How can I thread this code so late in development? - python

I have been making a GUI for a genetic algorithm I am working on and I made the mistake of leaving the threading so late simply because I did not (and still don't) know how to do it. So essentially when the start button is clicked the function 'run' starts the whole infinite loop process which actually happens in generation_loop. Each generation the loop checks to see if it should still be running. The idea is that if the stop or pause button has been clicked it will stop looping (with the stop button all the data is cleared with the pause button it remains and the unpause button just sets running to True and calls generation_loop)
So I need to work out a way to make my GUI responsive while generation_loop is running. Here is my code, I tried to minimise it but I am unsure what is important information for threading:
class Window(main_window, QMainWindow):
def __init__(self):
QMainWindow.__init__(self)
main_window.__init__(self)
self.setupUi(self)
self.scene = QGraphicsScene()
self.im_view.setScene(self.scene)
self.setWindowTitle('Fantasy Generator')
self.running = False
self.first_run = True
self.im = Image.new('RGBA', (400, 400), (0, 0, 0, 255))
self.saved_gens = deque([('A', self.im, self.im, self.im)])
self.set_save_amount(self.sb_saveamt.value())
self.population = []
self.btn_exit.clicked.connect(self.close)
self.actionQuit.triggered.connect(self.close)
self.btn_pauser.clicked.connect(self.pause_button)
self.sb_saveamt.valueChanged[int].connect(self.set_save_amount)
self.btn_restart.clicked.connect(self.start_button)
self.btn_loadimage.clicked.connect(self.get_image)
self.actionLoad_Image.triggered.connect(self.get_image)
self.gen_sldr.valueChanged[int].connect(self.display_gen)
self.cb_display.currentIndexChanged.connect(self.change_quality)
self.has_image = True
self.display_gen(0)
def get_image(self):
pass
# To save you time I removed the code here. It just sets self.im using a file dialog basically
def set_save_amount(self, amt):
if amt == -1:
self.saved_gens = deque(self.saved_gens)
else:
self.saved_gens = deque(self.saved_gens, amt + 1)
def pause_button(self):
if self.first_run:
self.run()
elif self.running:
self.running = False
self.btn_pauser.setText('Resume Execution')
# pause stuff goes here
else:
self.running = True
self.btn_pauser.setText('Pause Execution')
self.generation_loop()
# resume from pause stuff goes here
def start_button(self):
if self.first_run:
self.run()
else:
self.end()
# The run function should start the actual process
def run(self):
self.btn_restart.setText('End')
self.btn_pauser.setText('Pause Execution')
self.first_run = False
self.running = True
settings = dict(ind_per_gen=self.sb_ipg.value(), shapes_per_im=self.sb_spi.value(),
complexity=self.sb_complexity.value(), mut_rate=self.sb_mutation.value(),
cross_chance=self.sb_cross.value(), seed=self.sb_seed.value())
self.population = Population(self.im, **settings)
self.generation_loop()
# This is the loop I want to be able to exit out of using buttons
def generation_loop(self):
while self.running:
if self.first_run:
break
self.add_generation_data(self.population.next_gen())
def end(self):
self.btn_restart.setText('Start')
self.btn_pauser.setText('Start Execution')
self.first_run = True
self.running = False
self.saved_gens = deque([('A', self.im, self.im, self.im)])
self.set_save_amount()
self.display_gen(0)
def add_generation_data(self, data):
self.saved_gens.append(data)
self.gen_sldr.setMaximum(len(self.saved_gens) - 1)
self.gen_sldr.setValue(len(self.saved_gens) - 1)
self.display_gen(data[0] + 1)
def change_quality(self):
self.display_gen(self.gen_sldr.value())
def resizeEvent(self, e):
if self.has_image:
self.im_view.fitInView(QRectF(0, 0, self.width, self.height), Qt.KeepAspectRatio)
self.scene.update()
def display_image(self, image):
self.scene.clear()
if image.mode != 'RGBA':
image = image.convert('RGBA')
self.width, self.height = image.size
qim = ImageQt.ImageQt(image)
pixmap = QPixmap.fromImage(qim)
self.scene.addPixmap(pixmap)
self.im_view.fitInView(QRectF(0, 0, self.width, self.height), Qt.KeepAspectRatio)
self.scene.update()
def display_gen(self, index):
self.lcd_cur_gen.display(self.saved_gens[index][0])
if self.cb_display.currentIndex() == 0:
self.display_image(self.saved_gens[index][1])
elif self.cb_display.currentIndex() == 1:
self.display_image(self.saved_gens[index][2])
else:
self.display_image(self.saved_gens[index][3])
if __name__ == '__main__':
app = QApplication(sys.argv)
w = Window()
w.show()
sys.exit(app.exec_())
EDIT: I also just found at that I can't even change the graphics view from within the generation_loop but it works and changes if I limit the loop

