Usage of spoolFileName() of the Wt library - wt

After I upload a file, I am trying to print out its spoolFileName() but although the application runs smoothly it seems as if the string of the name is empty. Any idea where it is wrong? (It's not the size of the file, it's less than 50k)
#include <Wt/WApplication>
#include <Wt/WFileUpload>
#include <Wt/WProgressBar>
#include <Wt/WBreak>
#include <Wt/WContainerWidget>
#include <Wt/WLineEdit>
#include <Wt/WPushButton>
#include <Wt/WText>
#include <Wt/Http/Request>
#include <Wt/WString>
using namespace Wt;
class HelloApplication: public WApplication {
public:
HelloApplication(const WEnvironment& env);
private:
WPushButton *uploadButton;
Wt::WFileUpload *fu;
Wt::WString g;
void greet();
void fileUploaded();
};
HelloApplication::HelloApplication(const WEnvironment& env) :
WApplication(env) {
root()->addStyleClass("container");
setTitle("Hello world"); // application title
fu = new Wt::WFileUpload(root());
fu->setFileTextSize(50); // Set the maximum file size to 50 kB.
fu->setProgressBar(new Wt::WProgressBar());
fu->setMargin(10, Wt::Right);
// Provide a button to start uploading.
uploadButton = new Wt::WPushButton("Send", root());
uploadButton->setMargin(10, Wt::Left | Wt::Right);
// Upload when the button is clicked.
uploadButton->clicked().connect(this, &HelloApplication::greet);
}
void HelloApplication::greet() {
fu->upload();
uploadButton->disable();
fu->uploaded().connect(this, &HelloApplication::fileUploaded);
g = fu->spoolFileName();
}
void HelloApplication::fileUploaded(){ // application title
root()->addWidget(new WText(g.value()));
}
WApplication *createApplication(const WEnvironment& env) {
return new HelloApplication(env);
}
int main(int argc, char **argv) {
return WRun(argc, argv, &createApplication);
}

I think the filename for the spool file is only known after the file is uploaded. Move
g = fu->spoolFileName();
to HelloApplication::fileUploaded().

