Qt GUI QTreeView/QTableView updating extremely slow - performance

I have isolated the slowness of QTableView/QTreeview updates to two places:
QStyledItemDelegate::paint()
Q_EMIT dataChanged()
I have tried many things, making the model's data method do virtually nothing but return a string. The GUI is very crisp when there are few columns, say 10 or less. My end user has huge 2560x1600 monitors and likes to maximze the view which can display over 50 columns and rows and is always complaing about how slow the GUI is. Once the model is fully populated there are no insertions or deletions. All I am doing is emitting dataChanged() as I get new updates at a reasonable rate, 2 times a second for each row, and about 48-100 row updates a second.
I have tried switching the graphics system to OpenGL this does not help.
Commenting out only dataChanged() my CPU usage is is about 16%
Commenting out only QStyledItemDelegate::paint() my cpu usage is about 30%
Running with everything enabled it is 100%
Based on these statistics, I believe the slowness is somehow Qt related. Is there a magical setting that will fix this?

Regarding what you wrote in an answer to my comment an answer is that you should refactor code which emit's dataChanged signals. There is no any sense in issue them more then 2-3 times a second. So you should accumulate changes in some kind of proxy/temporary storage and issue emit dataChanged separately based on timerEvent for example, so you will be guarantee with certain refresh rate without stressing CPU

Related

windowed OpenGL first frame delay after idle

I have windowed WinApi/OpenGL app. Scene is drawn rarely (compared to games) in WM_PAINT, mostly triggered by user input - MW_MOUSEMOVE/clicks etc.
I noticed, that when there is no scene moving by user mouse (application "idle") and then some mouse action by user starts, the first frame is drawn with unpleasant delay - like 300 ms. Following frames are fast again.
I implemented 100 ms timer, which only does InvalidateRect, which is later followed by WM_PAINT/draw scene. This "fixed" the problem. But I don't like this solution.
I'd like know why is this happening and also some tips how to tackle it.
Does OpenGL render context save resources, when not used? Or could this be caused by some system behaviour, like processor underclocking/energy saving etc? (Although I noticed that processor runs underclocked even when app under "load")
This sounds like Windows virtual memory system at work. The sum of all the memory use of all active programs is usually greater than the amount of physical memory installed on your system. So windows swaps out idle processes to disc, according to whatever rules it follows, such as the relative priority of each process and the amount of time it is idle.
You are preventing the swap out (and delay) by artificially making the program active every 100ms.
If a swapped out process is reactivated, it takes a little time to retrieve the memory content from disc and restart the process.
Its unlikely that OpenGL is responsible for this delay.
You can improve the situation by starting your program with a higher priority.
https://superuser.com/questions/699651/start-process-in-high-priority
You can also use the virtuallock function to prevent Windows from swapping out part of the memory, but not advisable unless you REALLY know what you are doing!
https://msdn.microsoft.com/en-us/library/windows/desktop/aa366895(v=vs.85).aspx
EDIT: You can improve things for sure by adding more memory and for sure 4GB sounds low for a modern PC, especially if you Chrome with multiple tabs open.
If you want to be scientific before spending any hard earned cash :-), then open Performance Manager and look at Cache Faults/Sec. This will show the swap activity on your machine. (I have 16GB on my PC so this number is very low mostly). To make sure you learn, I would check Cache Faults/Sec before and after the memory upgrade - so you can quantify the difference!
Finally, there is nothing wrong with the solution you found already - to kick start the graphic app every 100ms or so.....
Problem was in NVidia driver global 3d setting -"Power management mode".
Options "Optimal Power" and "Adaptive" save power and cause the problem.
Only "Prefer Maximum Performance" does the right thing.