In order to move your long running code to a thread, you need to first identify which parts of the long running code interact with the GUI and which parts don't. The key reason for this is that interacting with the GUI from a secondary thread is forbidden, and will lead to segfaults.
It looks like self.population.next_gen() is the long running bit of the code and doesn't interact with the GUI (although what this does is not provided so I can't be sure) while self.add_generation_data(...) updates the GUI which should be reasonably fast.
As such, this makes it reasonably simple to separate, which I'll show below.
Now, about threads. Python provides threads through the threading module (as the other answers show), however these not are recommended for use with a PyQt application if you want your thread to have any relation to the GUI (see here). PyQt also provides threading via the QThread object, which integrates support for sending and receiving Qt signals (which are thread safe). In short, the QThread has a separate event loop, and processes signals received asynchronously to the main thread, thus leaving the event loop in the main thread to process GUI events (like button clicks).
Typically you create a new class that inherits from QObject, instantiate it and move it to a QThread. Slots (aka methods) in the object that are triggered by a signal emission, then run in the thread.
So you'll want to do something like this
class MyWorker(QObject):
done = pyqtSignal(object) # you may need to update "object" to the type returned by Population.next_gen()
def __init__(self, settings):
# create the population object with whatever settings you need
# Note that this method runs in the parent thread as you have
# yet to move the object to a new thread. It shouldn't cause any
# problems, but may depend on what the Population class is/does.
# TODO: I've removed the reference to an image here...
#it may or may not be thread safe. I can't tell from your code.
self.population = Population(..., settings)
#pyqtSlot()
def next_gen(self):
new_gen = self.population.next_gen()
self.done.emit(new_gen)
class Window(....):
make_next_generation = pyqtSignal()
....
def run(self):
self.btn_restart.setText('End')
self.btn_pauser.setText('Pause Execution')
self.first_run = False
self.running = True
settings = dict(ind_per_gen=self.sb_ipg.value(), shapes_per_im=self.sb_spi.value(),
complexity=self.sb_complexity.value(), mut_rate=self.sb_mutation.value(),
cross_chance=self.sb_cross.value(), seed=self.sb_seed.value())
self.setupThread(settings)
def setupThread(self, settings):
self.thread = QThread()
self.worker = MyWorker(settings)
self.worker.moveToThread(self.thread)
# connect a signal in the main thread, to a slot in the worker.
# whenever you emit the signal, a new generation will be generated
# in the worker thread
self.make_next_generation.connect(self.worker.next_gen)
# connect the signal from the worker, to a slot in the main thread.
# This allows you to update the GUI when a generation has been made
self.worker.done.connect(self.process_generation)
# Start thread
self.thread.start()
# emit the signal to start the process!
self.make_next_generation.emit()
def process_generation(new_gen):
# run the GUI side of the code
# ignore the new generation if the "end" button was clicked
if not self.first_run:
self.add_generation_data(new_gen)
if self.running:
# make another generation in the thread!
self.make_next_generation.emit()
def pause_button(self):
if self.first_run:
self.run()
elif self.running:
self.running = False
self.btn_pauser.setText('Resume Execution')
# pause stuff goes here
else:
self.running = True
self.btn_pauser.setText('Pause Execution')
# make another generation in the thread!
self.make_next_generation.emit()
Things to note:
I haven't included all of your code in my answer. Merge as appropriate.
I'm unsure what self.im is. It's passed to Population so there might be some thread unsafe behaviour in your code that I can't see. I've left it to you to fix
I'm familiar with PyQt4, not PyQt5, so there is a possibility some things I've done don't work quite right. It should be easy for you to work out what to change from any error messages that are raised.
It's a bit messy recreating the thread and worker each time it is started from scratch. You might want to consider moving the instantiation of Population to a method in the worker (one that isn't __init__ and invoking it each time you want to start from scratch (in the same way we trigger a new generation). This would allow you to move pretty much all of setupThread to the Window.__init__ method and then when the start button was clicked, you'd just emit a signal to recreate Population followed by one to make the first generation.

