GtkApplicationWindow subclass "destroy" twice - gtk

I took the application1 from examples in Gtk source
and modified GtkApplicationWindow subclass as to save some window state in the "destroy" signal handler. The problem with my code is that the save_some_state() is called twice. Why? How can I fix it?
static void
example_app_activate (GApplication *app) {
ExampleAppWindow *win;
win = example_app_window_new (EXAMPLE_APP (app));
gtk_window_present (GTK_WINDOW (win));
}
........
static void
on_app_window_destroy (GtkWidget* widget)
{
ExampleAppWindow* win = EXAMPLE_APP_WINDOW(widget);
save_some_state(win);
GTK_WIDGET_CLASS(example_app_window_parent_class)->destroy (widget);
}
static void
example_app_window_class_init (ExampleAppWindowClass *klass)
{
GtkWidgetClass* widget_class = GTK_WIDGET_CLASS (klass);
widget_class->destroy = on_app_window_destroy;
}

Well, it definitely looks like you are destroying it twice by calling
GTK_WIDGET_CLASS(example_app_window_parent_class)->destroy (widget);
in the on_app_window_destroy callback

Where are you storing example_app_window_parent_class? Is this derived from the widget? As GtkNerd says it may duplicate things if it is not chained right.
I am not entirely confident of the internals. For Gtk2, destroy is a GtkObject signal not a GtkWidget signal so you would cast as GTK_OBJECT_CLASS in that case, though that is likely irrelevant - For Gtk3 it is fine as is. I am not sure about the internals but the destroy signal might get called multiple times due to reference counting. A safer option is to override finalize as it should only get called the once irrespective.

Related

Unity3D: Custom UnityEvent AddListener not firing

I have my own custom UnityEvent and am trying to add a listener.
I have used AddListener on numerous other UI objects, such as buttons, dropdowns, toggles, etc. so I understand the process. However, when I Invoke my UnityEvent, it simply doesn't fire.
I'm receiving no error messages, and after doing reading and research, everything looks correct. So, not sure what to do further.
This is an object that emits when it's rotated.
This is the basics of my code:
using UnityEngine.Events;
public class Rotator: MonoBehaviour
{
public UnityEvent OnRotate;
int angle = 0;
int newAngle = 0;
void Start()
{
OnRotate = new UnityEvent();
}
void Update()
{
newAngle = (int)transform.rotation.eulersAngles.z;
if (newAngle != angle)
{
print ("Actual Instance ID: " + GetInstanceID());
print ("Invoking!");
OnRotate.Invoke();
angle = newAngle;
}
}
}
and
public class Owner: MonoBehaviour
{
public Rotator rotator;
void Start()
{
print ("Rotator Instance ID: " + rotator.GetInstanceID());
rotator.OnRotate.AddListener(
() => UpdateRotation()
);
}
void UpdateRotation()
{
print ("Invoked!");
}
}
When the Rotator has it's angle changed, I get this in the console:
Actual Instance ID: 11234
Rotator Instance ID: 11234
Invoking!
The instance ID is to make sure I'm working with the same objects and not going in circles for nothing. They match, so I'm listening to the object that's firing.
However, the listener isn't firing. I've tried different combinations with delegates, etc. but it's all the same. No errors. It just doesn't invoke.
Obviously, I'm doing something wrong, but what is it?
Thanks for any help.
Somehow your answered your new edited version of the question with exactly the code you previously provided in the First Version of your Question!
As I tried to tell you ... if you anywhere in your code do OnRotate = new UnityEvent() of course you thereby erase any persistent callbacks and any runtime callbacks added before that moment!
In short
Simply leave it as
public UnityEvent OnRotate;
and you don't even have to think about it anymore.
For understanding why it also works if you put it in Awake please simply have a look at the Order of Execution for Event Functions
→ First Awake and OnEnabled is called for every GameObject/Component. Then all Start methods are called as soon as the GameObject/Component is active.
Within each of these blocks (Awake + OnEnable) and (Start) the order of execution between different component types is not guaranteed unless you explicitly configure it via the Script Execution Order Settings where you could define that Owner is simply run before Rotator .. then having both in Start would also work again.
Why does it also work if you do it on the public field?
→ Because this field is serialized. That means it is initialized automatically in the Inspector and then stored together with the Scene or prefab asset including any persistent callbacks.
And then Later Unity re-uses the serialized Version of the field so actually you can completely remove the new UnityEvent(); since it doesn't have any effect on a serialized field! It will always be initialized automatically anyway!
Ok, I found out what the issue was.
My question now is "why?".
I changed my code from:
public UnityEvent OnRotate;
void Start() {
OnRotate = new UnityEvent();
}
to
public UnityEvent OnRotate = new UnityEvent();
void Start() {
}
And now it works.
Although, now that I think about it, Awake() is the method where they all fire before initialization, whereas Start() is when the object is created. So the Start() of the Rotator is probably getting called after the Owner is adding a listener.

How to avoid Thread.sleep() in a for loop from interrupting the UI Thread?

