Nice. Glad you figured out a solution!
I tend to figure out some expected time for each iteration of my task and
come up with a reasonable interval to call processEvents. Like:

if i %10 = 0:
processEvents()


On Wed, 12 Nov 2014 1:27 PM Joe Weidenbach <[email protected]> wrote:

> Huzzah!
>
> I think I've got a workflow down that will be functional for what I'm
> trying to do.
>
> I found an article at http://doc.qt.digia.com/qq/qq27-responsive-guis.html
> that went through some ways to keep things responsive, both with threads
> and without.  The key I was missing was using a second event loop to pass
> control back to the application while waiting for my functions to finish,
> while ensuring that I'm calling my processing tasks with a single-shot
> timer to ensure everything's in the loop.  This solved my issue of not
> wanting to chain my functions together, while still enabling me to break
> out functionality where needed, while giving Qt some breathing room. So
> thank you! And, I'll keep you posted on my findings with the other issues.
>
> Here's the working code that I settled on:
>
> http://pythonfiddle.com/progress-bar-test/
>
> I'm probably calling QtGui.QApplication.processEvents() a few times too
> often, and will worry about that as I go.
>
> If you see any other potential issues in this part of things, don't
> hesitate to mention them!
>
> Thanks,
>
> Joe
>
> On Mon, Nov 10, 2014 at 1:02 PM, Joe Weidenbach <[email protected]> wrote:
>
>> >> But I think a different architecture could make it so that your
>> progress UI stuff happens deferred, separate from the actual work.
>>
>> I completely agree with this.  That decoupling is what I was trying to do
>> by simply sending signals as I did the work, and letting the UI sort it all
>> out.  I've spent too much time with C# events it seems :).  Might just be
>> me, but they seem more predictable.
>>
>> On Mon, Nov 10, 2014 at 12:08 PM, Joe Weidenbach <[email protected]>
>> wrote:
>>
>>> Yeah, I'm pretty sure you're right about that :).  I'm running fairly
>>> regular gc.collect()'s, but it seems to have limited effectiveness, which
>>> was where that article I included came in--it seems there's no way to force
>>> a collection mid-loop, although that article also pointed out that that was
>>> Linux-specific behavior and that they didn't believe Windows was affected.
>>> Either way, that QTimer could help, as could setting the UI in a seperate
>>> thread and calling the maya API stuff with
>>>  executeInMainThreadWithResult(), just by having a true delay for all
>>> of the systems to regroup as it were.
>>>
>>> I do want to profile it (that's usually my first step, although I'm used
>>> to having tools like Visual Studio or Unity to handle the profiling.  Is
>>> there a way to setup a profiling environment (like a VirtualEnv) that I can
>>> run this in while keeping Maya functionality, without affecting the global
>>> mayapy?  I like to keep my mayapy relatively pristine so that I don't
>>> introduce outside dependencies without deliberation, so I'd prefer to avoid
>>> using pip outside of a VirtualEnv, but not sure if this is possible for the
>>> Maya Version.
>>>
>>> On Mon, Nov 10, 2014 at 11:18 AM, Justin Israel <[email protected]>
>>> wrote:
>>>
>>>>
>>>>
>>>> On Tue Nov 11 2014 at 7:42:01 AM Justin Israel <[email protected]>
>>>> wrote:
>>>>
>>>>>
>>>>>  On Tue, 11 Nov 2014 6:14 AM Joe Weidenbach <[email protected]> wrote:
>>>>>
>>>>> 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.
>>>>>
>>>>>  Ya memory profiling may be a lot easier than trying to write a UI
>>>>> around the problem to help you solve it.
>>>>>
>>>>> 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?
>>>>>
>>>>>  We shouldn't confuse the issues you have with garbage collection
>>>>> with the qt event loop, or try to equate the benefits of breaking down
>>>>> tasks between Qt and non Qt applications. I can't say I have intimate
>>>>> knowledge of the internal of the Qt event loop, but the basic idea is that
>>>>> objects can register more tasks into the event loop and eventually it 
>>>>> wants
>>>>> to unwind a stack and get back to the event loop to process. Things like
>>>>> the processEvents call can force the event loop to flush, but if you check
>>>>> out the docs it will note that deferred deletions do not happen as part of
>>>>> a call to processEvents. I presume this is also related to avoiding
>>>>> deferred deletions during a deeply nested stack. I have had issues with 
>>>>> bad
>>>>> pointers and clean-ups from a call to processEvents in a deeply nested
>>>>> stack, or when an event handler method is part of the stack. So maybe this
>>>>> is really just your issue, that you need to allow the event loop to run,
>>>>> simply for the UI reasons and not your task reasons. Also, I have no idea
>>>>> how Maya manages it's memory in relation to Qt.
>>>>>
>>>> Actually, what I meant to say here was that I believe you are dealing
>>>> with more than one issue: Python garbage collection, Maya's memory
>>>> management, or Qt deferred deletion, or the Qt event loop and
>>>> updates/redraws.
>>>>
>>>> I think the python garbage collector runs at both intervals and object
>>>> thresholds. If your garbage is coming from python objects and you aren't
>>>> explicitly calling delete on them, and instead relying on them to collect
>>>> when they fall off the stack, when you do a deeply nested stack that keeps
>>>> calling more functions, those objects in the previous stack frames are
>>>> still alive until the stack unwinds past their frames. If the garbage is
>>>> coming from Qt, then maybe it is related to the deferred deletions piling
>>>> up. And if the garbage is Maya, I don't really know very well what controls
>>>> its memory management. But it may also be related to the event loop.
>>>>
>>>>  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.
>>>>>
>>>>>  QTimer doesn't create threads. It schedules a callable to run after
>>>>> a given amount of time, in the same thread. Using a value of 0 is just a
>>>>> way to tell it to run right when the event loop gets back to idle again.
>>>>> I'm not necessarily suggesting that a QTimer is the real solution here.
>>>>> Only that it was a simple way to illustrate fixing the UI problem in your
>>>>> example, by breaking up just the UI deletions and additions. Your example
>>>>> couples the task loops with the creation and deletion of the widgets over
>>>>> and over in that same stack. Maybe using the QueuedConnection for the
>>>>> progress signals might have helped too. I didn't check. But I think a
>>>>> different architecture could make it so that your progress UI stuff 
>>>>> happens
>>>>> deferred, separate from the actual work.
>>>>>
>>>>> 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.
>>>>>
>>>>>
>>>>> QThreads do make a program more complicated for sure, because you have
>>>>> to then consider memory barriers and logic running in completely different
>>>>> branches. But the general rule of thumb in UI frameworks with an event 
>>>>> loop
>>>>> is that you aim to not block the main thread and do long running tasks in
>>>>> another thread, while communicating over the signals system. Using Qt in
>>>>> Maya is a bit different, because like you said there are restrictions on
>>>>> being able to make Maya calls in another thread. Those usually have to be
>>>>> called through executeInMainThreadWithResult() So that you call into the
>>>>> main thread from your other thread.
>>>>>
>>>>>
>>>>> 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]>
>>>>> 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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