Related

Trying to implement Observer Patterns and got Segmentation Fault (pls help) c++

I'm trying to learn c++ so, I try to implement the observer patterns from the book Game Progamming Patterns but I'm always getting Segmentation Fault.
Searching arround I saw that Segmentation fault happens when a program try to access a non allocated memory. So I tried hard to fix it, but I can't. Someone can help me?
Here is my code:
Observer.h
#ifndef OBSERVER_H
#define OBSERVER_H
#include "EntityAndEvent.h"
#include "Subjects.h"
class Observer
{
private:
Observer* next_;
public:
Observer()
: next_(nullptr)
{}
virtual void onNotify(const Entity& entity, Event::Type event) = 0;
// Other stuff...
friend class Subjects;
};
#endif
Achievements.cpp
#ifndef ACHIEVEMENTS_CPP
#define ACHIEVEMENTS_CPP
#include "Observer.h"
#include <vector>
class Achievements : public Observer
{
public:
enum Type{
FELL_OFF,
AWAKE_ON
};
private:
std::vector<Type> done{};
public:
virtual void onNotify(const Entity&, Event::Type);
void unlock(Achievements::Type);
void printDone();
};
void Achievements::onNotify(const Entity& entity, const Event::Type event)
{
switch (event)
{
case Event::Type::ENTITY_FELL:
if(entity.isHero())
unlock(Achievements::Type::FELL_OFF);
break;
case Event::Type::ENTITY_AWAKE:
if(entity.isHero())
unlock(Achievements::Type::AWAKE_ON);
break;
default:
break;
}
};
void Achievements::unlock(Achievements::Type achiev)
{
done.push_back(achiev);
}
void Achievements::printDone()
{
// assert(done.size());
for(size_t i{0}; i < done.size(); i++)
{
std::cout << done[i] << "\n";
}
};
EntityAndEvent.cpp (i create this just to work with observer and subjects)
#ifndef ENTITY_AND_EVENT_H
#define ENTITY_AND_EVENT_H
class Entity
{
public:
inline const bool isHero() const {return true;}
};
class Event
{
public:
enum Type{
ENTITY_FELL,
ENTITY_AWAKE
};
};
#endif
Subjects.h
#ifndef SUBJECT_H
#define SUBJECT_H
#include "Observer.h"
#include <vector>
class Observer;
class Subjects
{
private:
// when implements this, prefer to use linked list or another optimized algorithms
Observer* head_{};
protected:
void notify(const Entity& Entity, Event::Type event);
public:
Subjects() : head_(NULL)
{};
~Subjects() {}
void addObserver(Observer* observer);
// const int getNumObs() const {return num_obs_;}
};
#endif
Subjects.cpp
#include "Subjects.h"
#include <cassert>
void Subjects::notify(const Entity& entity, Event::Type event)
{
Observer* observer = head_;
while (observer != NULL)
{
observer->onNotify(entity, event);
observer = observer->next_;
};
};
void Subjects::addObserver(Observer* observer)
{
if (head_ != nullptr)
observer->next_ = head_;
head_ = observer;
};
Physics.cpp (i create this just to populates the subject)
#ifndef PHYSICS_H
#define PHYSICS_H
#include "Subjects.h"
#include "EntityAndEvent.h"
class Physics: public Subjects
{
private:
public:
void update(const Entity& entity)
{
if (entity.isHero())
{
notify(entity, Event::Type::ENTITY_AWAKE);
};
};
};
#endif
main.cpp
#include "Observer.h"
#include "Achievements.h"
#include "Achievements.cpp"
#include "EntityAndEvent.h"
#include "Physics.h"
#include "Subjects.h"
#include "Subjects.cpp"
int main()
{
Physics *p{};
Entity e{};
Achievements *achiev{};
p->addObserver(achiev);
p->update(e);
return 0;
}
With Physics *p{}; you are declaring a pointer, but it currently does not point to a valid object (it is being initialized as nullptr here). Therefore, calling p->addObserver results in a segmentation fault. You should be able to confirm this by running the program in a debugger.
Why are you using a pointer here? Change Physics *p{}; to Physics p{};.
Disclaimer: Since your code is definitely not a minimum example I didn't look into the whole code or even tried to compile it. I'm only posting an answer because there is a clear error in the main function (use of an invalid pointer) that results in a segmentation fault.
first, tks for the reply. #darcamo that works. I dont know why it was declared as pointer.
I fixed that, so if anyone else have the same doubt check below:
main.cpp
#include "Observer.h"
#include "Achievements.h"
#include "EntityAndEvent.h"
#include "Physics.h"
#include "Subjects.h"
int main()
{
Physics p{};
Entity e{};
Achievements achiev{};
Observer* ptr_achiev{&achiev};
p.addObserver(ptr_achiev);
p.update(e);
return 0;
}

Why do sometimes two scripts are being launched at the same time?

Explanations: I'm trying to create a daemon-script that will be watching the Watch folder and if I drop some files there - it should run the script.
Problem: sometimes after I drop the file - nothing happens
Script: the script is working with files in the Watch folder and deletes them after.
Additional question: do I have to delete mc object manually or it will be done automatically?
main.cpp
#include "widget.h"
#include <QFileSystemWatcher>
#include <QApplication>
#include <QDebug>
#include "myclass.h"
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
QFileSystemWatcher watcher;
watcher.addPath("/home/user/Documents/Watch/");
MyClass* mc = new MyClass;
QObject::connect(&watcher, SIGNAL(directoryChanged(QString)), mc, SLOT(showModified(QString)));
return app.exec();
}
myclass.h
#ifndef MYCLASS
#define MYCLASS
#include <QWidget>
#include <QDir>
#include <QDebug>
#include <QProcess>
class MyClass : public QWidget
{
Q_OBJECT
public:
MyClass(QWidget* parent=0)
:QWidget(parent){}
~MyClass(){}
public slots:
void showModified(const QString& str)
{
if(QDir("/home/user/Documents/Watch/").entryInfoList(QDir::NoDotAndDotDot|QDir::AllEntries).count() == 0)
{
qDebug()<<"EEEMPTYYYY!!!!!!!!!!!!!!!!!!!\n";
_status = false;
}
Q_UNUSED(str)
if (_status == false)
{
_status = true;
QProcess *proc = new QProcess();
proc->setWorkingDirectory("/home/user/Documents/");
proc->startDetached("/home/user/Documents/script.sh");
proc->waitForFinished();
delete proc;
}
}
private:
bool _status = false;
};
#endif // MYCLASS

