BALL::VIEW::BALLThread Class Reference

#include <BALL/VIEW/KERNEL/threads.h>

Inheritance diagram for BALL::VIEW::BALLThread:
QThread BALL::VIEW::CalculateFDPBThread BALL::VIEW::DockingThread BALL::VIEW::FetchHTMLThread BALL::VIEW::ServerWidget::BALLViewServer BALL::VIEW::SimulationThread BALL::VIEW::UpdateRepresentationThread BALL::VIEW::EnergyMinimizerThread BALL::VIEW::MDSimulationThread

List of all members.


Public Member Functions

 BALLThread ()
void setMainControl (MainControl *mf)
void setComposite (Composite *composite)
CompositegetComposite ()
virtual void run ()

Protected Member Functions

void sendMessage_ (Message *msg)
void updateStructure_ ()
void output_ (const String &string, bool important=false)
 

Sends the string as outout to Log.info.


void waitForUpdateOfRepresentations_ ()

Protected Attributes

MainControlmain_control_
Compositecomposite_

Detailed Description

Baseclass for threads in BALL. To use multithreading in BALL, there are several problems arising from the fact, that Qt itself is not threadsafe: 1. Prevent any output to Log, stdout or sterr. If a simulation has to print some informations, use the method output_, which will send an Event to the GUI-thread. 2. Dont call any Qt-methods directly. If you need some interaction with the GUI, send a QEvent to the MainControl. 3. Especially dont call the refresh methods for the Scene or GL-methods. Use updateStructure_() instead. 4. Overload the run method to insert the multithreaded code. 5. Call setMainControl() before running the thread 6. Before running a thread, lock the composites with ModularWidget::lockComposites(). 7. After running a thread, unlock them with ModularWidget::unlockComposites(). If you dont pay attention to these rules, dont wonder if BALLView should freeze or crash!


Constructor & Destructor Documentation

BALL::VIEW::BALLThread::BALLThread (  ) 

Member Function Documentation

Composite* BALL::VIEW::BALLThread::getComposite (  )  [inline]
void BALL::VIEW::BALLThread::output_ ( const String string,
bool  important = false 
) [protected]

Sends the string as outout to Log.info.

virtual void BALL::VIEW::BALLThread::run (  )  [inline, virtual]
void BALL::VIEW::BALLThread::sendMessage_ ( Message msg  )  [protected]

Send a VIEW Message to the main thread. Create the message on the heap!

void BALL::VIEW::BALLThread::setComposite ( Composite composite  )  [inline]
void BALL::VIEW::BALLThread::setMainControl ( MainControl mf  )  [inline]
void BALL::VIEW::BALLThread::updateStructure_ (  )  [protected]

Provokes an update of the Representation's and the Scene with rebuild of the display-lists. This method sends a CompositeMessage with a pointer to the Composite and type CHANGED_COMPOSITE. As a result, the method MainControl::updateRepresentationsOf(..) will be called.

void BALL::VIEW::BALLThread::waitForUpdateOfRepresentations_ (  )  [protected]

Wait until all Representation's are rebuild, by using RepresentationManager::updatePending() and \ RepresentationManager::getUpdateWaitCondition().wait() .


Member Data Documentation