Getting elapsed time between updates in wxWidgets

I am builing an interactive application using the latest wxWidgets(3.0.1) and OpenGL(3.3) on Windows. I have gotten to the point where I have a wxGLcanvas rendering onto a wxPanel and it works fine. The rendering is done in the paint event for that GLcanvas. However, I now want to perform simulations with an accurate delta time between updates.
So essentially I would like some sort of functionality that would allow me to have a method like
void Update(float dt)
{
// Update simulation with accurate time-step
}
I have come across timers but I'm not sure how I could incorporate it into my application to get an accurate dt. Some have mentioned creating a separate thread for that panel to update independently from the rest of the application. Is this an option and roughly how is it implemented if that is the case?
Timer precision should be good enough to achieve at least ~50 FPS, so they should be good enough for your purpose. You need to use a timer to get regular calls to your timer event handler which can then use a more accurate method (as timers are not guaranteed to be perfectly regular) to determine whether an updated is needed, e.g. using wxDateTime::UNow(), and queue a Refresh() in this case.
Notice that you still will not be able to guarantee regular window refreshes using normal GUI frameworks.
What operating system are you using? There is no way in Windows to guarantee an accurate time for an event. Unix, however is a real time operating system ( RTOS ) and it is possible to guarantee event times.
What range of delta times do you care about? The distinction between RTOS's and Windows only matters for times less than 2 to 3 milliseconds ( unless windows becomes ridiculously overloaded ) Since any worthwhile 3D scene will take more that 3 milliseconds to render, this is probably a non-issue!
Of most significance in this kind of question is the response time of human vision. Watching a dynamic diagram such as a plot, people are unaware of any refresh rate faster than 300 ms. If you want to attempt a video realistic effect, you might need a refresh rate approaching 25 ms - but then your problem will not be the accuracy of your timer, but the speed of your scene rendering. So, once again, this is a non-issue.

Give all possible resources to a program

I created a program in C# to work with 2.5 million records in Oracle Express (local instance), parse/split those records and create an additional 5 million records.
I added some code to print times on the screen and it seems fairly fast. It is doing all the processing for 1K records every 9 seconds. Which means it takes more than 6 hours to finish.
Now, with Task Manager I can see the program is using 6% of CPU (max) and around 50MB of memory. I understand the OS, and Oracle itself need resources to operate but..... is there a way to tell this little program "hey, it's ok, go ahead and use at least 50% of CPU, there are 4GB of RAM so knock yourself out"?
Note: One of the reasons I'm using a local instance with Oracle Express is to reduce the network bottleneck. Also I might not run this process quite often but I was intrigued to see if this was at all possible.
Please forgive my noobness,
Thanks!
The operating system will give your program all the resources it needs, the reason your process is not consuming all the CPU is probably because it's waiting for the IO sub system more than the processor.
If you want to see if you can consume more CPU cycles try writing a program that runs a short infinite loop as fast as possible and you will see the difference in CPU usage.
A number of thoughts, not really answers I guess, but.
You could up the priority of the applications thread, however, its possible that the code maybe less efficient than you think, so..
Have you run a profiler on it?
If its currently a single threaded app, you could look to see if you could parse it in batches and therefore run them in parallel.
Without knowing a lot of detail of the splitting of records, is it possible to off hand that more to oracle to do? eg, would matter less about network etc or local or otherwise.
If you're apps drawing/updating a screen or UI then it will almost certainly slow the progress of the work down. An example. I ran an app which sorted about 10k emails into around 250k lines into a database, if I added an item to a listbox each line the time went from short to rediculous eg, crash out got bored. So, again, offloading to a thread to do the work with as few UI updates to do as possible can help.

Qt 4.6.x under MacOS/X: widget update performance mystery

I'm working on a Qt-based MacOS/X audio metering application, which contains audio-metering widgets (potentially a lot of them), each of which is supposed to be updated every 50ms (i.e. at 20Hz).
The program works, but when lots of meters are being updated at once, it uses up lots of CPU time and can bog down (spinny-color-wheel, oh no!).
The strange thing is this: Originally this app would just call update() on the meter widget whenever the meter value changed, and therefore the entire meter-widget would be redrawn every 50ms. However, I thought I'd be clever and compute just the area of the meter that actually needs to be redrawn, and only redraw that portion of the widget (e.g. update(x,y,w,h), where y and h are computed based on the old and new values of the meter). However, when I implemented that, it actually made CPU usage four times higher(!)... even though the app was drawing 50% fewer pixels per second.
Can anyone explain why this optimization actually turns out to be a pessimization? I've posted a trivial example application that demonstrates the effect, here:
http://www.lcscanada.com/jaf/meter_test.zip
When I compile (qmake;make) the above app and run it like this:
$ ./meter.app/Contents/MacOS/meter 72
Meter: Using numMeters=72 (partial updates ENABLED)
... top shows the process using ~50% CPU.
When I disable the clever-partial-updates logic, by running it like this:
$ ./meter.app/Contents/MacOS/meter 72 disable_partial_updates
Meter: Using numMeters=72 (partial updates DISABLED)
... top shows the process using only ~12% CPU. Huh? Shouldn't this case take more CPU, not less?
I tried profiling the app using Shark, but the results didn't mean much to me. FWIW, I'm running Snow Leopard on an 8-core Xeon Mac Pro.
GPU drawing is a lot faster then letting CPU caclulate the part to redraw (at least for OpenGL this takes in account, I got the Book OpenGL superbible, and it states that OpenGL is build to redraw not, to draw delta as this is potentially a lot more work to do). Even if you use Software Rendering, the libraries are higly optimzed to do their job properly and fast. So Just redrawing is state of art.
FWIW top on my Linux box shows ~10-11% without partial updates and 12% using partial updates. I had to request 400 meters to get that CPU usage though.
Perhaps it's just that the overhead of Qt setting up a paint region actually dwarfs your paint time? After all your painting is really simple, it's just two rectangular fills.