Textarea slow for logging

I have a Qt application and I'd like to show some log. I use a TextArea. However, if the log is large or the events come too fast the GUI can't draw Textarea fast enough.
I have analyzed this problem with Qt Creator (QML Profiler) and if the log is large it takes 300 ms to draw the GUI. I use this software on a Raspberry Pi2.
Any ideas how to solve this? Should I use other QML controls? Thanks.
QML code:
TextArea {
text: appHandler.rawCommunication
readOnly: true
}
C++ code:
Q_PROPERTY(QString rawCommunication READ rawCommunication WRITE setrawCommunication NOTIFY rawCommunicationChanged)
void setrawCommunication(QString val)
{
val.append("\n");
val.append(m_rawCommunication);
m_rawCommunication = val;
emit rawCommunicationChanged(m_rawCommunication);
}
Use a view, like ListView. They instantiate their delegates as needed, based on which data the view says it needs to show depending on the position the user is at in the list. This means that they perform much better for visualising large amounts of data than items like TextArea, which in your case is going to keep a massive, ever-growing string in memory.
Your delegate could then be a TextArea, so you'd have one editable block of text per log line. However, if you don't need styling, I'd recommend going with something a bit lighter, like TextEdit. Taking it one step further: if you don't need editable text, use plain old Text. Switching to these might not make much of a difference, but if you're still seeing slowness (and have lots of delegates visible at a time), it's worth a try.
I tried the ListView suggestion but it has several drawbacks:
No easy way to keep the view positioned at the bottom when new output is added
No selection across lines/delegates
So I ended up using a cached TextArea, updating once every second:
TextArea {
id: outputArea_text
wrapMode: TextArea.Wrap
readOnly: true
font.family: "Ubuntu Mono, times"
function appendText(text){
logCache += text + "\n";
update_timer.start();
}
property string logCache: ""
Timer {
id: update_timer
// Update every second
interval: 1000
running: false
repeat: false
onTriggered: {
outputArea_text.append(outputArea_text.logCache);
outputArea_text.logCache = "";
}
}
Component.onCompleted: {
my_signal.connect(outputArea_text.appendText)
}
}
try this approach:
create a c++ logger class
append all logs to this class
and print them using some action, example a button click
this will solve your performance issue
Example of code:
Logger.h
#ifndef LOGGER_H
#define LOGGER_H
#include <QQmlContext>
#include <QObject>
#include <QStringList>
#include <QQmlEngine>
#include <QString>
#include <QtCore>
#include <QDebug>
class Logger : public QObject
{
Q_OBJECT
public:
explicit Logger(QObject *parent = 0);
~Logger();
Q_INVOKABLE QStringList *getLogStream();
Q_INVOKABLE void printLogStream();
Q_INVOKABLE void appendLog(QString log);
Q_INVOKABLE void log(QString log="");
Q_INVOKABLE void log(QString fileName, QString log);
signals:
public slots:
private:
QStringList* stringStream_;
};
#endif // LOGGER_H
Logger.cpp
#include "logger.h"
Logger::Logger(QObject *parent) :
QObject(parent),
stringStream_(new QStringList)
{
}
~Logger(){
if(stringStream_ != NULL)
{
delete stringStream_;
stringStream_ = NULL;
}
}
QStringList* Logger::getLogStream(){
return stringStream_;
}
void Logger::printLogStream()
{
QStringListIterator itr(*stringStream_);
while (itr.hasNext())
qDebug()<< itr.next()<<"\n";
}
void Logger::appendLog(QString log){
