noticing that when I close this window, GTK becomes extremely busy processing something (functions added with gobject.idle_add don't resolve for >10 seconds) and the main window of my application becomes unresponsive in this time. Even with this many widgets, it seems strange to me that the window should take so long to close, longer even than it takes to set up and display. Is there any way to mitigate this? (I tried creating and showing the window in another thread, but apparently with GTK this is a no-no)
How long takes that window to show up? Are all the widgets created at once when it is displayed?
Your problem might be caused by the destruction of your thousands of widgets, all at the same time. Or by a lengthy action perform on on of those widgets destruction. But without some code to look at, there could be thousands of reasons, so a ptomato says, use a profiler...
Apparently it was being caused by my attempt to change the background color of the tables--I was setting the background color of every HBox (and Label), which was responsible for nearly all of the excessive teardown time. All I had to do was set the background color of the Viewports the Tables are contained in.
Related
So after posting another question about this issue I realised the problem was only happening with my custom resize bind. When I resize the window by the default edges of the window the Issue does not happen and the contents of the canvas is drawn accurately - however when using my custom resize bind the contents of the canvas is laggy and lags behind the true position of the window.
import tkinter as tk
def resize(self, event=None):
y=root.winfo_height()
x1 = root.winfo_pointerx()
x0 = root.winfo_rootx()
root.geometry("%sx%s" % (x1-x0,y))
root=tk.Tk()
canvas = tk.Canvas(root,bg='red')
canvas.pack(padx=20,pady=20)
inside=tk.Frame(root)
inside.pack(fill='both')
for i in range(10):
x=tk.Label(inside,text='Lsdkfjhaskfjhskljdfhaskjfhksfhkjasdhf')
x.pack()
g=tk.Button(root,text='Drag to resize')
g.bind('<B1-Motion>',resize)
g.pack()
canvas.create_window(5,5,window=inside,anchor='nw')
Original content:
Screenshot while resizing window with manual bind via button - as you can see the content is not visible while resizing the window and lags behind where the canvas is.
The issue is fixed if I call root.update() at the start of my resize function however this then causes a recursion depth error to the thousands of calls being made to update in such a small period of time.
Finally to repeat. When resizing with the default window Resize nudges at the edge of the window the canvas resizes perfectly with perfect draw rate and the content stays visible all the time. Why is my binding not acting the same way?
Geometry calculations are quite complex in general (and Tk has some fairly sophisticated solvers behind the scenes for handling them) so they only run when the GUI is considered to be "idle". Idleness occurs when the event queue would otherwise block, waiting for the next message from the external world, i.e., when there's nothing else queued up for immediate attention. Tk also postpones redrawing (another actually really expensive operation) the same way; it makes the UI seem far faster than it really is. This was critical back 20 years ago and more, and yet is still really useful now.
But it breaks if there there is a total flood of events coming in, and drags can do that, especially when there's resizing involved. That's why you can do update idletasks (in Tcl/Tk notation) and update_idletasks() (in Tkinter notation). That that does is immediately process all the pending idle event callbacks without taking further real events, running the pending resize computations and redraws. It is far less likely to trigger reentrant event processing than a full update(), which is the problem you were hitting (and why update is considered harmful under normal circumstances).
Note that it is important to let the event loop itself have some time to process still, as parts of handling widget resizes are inevitably done via real events (as they impact upon the OS/GUI). By far the best way to do that is to just make sure to return normally from your event handlers as soon as practical.
Are you using the right bind event? Try ''
g.bind('<ButtonRelease-1>',resize)
I am currently making an embedded multi-touch software using Kivy.
However, our hardware spec is little tight, so I am trying to optimize GUI for better performance.
Then I've found that Kivy Popup is slow when first pops up then gets faster after that. So now I am guessing that Kivy is doing some caching.
So, I want widgets, especially popups and screens since they are very slow, to act like they were opened once before.
I've tried to open and dismiss every popup widgets and go through all the screens when initializing the program. It seems quite effective except that I could not figure out how to hide the screen changing yet, but I am looking for some better approach.