I have the following pseudo code to clarify my problem and a solution. My original posting and detailed results are on Stack Overflow at: Wait() & Sleep() Not Working As Thought.
public class PixelArtSlideShow { // called with click of Menu item.
create List<File> of each selected pixelArtFile
for (File pixelArtFile : List<File>) {
call displayFiles(pixelArtFile);
TimeUnits.SECONDS.sleep(5); }
}
public static void displayFiles(File pixelArtFile) {
for (loop array rows)
for (loop array columns)
read-in sRGB for each pixel - Circle Object
window.setTitle(....)
}
// when above code is used to Open a pixelArtFile, it will appear instantly in a 32 x 64 array
PROBLEM: As detailed extensively on the other post. Each pixelArtFile will display the setTitle() correctly and pause for about 5 secs but the Circle’s will not change to the assigned color except for the last file, after the 5 secs have passed. It's like all the code in the TimeUnits.SECONDS.sleep(5); are skipped EXCEPT the window.setTitle(...)?
My understanding is the TimeUnits.SECONDS.sleep(5); interrupts the UI Thread uncontrollable and I guess must somehow be isolated to allow the displayFiles(File pixelArtFile) to fully execute.
Could you please show me the most straight forward way to solve this problem using the pseudo code for a more completed solution?
I have tried Runnables, Platform.runLater(), FutureTask<Void>, etc. and I'm pretty confused as to how they are meant to work and exactly coded.
I also have the two UI windows posted on the web at: Virtual Art. I think the pixelArtFile shown in the Pixel Array window may clarify the problem.
THANKS
Don't sleep the UI thread. A Timeline will probably do what you want.
List<File> files;
int curFileIdx = 0;
// prereq, files have been appropriately populated.
public void runAnimation() {
Timeline timeline = new Timeline(
new KeyFrame(Duration.seconds(5), event -> {
if (!files.isEmpty()) {
displayFile(curFileIdx);
curFileIdx = (curFileIdx + 1) % files.size();
}
})
);
timeline.setCycleCount(Timeline.INDEFINITE);
timeline.play();
}
// prereq, files have been appropriately populated.
public void displayFile(int idx) {
File fileToDisplay = files.get(idx);
// do your display logic.
}
Note, in addition to the above, you probably want to run a separate task to read the file data into memory, and just have a List<ModelData> where ModelData is some class for data you have read from a file. That way you wouldn't be continuously running IO in your animation loop. For a five second per frame animation, it probably doesn't matter much. But, for a more frequent animation, such optimizations are very important.

GLib signal connect works with webkitgtk but not webkitgtk2

I am working on a web browser for fun and ran into this problem.
This works:
#include <webkit/webkit.h>
void init() {
GtkWidget *web_view = webkit_web_view_new();
g_signal_connect(
G_OBJECT(GTK_WIDGET(this->web_view)),
"notify::progress",
G_CALLBACK(LoadChangedProxy),
NULL);
webkit_web_view_load_uri(WEBKIT_WEB_VIEW(this->web_view), "http://google.com");
}
void LoadChangedProxy(GtkWidget *view, GParamSpec *pspec, gpointer p) {
puts("LOADING");
}
In this case the callback is never called:
#include <webkit2/webkit2.h>
void init() {
GtkWidget *web_view = webkit_web_view_new();
g_signal_connect(
G_OBJECT(GTK_WIDGET(this->web_view)),
"notify::estimated-load-progress",
G_CALLBACK(LoadChangedProxy),
NULL);
webkit_web_view_load_uri(WEBKIT_WEB_VIEW(this->web_view), "http://google.com");
}
void LoadChangedProxy(GtkWidget *view, GParamSpec *pspec, gpointer p) {
puts("LOADING");
}
I was attempting to use webkitgtk2 initially and was really hitting my head against the wall. I switched to the older webkitgtk1 header and api and it magically started working. I have not idea what would cause this, additionally no errors are printed to stderr or stdout (eg. attempting to connect to a signal that an object does not have).
Any suggestions out there? There is surprisingly little documentation on g_signal_connect, from glib. All I know has come from looking at some gnome app source code.
Edit:
I have found that using "notify::progress" signal identifier in the webkitgtk2 case, the callback works. However I then cannot use either webkit_web_view_get_progress() or webkit_web_view_get_estimated_load_progress() to read the progress value to display it.
The symptoms are strange enough that I can only think of one explanation: you are still linking with webkit-gtk. With trivial code like this you didn't happen to hit linking problems but of course the new signals wouldn't be there either.

Why is the signal callback data pointer pointing to a junk value when the callback is fired?