stringStream_->push_back(log) ;
}
void Logger::log(QString fileName,QString log)
{
#ifdef ENABLElogs
fileName.push_front(" [");
if(!fileName.contains(".qml"))
{
fileName.append(".qml]:");
}
qDebug()<<fileName<<log;
#else
Q_UNUSED(log);
Q_UNUSED(fileName);
#endif
}
void Logger::log(QString log)
{
#ifdef ENABLElogs
qDebug()<<log;
#else
Q_UNUSED(log);
#endif
}
main.cpp
#include <QtGui/QGuiApplication>
#include "qtquick2applicationviewer.h"
#include "logger.h"
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QtQuick2ApplicationViewer *viewer = new QtQuick2ApplicationViewer;
Logger* stream = new Logger;
viewer->rootContext()->setContextProperty("Stream",stream);
viewer->setMainQmlFile(QStringLiteral("qml/project/main.qml"));
viewer->showExpanded();
return app.exec();
}
main.qml
import QtQuick 2.0
import QtQuick.Controls 1.1
Rectangle {
width: 800
height: 480
Text {
text: qsTr("Hello World")
anchors.centerIn: parent
Component.onCompleted: Stream.appendLog("Text object is completed")
}
Column{
x:300
Button{
text:"append"
onClicked: {
Stream.appendLog("MouseArea object clicked")
}
Component.onCompleted: Stream.appendLog("Button object is completed")
}
Button{
text:"logger"
onClicked: {
Stream.printLogStream()
}
Component.onCompleted: Stream.appendLog("Button logger object is completed")
}
}
TextArea{
text:"blablabla"
Component.onCompleted: Stream.appendLog("TextArea object is completed")
}
Component.onCompleted: Stream.appendLog("the main object is completed")
}
project.pro
#add this line
# comment it, run qmake and recompile to disable logs
DEFINES += ENABLElogs
using this approch you can stop all logs with a single line change when you want to release your soft
However, I have included complete code, using "QAbstractListModel" for a Logging heavy data to QML
listmodel.h
#ifndef LISTMODEL_H
#define LISTMODEL_H
#include <QAbstractListModel>
class ListModel: public QAbstractListModel
{
Q_OBJECT
public:
ListModel();
// Q_PROPERTY(QStringList logs READ name WRITE nameChanged)
int rowCount(const QModelIndex & parent = QModelIndex()) const;
QVariant data(const QModelIndex & index, int role = Qt::DisplayRole) const;
Q_INVOKABLE QVariant activate(int i);
private:
QStringList m_list;
};
#endif // LISTMODEL_H
listmodel.cpp
#include "listmodel.h"
#include <QFile>
#include <QHash>
ListModel::ListModel()
{
QFile file("/home/ashif/LogFile");
if(!file.open(QIODevice::ReadOnly))
{
qDebug( "Log file open failed" );
}
bool isContinue = true;
do
{
if(file.atEnd())
{
isContinue = false;
}
m_list.append(file.readLine());
}
while( isContinue);
}
int ListModel::rowCount(const QModelIndex & parent ) const
{
return m_list.count();
}
QVariant ListModel::data(const QModelIndex & index, int role ) const
{
if(!index.isValid()) {
return QVariant("temp");
}
return m_list.value(index.row());
}
QVariant ListModel::activate(int i)
{
return m_list[i];
}
main.qml
import QtQuick 2.3
import QtQuick.Window 2.2
import QtQuick.Controls 1.4
Window {
visible: true
ListView
{
width: 200; height: 250
anchors.centerIn: parent
model:mylistModel
delegate: Text
{
text:mylistModel.activate(index)
}
}
}
main.cpp
#include <QGuiApplication>
#include <QQmlContext>
#include <QQmlApplicationEngine>
#include "logger.h"
#include "listmodel.h"
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
QQmlApplicationEngine engine;
Logger myLogger;
ListModel listModel;
engine.rootContext()->setContextProperty("mylistModel", &listModel);
engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
return app.exec();
}