I've looked for kivy document about kivy.cache here
But it is not clear whether this is what I am looking for or not. In addition, it is hard to understand what do I have to do and what to expect as a result. (Seems it does not work in a way that I want anyway)
It would probably be best to find what takes most time during the first startup, to make sure to cache that, instead of preloading every possible widget. One possibility is that it's just loading the default style texture, which you can load by setting the source of any image widget to images/defaulttheme-0.png, the first widget that needs it (that includes popup) will not to load it itself if you do. If you find that even after displaying a Button, the first Popup is still slow to load, then that's certainly something else, maybe running kivy at trace log_level will help seeing what happens last before the slowdown.
python -c kivy:log_level:trace main.py
I've got a GUI in PyQt that does the following:
The main window is a grid layout (2 columns and 3 rows). This is the scheme (soory I can't post images yet):
Now, when resizing the Main Window I'd like the QTableView widgets to be resized. However, it happens otherwise:
And the tables stay almost fixed in size (but every size-fixing property is set not to fix anything), they just expand for about 50 pĂxels. I've tried changing the main layout to a horizontal layout and then putting vertical layouts there but no change. I'm designing the GUI with the QtDesigner as I have no clue on how to doing it by hand-writing the code, and I need to export it to python.
What's the property determining which layout gets expanded and which one not?
I fixed it! As there were some LineEdits on the left side, they had to expand too. Setting its expanding policy to "fixed" or setting a maximum fixed it.
Thanks everybody for the help and dont worry, i'm going to learn to handwrite Qt GUIs soon.
I am writing an app in kivy which does cpu-heavy calculations at launch. I want the app to display what it's doing at the moment along with the progress, however, since the main loop is not reached yet, it just displays empty white screen until it finishes working. Can I force kivy to update the interface?
Basically I'm looking for kivy's equivalent of Tkinter's root.update()
I could create a workaround by defining a series of functions with each calling the next one through Clock.schedule_once(nextFunction, 1), but that would be very sloppy.
Thanks in advance.
Leaving aside the question of whether you should be using threading or something instead (which possibly you should), the answer is just that you should move your cpu calculations to somewhere else. Display something simple initially (i.e. returning a simple widget from your build method), then do the calculations after that, such as by clock scheduling them.
Your calculations will still block the gui in this case. You can work around this by doing them in a thread or by manually breaking them up into small pieces that can be sequentially scheduled.
It might be possible to update the gui by manually calling something like Clock.tick(), but I'm not sure if this will work right, and even if so it won't be able to display graphics before they have been initialised.
I have a wxPython application with a multi-stage GUI. First a simple form pops for selecting from one of many (> 100) options (it's a part number list with a search box). Once the user has made their selection it builds the appropriate form and shows it, hiding the initial selection dialog. Due to the nature of this project, each secondary form has several matplotlib figures in a Notebook, around 7 or 8 figures each with 2-5 axes each. Because of this, the form takes several seconds between initialization and when it can be shown on the screen.
Does wxPython have a way to build a frame in the background? I don't mind forcing the user to wait a short while before it can be shown, but as it is right now building the form hogs the event loop and everything becomes unresponsive. If I use a thread to build the form, it completes successfully but when I call .Show() nothing happens and there's no error message.
As you can imagine, such a GUI has fairly complex code so it would be difficult to show a SSCCE (and it's not open source). If needed I can try to hack together something that would approximate my problem.
I have used BusyInfo before to tell the user that something is happening. You would put that in your frame's init() BEFORE you actually start creating the matplotlib figures. You can read about it here:
http://wiki.wxpython.org/BusyInfo
Another idea would be to create a second frame with a progressbar in it and a message. The progressbar would be set to just bounce back and forth and when you got done creating the matplot stuff, you would close the second frame.
Mike's idea of using wxBusyInfo is useful when something takes a long time, but it's possible you could make it take less time instead (or at least as well).
First, when inserting many (although I wouldn't say that 100 is that many, 1000 however definitely is) items into a wxChoice, freeze it before adding them -- and thaw it afterwards. This should cut down the time needed for the insertion drastically.
Second, creating all controls of a multi-page wxNotebook (or another wxBookCtrl) can be long, even in C++. So the idea is to not do it immediately but only create the controls of the page you are going to initially show to the user. And then create the other pages controls only when the user is about to select them, i.e. in your wxEVT_BOOKCTRL_PAGE_CHANGING event handler.
If you put this in place, you might not need wxBusyInfo any longer...