Honestly, Justin, that might solve more than one piece of this for me, and what you're saying makes sense. I'm going to have to apologize for the wall of text in advance, but I need it to explain what I'm trying to accomplish.

My code is a lot more intensive than the sample is, but I'm imagining it's the same general issue--this is my first dive into mesh processing outside of simple deformers (I'm normally a rigger, so this is the most complex piece of code I've written as a single function), so I'm not always entirely sure what I'm doing as I work through it. The system works great on small meshes, but once I get up to full character scale, it slows down exponentially, and on a full-res mesh it's actually crashing my system (after eating up 32 gigs of memory). I've not been able to find any unnecessary loops, so I don't think I'm running a flawed algorithm, but breaking it up to give the system a chance to catch up is probably the solution. After some research, it looks like the garbage collector might not be getting time to do its job, so I'm getting a high-water effect from processing each vert, edge, and face. I'm still not entirely sure how I'm getting a 6 meg .ma file to take up 32+ gigs in memory, but so it goes (and, as I said, the reason I was putting the progress bars in in the first place, to give myself feedback on what the system is doing when the memory starts to get eaten). The reason I think it's the garbage collector is this article--http://python.dzone.com/articles/diagnosing-memory-leaks-python . I haven't installed objgraph yet, or heapy, but I'm imagining I'm going to find lots of small objects that haven't been deallocated.

As I understand it, if I need to proceed sequentially from one task to another, I don't think things will benefit from breaking them into individual functions, but then I'm used to lower-level systems (C and Assembly at the lowest end--I spent my first year in the field developing new hardware controllers for the games we were developing), so I'm used to manual memory management, and Garbage Collection might as well be magic. So, does the event loop work work off of a function boundary? I also noticed that you're using QTimer. Quick info, just so I understand, is that similar to .NET's Timer in that it sets up a second thread under the hood? And, if so, is that the key to making this work in a way that can help with refreshing? I ask because that's the only thing I could think of that would benefit from smaller functions other than code readability. As I understand it, chaining a series of functions together (or calling one function after the other) doesn't really change the resulting bytecode.

Here's my use case: I'm writing a tool to serialize a mesh, and then optionally mirror it intelligently. I'm starting with just working across the X axis, but from there I plan to add in other modes of mirroring--arbitrary plane for sure, possibly even radial.

The steps I'm using are like this:
1) Capture the verts.
2) Capture the polygon index arrays
3) Capture the edge smoothness for each edge.
4) Wrap these into a JSON data structure (a dict) for later use.
5) Iterate through the vertices and mirror those that should be mirrored. Add the mirrored verts to the data structure.
6) Iterate through the polys.  Mirror. Add.
7) Iterate through the edges. Mirror smoothness. Add.

Steps 1-4 are in one function currently, and 5-7 are in another. I have a third function that rebuilds a mesh from the resulting data structure. As I said, for small meshes it has no issue. The mesh I'm using for my testing is actually the beast from Hyper-Real creature Creation (the 2005 masterclasses), modeled by a WETA guy, and sitting at about 70,000 polys. I figure that if I can make my tool work on it, it's about as bulletproof as it can get.

That's the first stage. The second stage, once I have the first part done, is to use the serialized mesh data to build a rig. So, I can store a database of defined meshes, hand off a base mesh to a modeler, bring it back in after sculpting, and have my tool build the rig to it as long as the modeler didn't mess with the topology. I've seen these systems in the wild, but what I haven't seen (although I'm sure it exists) is the part I'm really focused on, which is tying a graphical workflow setup into it, so as a rigger I can add an arbitrary mesh and then define how it should build the rig, all graphically. All of that, I'm confident in my ability on, but it all depends on getting this initial processing to work--the whole point is that I can define the rig for the portion being mirrored, and then the tool can build the rig for the entire system, with all necessary mirroring. So, in a nutshell, as a one-man show, I'm trying to replicate the rigging systems big houses with a dedicated development team have :). Yep, I'm just crazy that way.

So, you mentioned QThreads. Threads are still an area of voodoo to me. I work in games, and Unity (the engine my current company uses) actively works against you if you even try to bring in threading. I get that they're useful for parallel processing, or not blocking the UI, but I'm not sure I need them for a sequential series of mesh analyses. If using them gives the garbage collector/UI the opportunity to recover though, I'm glad to give it a shot. I'd read that Maya doesn't like threads either, especially when you're calling the API. I've done basic threading before (mostly using BackgroundWorker in .NET to handle keeping the UI responsive), but most of the information I've found on threading assumes a much higher level of knowledge about it than I have (I only took a year of actual CS classes before changing majors to animation, the rest is 10 years of experience teaching myself)--so, it says "Here's how you do X with Y Language's threading," when I have no idea what X means or why I'd want to do it. I've always assumed that when I needed it and had a specific use case, it would make sense. Any good resources on QThreads (or how the event loop runs) you could point me towards? Information at that level seems to be sparse from my searches.

In the meantime, I'll try integrating the example you sent back and see if it makes a difference in the results.

Thanks again!

Joe

On 11/10/2014 1:59 AM, Justin Israel wrote:
Hey Joe,

The thing is, since your example is really trivial, I can really only comment on the trivial example itself. Normally one wouldn't want to process a whole bunch of long running/blocking tasks one after the next, in a single method, while adding and removing widgets from a layout. The layout is obviously having a drawing issue related to timing, from everything happening within that same stack.

I can offer a tweak for the example that shows how it could be corrected, by splitting up your tasks into pieces that allow the stack to return to the event loop again.

http://pastebin.com/5s5mx6KE

In a more real world example, you might abstract these tasks into objects emit their own progress (QThread already does this), and then be able to chain them up so one starts after the next. Or when one is done, a queue is checked and the next pending task runs. Are these tasks that can be run in a thread? If so, you can use a thread pool or QThreads and coordinate with their signals.

Anyways, basically the issue is that the layout is unhappy having itself modified so much from a single stack.

- Justin




On Mon Nov 10 2014 at 7:03:33 PM Joe Weidenbach <[email protected] <mailto:[email protected]>> wrote:

    Hey All,

    I'm having an issue with a tool I'm working on regarding slot-based
    widget deletion.

    I'm trying to create a UI where my object which handles data
    processing
    reports it's progress on various (possibly nested) tasks back to the
    UI.  It's a mesh processor, so it can be pretty intensive. I'm
    actually
    using these progress bars to try and identify where a memory leak is
    right now, so I can track it down, but it would be dead useful to have
    for general purposes as well.

    I've made up a simpler script to demo the situation, here:
    http://pythonfiddle.com/progress-bar-test

    The relevant code is in the final class, in the three slots that
    connect
    to PBTester (lines 84-113).  I don't think I need to call
    self.update()
    on every loop, but it does slow things down for the visual of the
    progress bars.

    The issue I'm having is that when the processCompleted Signal
    fires, it
    doesn't seem to actually delete the given progress bar.  It's removed
    from the layout, but the visual stays in place and gets overlaid
    by the
    new progress bar.  My guess from the research I've done is that
    this has
    something to do with deleteLater not being called while in the
    process,
    but I don't understand the event loop well enough yet to make much
    sense
    of it.  The closest page I've been able to find recommended calling
    emit() with Qt.QueuedConnection, and I did try that, but I don't
    think I
    was doing it right, as it didn't seem to do anything.  I'm not using
    threads either, so I don't think it's a sync issue, but I'm not
    sure if
    Qt is using them under the hood or not.

    Hopefully that makes sense.  Any thoughts from the pros?

    Thanks,

    Joe

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