Transient scrollbar in Qt

I want to use transient scrollbar (Transient scroll bars appear when the content is scrolled and disappear when they are no longer needed) in Qt application. For this purpose I have inheritanced class QproxyStyle and reimplemented function styleHint. Code placed below.
File ScrollBar.h:
#include <QStyle>
#include <QCommonStyle>
#include <QProxyStyle>
class ScrollBarStyle : public QProxyStyle
{
public:
int styleHint(StyleHint sh, const QStyleOption *opt, const QWidget *widget, QStyleHintReturn *hret) const;
};
File ScrollBar.c:
#include "ScrollBar.h"
int ScrollBarStyle::styleHint(StyleHint sh, const QStyleOption *opt, const QWidget *widget,QStyleHintReturn *hret) const
{
int ret = 0;
switch (sh) {
case SH_ScrollBar_Transient:
ret = true;
break;
default:
return QProxyStyle::styleHint(sh, opt, widget, hret);
}
return ret;
}
File MainWindow.h:
#include <QMainWindow>
#include <QTextEdit>
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
MainWindow(QWidget *parent = 0);
~MainWindow();
};
File MainWindow.cpp:
#include <QTextEdit>
#include "MainWindow.h"
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent)
{
QTextEdit *l = new (std::nothrow) QTextEdit(this);
if (l == 0)
return;
setCentralWidget(l);
}
MainWindow::~MainWindow()
{
}
File main.cpp:
#include "ScrollBar.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
ScrollBarStyle *style = new (std::nothrow) ScrollBarStyle;
if(style == 0)
return -1;
style->setBaseStyle(a.style());
w.show();
return a.exec();
}
But I have got a problem: transient scrollbar has been appearing only once (when text doesn't fit in the text area) then it has been disappeared and never come back visible.
So how can I fix this problem?
Thanks!
You have forgotten to set the style to application.
a.setStyle(style);

How to write a C++ API class that will allow a user to register its own callback functions?

Let's say a user links his app against a library I wrote and I want to let him specify a callback function that I will call whenever an error occurs in my library. The implementation below works but I want to double check that I'm not missing something here:
Thread safety
DLL initialization issues
Public API considerations (I'm giving away a reference to an instance from the DLL is that OK?)
Anything that could be done better to hide implementation details from the public API?
errordispatcher.h:
#pragma once
#include <functional>
#include <memory>
#include <string>
namespace WE
{
class ErrorDispatcher
{
public:
ErrorDispatcher()
{}
explicit ErrorDispatcher(std::function<void(std::string)> user_func)
: error_callback_func{user_func}
{}
virtual ~ErrorDispatcher(){}
static ErrorDispatcher& getInstance()
{
return instance_;
}
void setErrorCallback(std::function<void(std::string)> user_func)
{
error_callback_func = nullptr;
if (user_func)
error_callback_func = user_func;
}
void dispatchError(std::string message)
{
if (error_callback_func)
error_callback_func(message);
}
private:
explicit ErrorDispatcher(const ErrorDispatcher&) = delete;
explicit ErrorDispatcher(ErrorDispatcher&&) = delete;
ErrorDispatcher& operator = (const ErrorDispatcher&) = delete;
ErrorDispatcher& operator = (ErrorDispatcher&&) = delete;
static ErrorDispatcher instance_;
std::function<void(std::string)> error_callback_func = nullptr;
};
}
NOTE: above I have inline implementation details in the public header to make this post shorter but they will be moved to a .cpp and won't be part of the public header
errordispatcher.cpp:
#include "errordispatcher.h"
namespace WE
{
ErrorDispatcher ErrorDispatcher::instance_;
}
apitest.h
namespace WE
{
void dllFunctionThatMightGiveError();
}
apitest.cpp
#include "errordispatcher.h"
#include "apitest.h"
namespace WE
{
void dllFunctionThatMightGiveError()
{
// Some error happens in dll so call user function and give a message to the user!
ErrorDispatcher::getInstance().dispatchError("Error in DLL!");
}
}
main.cpp (USER APP)
#include "errordispatcher.h"
#include "apitest.h"
#include <iostream>
#include <string>
void error_callback(std::string message)
{
std::cout << message << "\n";
}
int main(void)
{
WE::ErrorDispatcher::getInstance().setErrorCallback(error_callback);
WE::ErrorDispatcher::getInstance().dispatchError("Error in APP!");
WE::dllFunctionThatMightGiveError();
return 0;
}
Output is:
Error in APP!
Error in DLL!

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