Power Efficient Software Coding

In a typical handheld/portable embedded system device Battery life is a major concern in design of H/W, S/W and the features the device can support. From the Software programming perspective, one is aware of MIPS, Memory(Data and Program) optimized code.
I am aware of the H/W Deep sleep mode, Standby mode that are used to clock the hardware at lower Cycles or turn of the clock entirel to some unused circutis to save power, but i am looking for some ideas from that point of view:
Wherein my code is running and it needs to keep executing, given this how can I write the code "power" efficiently so as to consume minimum watts?
Are there any special programming constructs, data structures, control structures which i should look at to achieve minimum power consumption for a given functionality.
Are there any s/w high level design considerations which one should keep in mind at time of code structure design, or during low level design to make the code as power efficient(Least power consuming) as possible?
Like 1800 INFORMATION said, avoid polling; subscribe to events and wait for them to happen
Update window content only when necessary - let the system decide when to redraw it
When updating window content, ensure your code recreates as little of the invalid region as possible
With quick code the CPU goes back to deep sleep mode faster and there's a better chance that such code stays in L1 cache
Operate on small data at one time so data stays in caches as well
Ensure that your application doesn't do any unnecessary action when in background
Make your software not only power efficient, but also power aware - update graphics less often when on battery, disable animations, less hard drive thrashing
And read some other guidelines. ;)
Recently a series of posts called "Optimizing Software Applications for Power", started appearing on Intel Software Blogs. May be of some use for x86 developers.
Zeroith, use a fully static machine that can stop when idle. You can't beat zero Hz.
First up, switch to a tickless operating system scheduler. Waking up every millisecend or so wastes power. If you can't, consider slowing the scheduler interrupt instead.
Secondly, ensure your idle thread is a power save, wait for next interrupt instruction.
You can do this in the sort of under-regulated "userland" most small devices have.
Thirdly, if you have to poll or perform user confidence activities like updating the UI,
sleep, do it, and get back to sleep.
Don't trust GUI frameworks that you haven't checked for "sleep and spin" kind of code.
Especially the event timer you may be tempted to use for #2.
Block a thread on read instead of polling with select()/epoll()/ WaitForMultipleObjects().
Puts stress on the thread scheuler ( and your brain) but the devices generally do okay.
This ends up changing your high-level design a bit; it gets tidier!.
A main loop that polls all the things you Might do ends up slow and wasteful on CPU, but does guarantee performance. ( Guaranteed to be slow)
Cache results, lazily create things. Users expect the device to be slow so don't disappoint them. Less running is better. Run as little as you can get away with.
Separate threads can be killed off when you stop needing them.
Try to get more memory than you need, then you can insert into more than one hashtable and save ever searching. This is a direct tradeoff if the memory is DRAM.
Look at a realtime-ier system than you think you might need. It saves time (sic) later.
They cope better with threading too.
Do not poll. Use events and other OS primitives to wait for notifiable occurrences. Polling ensures that the CPU will stay active and use more battery life.
From my work using smart phones, the best way I have found of preserving battery life is to ensure that everything you do not need for your program to function at that specific point is disabled.
For example, only switch Bluetooth on when you need it, similarly the phone capabilities, turn the screen brightness down when it isn't needed, turn the volume down, etc.
The power used by these functions will generally far outweigh the power used by your code.
To avoid polling is a good suggestion.
A microprocessor's power consumption is roughly proportional to its clock frequency, and to the square of its supply voltage. If you have the possibility to adjust these from software, that could save some power. Also, turning off the parts of the processor that you don't need (e.g. floating-point unit) may help, but this very much depends on your platform. In any case, you need a way to measure the actual power consumption of your processor, so that you can find out what works and what not. Just like speed optimizations, power optimizations need to be carefully profiled.
Consider using the network interfaces the least you can. You might want to gather information and send it out in bursts instead of constantly send it.
Look at what your compiler generates, particularly for hot areas of code.