You can use Threading events here.
from threading import Thread, Event
Once you detect the button click,
class MyThread(Thread):
def __init__(self, the_function, <any input param you want to provide>):
Thread.__init__(self)
self.stop_event = Event()
self.exec_func = the_function
def set_stop_flag(self, value):
if value:
self.stop_event.set()
else:
self.stop_event.clear()
def run(self):
while True:
try:
if not self.stop_event.is_set()
self.exec_func()
else:
break # once the event is set, you can break which will kill this thread.
# To stop busy waiting you can make this thread sleep for some seconds after each cycle.
import time
time.sleep(10) # 10 seconds wait before the next cycle.
except Exception, excep:
print "Got exception > ", str(excep)
Now in your code you embed this code piece and keep a reference for this thread.
Let's say
self.my_thread = MyThread(self.function_to_perform, <blabla>)
self.my_thread.setDaemon(True) # So that you don't have to worry about it when the Main process dies!
self.my_thread.start()
Now once you get a STOP button click event you call
self.my_thread.set_stop_flag(True) # Bingo! Your thread shall quit.

Related

Perform modifications in the scene and update custom window from a QThread in Maya

Context
I'm creating a PySide2 tool running in Maya. The tool is executing a lot of long tasks, some modifying the scene (cleaning tasks), some creating files (exporting tasks).
Because this is a long task, I'd like to display feedback (progress bar) while it's running.
Problems
Unfortunately, so far, the whole UI does not seem to be updated during the executing.
Also, because I had odd behaviors (Maya freezing forever) in the real code, I'm guessing this is not a safe use of threads.
Example code
Here is a simplified bit of code showing where I am so far. Is this the right way to use QThread? I'm from a CG Artist background, not a professional programmer, so I'm probably misusing or misunderstanding the concepts I'm trying to use (threads, PySide...)
import time
from PySide2.QtGui import *
from PySide2.QtCore import *
from PySide2.QtWidgets import *
import maya.cmds as cmds
class Application(object):
def __init__(self):
self.view = View(self)
def do_something(self, callback):
start = int(cmds.playbackOptions(q=True, min=True))
end = int(cmds.playbackOptions(q=True, max=True))
# First operation
for frame in xrange(start, end + 1):
cmds.currentTime(frame, edit=True)
# Export ...
callback(33)
time.sleep(1)
# Second operation
for frame in xrange(start, end + 1):
cmds.currentTime(frame, edit=True)
# Export ...
callback(66)
time.sleep(1)
# Third operation
for frame in xrange(start, end + 1):
cmds.currentTime(frame, edit=True)
# Export ...
callback(100)
time.sleep(1)
class View(QWidget):
def __init__(self, controller):
super(View, self).__init__()
self.controller = controller
self.thread = None
self.setLayout(QVBoxLayout())
self.progress = QLabel()
self.layout().addWidget(self.progress)
self.button = QPushButton('Do something')
self.layout().addWidget(self.button)
self.button.clicked.connect(self.do_something)
self.show()
def do_something(self):
self.thread = DoSomethingThread(self.controller)
self.thread.updated.connect(lambda progress: self.progress.setText(str(progress) + '%'))
self.thread.run()
class DoSomethingThread(QThread):
completed = Signal()
updated = Signal(int)
def __init__(self, controller, parent=None):
super(DoSomethingThread, self).__init__(parent)
self.controller = controller
def run(self):
self.controller.do_something(self.update_progress)
self.completed.emit()
def update_progress(self, progress):
self.updated.emit(int(progress))
app = Application()
Threads are difficult to use correctly in Maya Python (you can see this from the number of questions listed here)
Generally there are two hard rules to observe:
all work that touches the Maya scene (say selecting or moving an object) has to happen in the main thread
all work that touches Maya GUI also has to happen in the main thread.
"main thread" here is the thread you get when you run a script from the listener, not on you're creating for yourself