Ok, I'm writing a method that creates an entire panel and it's containing contents and adds it to the form. The panels are stored in an array.
Here's the basic idea.
void vscale1Event(GtkWidget *widget, int *vscale_id)
{
int value = gtk_range_get_value(GTK_RANGE(vscale_struct[*vscale_id]->vscale1));
do stuff with this value;
}
void add_vscale_panel(int vscale_id)
{
vscale_struct[vscale_id]->vscale1 = ..... ;
vscale_struct[vscale_id]->vscale2 = ..... ;
add buttons to form;
gtk_signal_connect(GTK_OBJECT(vscale_struct[button_id]), "value_changed", (GtkSignalFunc)vscale1Event, &vscale_id);
gtk_signal_connect(GTK_OBJECT(vscale_struct[button_id]), "value_changed", (GtkSignalFunc)vscale2Event, &vscale_id);
}
int main()
{
for (i = 0; i<n; i++)
{
add_vscale_panel(i);
}
}
The problem I'm having, is that &vscale_id that I'm passing in, later becomes junk (it's value is a junk number around 32000) when I move the scale.
But - the gtk_signal_connect is only being called that once.
Ok, I get that it's probably something to do with the call stack, that bit of memory no longer being reserved.
But I did this same thing earlier for another panel, and it's working fine.
what I've changed - is trying to make things a bit tidier.
The previous version I had all the panels and widgets each in seperate arrays.
eg
GtkWidget **outerPanel;
GtkWidget **innerPanel1;
GtkWidget **vscale1;
whereas this one I'm doing it:
typedef struct
{
GtkWidget **vscale1;
Gtkwidget **vscale2;
} V_Panel;
V_Panel **vscale_struct;
Not bothering putting the panels into arrays or structs - because I figure I don't need to access them later? ( I found that you can 'recycle' labels so I figure panels (h and vboxes), are the same.
Also - an interesting clue - when I run valgrind - it works fine. Some how valgrind changes the way the program uses it's memory.
Any help here?
If you can perhaps explain what's happening when you call gtk_signal_connect. -
Here's my actual code: http://pastebin.com/MGfUihjM
relevant lines are
45, 145, 274, 308, 391
The problem is that your taking the address of a variable on the stack - in this case the parameter to the function. That address in memory is definitely not guaranteed to continue to hold the value you expect it to since it is just part of the stack frame
The correct way to pack your integer value_id into the callback userdata pointer is to use GINT_TO_POINTER and to reverse it using GPOINTER_TO_INT.
So your signal connection would be:
gtk_signal_connect(GTK_OBJECT(vscale_struct[button_id]),
"value_changed",
(GtkSignalFunc)vscale1Event,
GINT_TO_POINTER(value_id));
And in your signal handler would look like:
void vscale1Event(GtkWidget *widget, gpointer userdata)
{
int vscale_id = GPOINTER_TO_INT (userdata);
int value = gtk_range_get_value(GTK_RANGE(vscale_struct[vscale_id]->vscale1));
do stuff with this value;
}

Do I have to manually attach a gtk signal handler when I specified the function name in glade?

I'm writing my first gtk program, using gtkmm, and glade.
I made a filechooserbutton and it has a signal called file-set
So I set that to what I assume is the function name I want it to call when the file is chosen.
But then I see here:
http://library.gnome.org/devel/gtkmm-tutorial/unstable/sec-builder-accessing-widgets.html.en
That they're manually getting the dialog widget and setting a button signal handler in the code.
Which is the right way to do it?
And while I'm here any links to good examples would be handy, they seem to be few and far between. Thanks.
This is how I did it:
// create the UI
refUI = Gtk::Builder::create();
refUI->add_from_file(grq::GLADE_FILE);
// grab your widget
refUI->get_widget("but_new", but_new); // Gtk::ToolButton *but_new;
but_new->signal_clicked().connect(sigc::mem_fun(*this, &MainWindow::on_new_game));
// your signal handler looks something like this :)
void MainWindow::on_new_game() {}
edit:
Basically the *this is the object on which you will be calling the function your signal handler.
This is what my main looks like:
int main(int argc, char **argv) {
Gtk::Main kit(argc, argv);
MainWindow main_window;
kit.run(*main_window.window);
return 0;
}
MainWindow is basically a class that wraps GtkWindow and defines the widgets, a. la.:
class MainWindow
{
private:
Glib::RefPtr<Gtk::Builder> refUI;
//
// Widgets
//
Gtk::ToolButton *but_about;
public:
// The window. This is public so we can hook into events and
// call kit.run(window) against it, if needed.
Gtk::Window *window;
MainWindow()
{
// Load the data for this window and it's widgets.
refUI = Gtk::Builder::create();
refUI->add_from_file(grq::GLADE_FILE);
// The window
refUI->get_widget("main_window", window);
// Widgets
refUI->get_widget("but_about", but_about);
but_about->signal_clicked().connect(sigc::mem_fun(*this, &MainWindow::on_about));
...
}
virtual ~MainWindow()
{
if (window != NULL)
{
delete window; // Frees all the children for the window, too.
}
}
virtual void on_about()
{
// stuff
}
};
Hope this helps!
I found the answer to my question as an afterthought in another stackoverflow question.
But I don't remember which one it was.
The answer seems to be that you have to programmatically add the signal handler to the widget in your code, the gtkbuilder won't do it for you.