If you have low priority intermittent operations, don't use specific timers to wake up to deal with them, but deal with when processing other events.
Use logic to avoid stupid scenarios where your app might go to sleep for 10 ms and then have to wake up again for the next event. For the kind of platform mentioned it shouldn't matter if both events are processed at the same time.
Having your own timer & callback mechanism might be appropriate for this kind of decision making. The trade off is in code complexity and maintenance vs. likely power savings.
Simply put, do as little as possible.
Well, to the extent that your code can execute entirely in the processor cache, you'll have less bus activity and save power. To the extent that your program is small enough to fit code+data entirely in the cache, you get that benefit "for free". OTOH, if your program is too big, and you can divide your programs into modules that are more or less independent of the other, you might get some power saving by dividing it into separate programs. (I suppose it's also possible to make a toolchain that spreas out related bundles of code and data into cache-sized chunks...)
I suppose that, theoretically, you can save some amount of unnecessary work by reducing the number of pointer dereferencing, and by refactoring your jumps so that the most likely jumps are taken first -- but that's not realistic to do as a programmer.
Transmeta had the idea of letting the machine do some instruction optimization on-the-fly to save power... But that didn't seem to help enough... And look where that got them.
Set unused memory or flash to 0xFF not 0x00. This is certainly true for flash and eeprom, not sure about s or d ram. For the proms there is an inversion so a 0 is stored as a 1 and takes more energy, a 1 is stored as a zero and takes less. This is why you read 0xFFs after erasing a block.
Rather timely this, article on Hackaday today about measuring power consumption of various commands:
Hackaday: the-effect-of-code-on-power-consumption
Aside from that:
- Interrupts are your friends
- Polling / wait() aren't your friends
- Do as little as possible
- make your code as small/efficient as possible
- Turn off as many modules, pins, peripherals as possible in the micro
- Run as slowly as possible
- If the micro has settings for pin drive strengh, slew rate, etc. check them & configure them, the defaults are often full power / max speed.
- returning to the article above, go back and measure the power & see if you can drop it by altering things.
also something that is not trivial to do is reduce precision of the mathematical operations, go for the smallest dataset available and if available by your development environment pack data and aggregate operations.
knuth books could give you all the variant of specific algorithms you need to save memory or cpu, or going with reduced precision minimizing the rounding errors
also, spent some time checking for all the embedded device api - for example most symbian phones could do audio encoding via a specialized hardware
Do your work as quickly as possible, and then go to some idle state waiting for interrupts (or events) to happen. Try to make the code run out of cache with as little external memory traffic as possible.
On Linux, install powertop to see how often which piece of software wakes up the CPU. And follow the various tips that the powertop site links to, some of which are probably applicable to non-Linux, too.
http://www.lesswatts.org/projects/powertop/
Choose efficient algorithms that are quick and have small basic blocks and minimal memory accesses.
Understand the cache size and functional units of your processor.
Don't access memory. Don't use objects or garbage collection or any other high level constructs if they expands your working code or data set outside the available cache. If you know the cache size and associativity, lay out the entire working data set you will need in low power mode and fit it all into the dcache (forget some of the "proper" coding practices that scatter the data around in separate objects or data structures if that causes cache trashing). Same with all the subroutines. Put your working code set all in one module if necessary to stripe it all in the icache. If the processor has multiple levels of cache, try to fit in the lowest level of instruction or data cache possible. Don't use floating point unit or any other instructions that may power up any other optional functional units unless you can make a good case that use of these instructions significantly shortens the time that the CPU is out of sleep mode.
etc.
Don't poll, sleep
Avoid using power hungry areas of the chip when possible. For example multipliers are power hungry, if you can shift and add you can save some Joules (as long as you don't do so much shifting and adding that actually the multiplier is a win!)
If you are really serious,l get a power-aware debugger, which can correlate power usage with your source code. Like this

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