This obviously makes a lot of things hard to do. Generally a solution will involve the a controlling operation running on the main thread while other work that does not touch Maya GUI or scene objects is happening elsewhere. A thread-safe container (like a python Queue can be used to move completed work out of a worker thread into a place where the main thread can get to it safely, or you can use QT signals to safely trigger work in the main thread.... all of which is a bit tricky if you're not far along in your programming career.
The good news is -- if all the work you want to do in Maya is in the scene you aren't losing much by not having threads. Unless the work is basically non-Maya work -- like grabbing data of the web using an HTTP request, or writing a non-Maya file to disk, or something else that does not deal with Maya-specific data -- adding threads won't get you any additional performance. It looks like your example is advancing the time line, doing work, and then trying to update a PySide GUI. For that you don't really need threads at all (you also don't need a separate QApplication -- Maya is already a QApplication)
Here's a really dumb example.
from PySide2.QtCore import *
from PySide2.QtGui import *
from PySide2.QtWidgets import *
import maya.cmds as cmds
class DumbWindow(QWidget):
def __init__(self):
super(DumbWindow, self).__init__()
#get the maya app
maya_app = QCoreApplication.instance()
# find the main window for a parent
for widget in maya_app.topLevelWidgets():
if 'TmainWindow' in widget.metaObject().className():
self.setParent(widget)
break
self.setWindowTitle("Hello World")
self.setWindowFlags(Qt.Window)
self.layout = QVBoxLayout()
self.setLayout(self.layout)
start_button = QPushButton('Start', self)
stop_button = QPushButton('Stop', self)
self.layout.addWidget(start_button)
self.layout.addWidget(stop_button)
self.should_cancel = False
self.operation = None
self.job = None
# hook up the buttons
start_button.clicked.connect(self.start)
stop_button.clicked.connect(self.stop)
def start(self):
'''kicks off the work in 'this_is_the_work'''
self.operation = self.this_is_the_work()
self.should_cancel = False
self.job = cmds.scriptJob(ie=self.this_makes_it_tick)
def stop(self):
''' cancel before the next step'''
self.should_cancel = True
def this_is_the_work(self):
print "--- started ---"
for frame in range(100):
cmds.currentTime(frame, edit=True)
yield "advanced", frame
print "--- DONE ----"
def bail(self):
self.operation = None
def kill_my_job():
cmds.scriptJob(k=self.job)
print "job killed"
cmds.scriptJob(ie = kill_my_job, runOnce=True)
def this_makes_it_tick(self):
'''
this is called whenever Maya is idle and thie
'''
# not started yet
if not self.operation:
return
# user asked to cancel
if self.should_cancel:
print "cancelling"
self.bail()
return
try:
# do one step. Here's where you can update the
# gui if you need to
result = next(self.operation)
print result
# example GUI update
self.setWindowTitle("frame %i" % result[-1])
except StopIteration:
# no more stpes, we're done
print "completed"
self.bail()
except Exception as e:
print "oops", e
self.bail()
test = DumbWindow()
test.show()
Hitting start creates a maya scriptJob that will try to run whatever operation is in the function called this_is_the_work(). It will run to the next yield statement and then check to make sure the user hasn't asked to cancel the job. Between yields Maya will be busy (just as it would if you entered some lines in the listener) but if you're interacting with Maya when a yield comes up, the script will wait for you instead. This allows for safe user interaction without a separate thread, though of course it's not as smooth as a completely separate thread either.
You'll notice that this kicks off a second scriptJob in the bail() method -- that's because a scriptJob can't kill itself, so we create another one which will run during the next idle event and kill the one we don't want.
This trick is basically how most of the Maya's MEL-based UI works under the hood -- if you run cmds.scriptJob(lj=True) in the listener you'll usually see a lot of scriptJobs that represent UI elements keeping track of things.

python application freeze on thread.join()

