Right, that all makes sense. However, curiosity prevails... The fact that there are no mentions anywhere in any of the NDK docs about progressFraction being unsafe to use in engine calls has me thinking it may be possible that the Op interface is handling message and progress handoffs to Nuke transparently to avoid these sorts of issues. I guess what I’m getting at is that maybe it’s not the Op::engine call itself that updates the interface, but rather it simply provides information that the GUI thread can choose to make use of.
Also, many of the sample Writer-derived classes use progressFraction fairly liberally in their execute() calls, and while I know these are probably single-threaded, I would venture to guess they aren’t running in the GUI thread either. -Nathan From: Steven Booth Sent: Tuesday, November 29, 2011 11:35 AM To: Nuke plug-in development discussion Subject: RE: [Nuke-dev] Re: progressFraction bar not showing It is never acceptable to update a UI from any thread other than the one that created it, which is almost always the ‘main’ or ‘primary’ thread. Nuke spawns separate, dependent threads for all engine calls, and as such, updating any UI element from inside an engine call is an undefined operation. The _validate, _open, _close, _invalidate, and knobs function calls are all executed in the main thread, and are UI-safe. This, in fact, is a major problem for many Nuke developers that want to manipulate the display as a part of processing. The only way to do it properly is to save state changes in a module-global variable inside your engine call, and then use the new values to update the UI in either _close or _invalidate. It’s not a question of engine being thread-safe – it is – rather, it’s a question of the UI elements being thread-safe, which is not guaranteed. Steve From: [email protected] [mailto:[email protected]] On Behalf Of Nathan Rusch Sent: Tuesday, November 29, 2011 10:51 AM To: [email protected] Subject: Re: [Nuke-dev] Re: progressFraction bar not showing Can you elaborate on this at all? I’m calling progressFraction in a plugin’s engine method with zero crashes, but while calling it, my engine is locked to a single thread... do you mean these functions aren’t thread-safe? Or are you talking about other UI update calls? -Nathan From: Steve3D Sent: Tuesday, November 29, 2011 7:41 AM To: [email protected] Subject: [Nuke-dev] Re: progressFraction bar not showing I hope you're not trying to update the UI from inside an 'engine' thread, because that's not allowed, and if it works, it will work intermittently and cause crashes. -------------------------------------------------------------------------------- _______________________________________________ Nuke-dev mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev (CONFIDENTIALITY NOTICE: The information contained in this email may be confidential and/or privileged. This email is intended to be reviewed by only the individual or organization named above. If you are not the intended recipient, or an authorized representative of the intended recipient, you are hereby notified that any review, dissemination or copying of this email, or the information contained herein is strictly prohibited. If you have received this communication in error, please notify the sender by return email and delete this email from your system. Thank You.) --------------------------------------------------------------------------------_______________________________________________ Nuke-dev mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev
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