I'm writing a simple time tracking application in Python3 and PyQt5. Time is tracked in separate thread. Function that this thread is running doesn't access GUI code. On Windows10 application freezes after trying to close it. It's caused by calling thread.join(). I need to end the process in task manager to close it. On Linux Mint it works fine. I'm using threads from threading library. It doesn't work also with QThread's. If I comment out the thread.join() line it closes without a problem, but the code that's running by this thread doesn't finish.
Thread is initialized in __init__() function of Window class.
self.trackingThread = Thread(target = self.track)
Function that is responsible for tracking time:
def track(self):
startTime = time()
lastWindowChangeTime = startTime
while self.running:
# check if active window has changed
if self.active_window_name != get_active_window_name():
if self.active_window_name in self.applications_time:
self.applications_time[self.active_window_name] += int(time() - lastWindowChangeTime) // 60 # time in minutes)
else:
self.applications_time[self.active_window_name] = int(time() - lastWindowChangeTime) // 60 # time in minutes
lastWindowChangeTime = time()
self.active_window_name = get_active_window_name()
totalTime = int(time() - startTime) // 60 # time in minutes
if date.today() in self.daily_time:
self.daily_time[date.today()] += totalTime
else:
self.daily_time[date.today()] = totalTime
Joining the thread:
def saveAndQuit(self):
self.running = False
self.trackingThread.join() # the line that's causing application freeze
self.save()
QApplication.instance().quit()
EDIT:
Example:
https://pastebin.com/vt3BfKJL
relevant code:
def get_active_window_name():
active_window_name = ''
if system() == 'Linux':
active_window_name = check_output(['xdotool', 'getactivewindow', 'getwindowname']).decode('utf-8')
elif system() == 'Windows':
window = GetForegroundWindow()
active_window_name = GetWindowText(window)
return active_window_name
EDIT2:
After removing those 2 lines app closes without any problem. Is there any other way of getting active window name on Windows except win32gui?:
window = GetForegroundWindow()
active_window_name = GetWindowText(window)
The issue occurs because GetWindowText() is blocking, and so your thread can never join. To understand why, we have to delve into the win32 documentation
If the target window is owned by the current process, GetWindowText causes a WM_GETTEXT message to be sent to the specified window or control. If the target window is owned by another process and has a caption, GetWindowText retrieves the window caption text. If the window does not have a caption, the return value is a null string. This behavior is by design. It allows applications to call GetWindowText without becoming unresponsive if the process that owns the target window is not responding. However, if the target window is not responding and it belongs to the calling application, GetWindowText will cause the calling application to become unresponsive.
You are attempting to join the thread from within a function (saveAndQuit) that has been called by the Qt event loop. As such, until this function returns, the Qt event loop will not process any messages. This means the call to GetWindowText in the other thread has sent a message to the Qt event loop which won't be processed until saveAndQuit finishes. However, saveAndQuit is waiting for the thread to finish, and so you have a deadlock!
There are several ways to solve the deadlock, probably the easiest to implement is to recursively call join, with a timeout, from the Qt event loop. It's somewhat "hacky", but other alternatives mean things like changing the way your thread behaves or using QThreads.
As such, I would modify your saveAndQuit as follows:
def saveAndQuit(self):
self.running = False
self.trackingThread.join(timeout=0.05)
# if thread is still alive, return control to the Qt event loop
# and rerun this function in 50 milliseconds
if self.trackingThread.is_alive():
QTimer.singleShot(50, self.saveAndQuit)
return
# if the thread has ended, then save and quit!
else:
self.save()
QApplication.instance().quit()
I had a similar problem and someone here on SO advised me to use something like this:
class MyThread(QThread):
def __init__(self):
super().__init__()
# initialize your thread, use arguments in the constructor if needed
def __del__(self):
self.wait()
def run(self):
pass # Do whatever you need here
def run_qt_app():
my_thread = MyThread()
my_thread.start()
qt_app = QApplication(sys.argv)
qt_app.aboutToQuit.connect(my_thread.terminate)
# Setup your window here
return qt_app.exec_()
Works fine for me, my_thread runs as long as qt_app is up, and finishes it's work on quit.
edit: typos

Multi-threading: Unable to continue working in main thread

I started learning python recently, and I am facing a situation that I do not even know if it is expected, or if something is wrong.
I am learning parallel threading to have two independent processes on the same program (UI control on one thread, image processing on another)
So, to test this I created this simple code:
(Camera is a custom class that connects to a usb webcam)
import thread
from vii.camera import Camera
class Process(object):
def __init__(self, width=800, height=600):
self._cam = Camera(width, height)
self._is_running = False
self._current_image = None
def start(self):
thread.start_new(self._run(), (self))
def _run(self):
self._cam.start()
self._is_running = True
while self._is_running:
self._current_image = self._cam.update()
self._current_image.show()
def get_image(self):
return self._current_image
def stop(self):
self._is_running = False
self._cam.close()
thread.exit()
process = Process()
process.start()
print("You will never see this output")
while (True):
key = raw_input()
if key == 'q':
process.stop()
break
The thread is created with success, and I am able to see the image. Now, I need to be able to affect it (stop it, get data from it) from the main thread. But the problem is that the code never enters in the while loop.
Is this behaviour expected? If it is, is there a way for me to achieve the functionality I need?

Repeat function at an interval?

I'm making a wxPython app that I need to update a value from the internet every 15 seconds. Is there any way I can have a function to set the value, and make it run in the background at this interval, without interrupting the program?
EDIT: Here's what I'm trying:
import thread
class UpdateThread(Thread):
def __init__(self):
self.stopped = False
UpdateThread.__init__(self)
def run(self):
while not self.stopped:
downloadValue()
time.sleep(15)
def downloadValue():
print x
UpdateThread.__init__()
What you want is to add a thread that runs your task at a specified pace.
You may have a look at this great answer here : https://stackoverflow.com/a/12435256/667433 to help you achieve this.
EDIT : Here is the code that should work for you :
import time
from threading import Thread # This is the right package name
class UpdateThread(Thread):
def __init__(self):
self.stopped = False
Thread.__init__(self) # Call the super construcor (Thread's one)
def run(self):
while not self.stopped:
self.downloadValue()
time.sleep(15)
def downloadValue(self):
print "Hello"
myThread = UpdateThread()
myThread.start()
for i in range(10):
print "MainThread"
time.sleep(2)
Hope it helps
I have made something similar to this:
-you need a thread to run in the background .
-And a define a 'custom' event , so that the tread can notify the UI when needed
Create the custom WX event
(MyEVENT_CHECKSERVER, EVT_MYEVENT_CHECKSERVER) =
wx.lib.newevent.NewEvent()
on UI "init" you can bind the event , and start the thread
# bind the custom event
self.Bind(EVT_MYEVENT_CHECKSERVER, self.foo)
# and start the worker thread
checkServerThread = threading.Thread(target=worker_checkServerStatus
,args=(self,) )
checkServerThread.daemon = True
checkServerThread.start()
the worker thread can be something like this ,ps. caller is the UI instance
def worker_checkServerStatus(caller):
while True:
# check the internet code here
evt = MyEVENT_CHECKSERVER(status='Some internet Status' ) #make a new event
wx.PostEvent(caller, evt) # send the event to the UI
time.sleep(15) #ZZZzz for a bit
Edit: miss read the question...
Another way to do that is with a timer:
import threading
stopNow = 0
def downloadValue():
print("Running downloadValue")
if not stopNow: threading.Timer(15,downloadValue).start()
downloadValue()
This is a classic pattern for repeating a function: the function itself adds a timed call to itself. To start the cycle, call the function (it returns immediately). To break the cycle set stopNow to 1.

Periodic Python Threads with on demand trigger

I have simple PyGTK app. Since I have to run multiple periodic tasks to fetch some data and refresh GUI, I extended Thread like this:
class MyThread(threading.Thread):
def __init__(self):
threading.Thread.__init__(self)
self.setDaemon(True)
self.event = threading.Event()
self.event.set()
def run(self):
while self.event.is_set():
timer = threading.Timer(60, self._run)
timer.start()
timer.join()
def cancel(self):
self.event.clear()
def _run(self):
gtk.threads_enter()
# do what need to be done, fetch data, update GUI
gtk.threads_leave()
I start threads on app bootstrap, save them in some list and cancel them before exit. This works just perfect.
But now I want to add refresh button which will force one of the threads to run immediately and not wait period of time to be run, if not currently running.
I tried to do that by adding bool var to MyThread to indicate whether a thread is running or not (set before _run, reset on complete), and then just call MyThread._run() if not running, but that causes my app to become unresponsive and _run task to never finish execution.
I'm not sure why this happens. What is the best way to solve this problem? It would be also fine if I can make refresh running in background so it does not block GUI.
Maybe to call run and pass in number of seconds to 1 so timer can trigger it sooner?
Instead of using a Timer, use another Event object in combination with a timeout. You can then set that event from within your button callback. The following code illustrates this (I've stripped your cancelling code to keep it short):
import threading
class MyThread(threading.Thread):
def __init__(self):
threading.Thread.__init__(self)
self.sleep_event = threading.Event()
self.damon = True
def run(self):
while True:
self.sleep_event.clear()
self.sleep_event.wait(60)
threading.Thread(target=self._run).start()
def _run(self):
print "run"
my_thread = MyThread()
my_thread.start()
while True:
raw_input("Hit ENTER to force execution\n")
my_thread.sleep_event.set()
By default "run" will be printed every 60 seconds. If you hit ENTER it will be printed immediately, and then again after 60 seconds, etc.

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