wxVListBox with "dynamic" data - wxwidgets

I have a stream of data that I want to place into a container. This container will either be of fixed size or dynamically constrained to a certain size at runtime. The latter may be preferable.
When the container is full, the oldest data will be removed.
I want to display this data using a wxVListBox because I need full control of the display. However there is a problem: the calls to OnDrawItem are not atomic meaning that once the container is full, each call the OnDrawItem will be accessing moving data, the result will be a non-contiguous display with missing elements.
This is certainly true with any container with native array-like indexing, are required by OnDrawItem.
I can simulate array-like indexing in a std::map using iterator indexing, if the key is sequential integer, then all the items will be ordered and the map can be pruned quite easily, but that seems like an inefficient hack.
How can I solve this? Any other ideas or containers I haven't thought of?

The best approach seems to be to manage the full container state lazily within OnDrawBackground. That way the UI itself ensures the data remains static in the subsequent calls to OnDrawItem, using a deque as the container.

Related

When to use multiple MTLRenderCommandEncoders to perform my Metal rendering?

I'm learning Metal, and there's a conceptual question that I'm trying to wrap my head around: at what level, exactly, should my code handle successive drawing operations that require different pipeline states? As I understand it (from answers like this: https://stackoverflow.com/a/43827775/2752221), I can use a single MTLRenderCommandEncoder and change its pipeline state, the vertex buffer it's using, etc., between calls to drawPrimitives:, and the encoder state that was current at the time of each call to drawPrimitives: will be preserved. So that's great. But it also seems like the design of Metal is such that one can make multiple MTLRenderCommandEncoder instances, and use them to sequentially throw batches of commands into a MTLCommandBuffer. Given that the former works – using one MTLRenderCommandEncoder and changing its state – why would one do the latter? Under what circumstances is it correct to do the former, and under what circumstances is it necessary to do the latter? What is an example of a situation where the latter would be necessary/appropriate?
If it matters, I'm working on a macOS app, using Objective-C. Thanks.
Ignoring multithreaded encoding cases, which are somewhat advanced, the main reason you'd want to create multiple render command encoders during a frame is because you need to change which textures you're rendering to.
You'll notice that you need to provide a render pass descriptor when creating a render command encoder. For this reason, we often say that the sequence of commands belonging to a particular encoder constitute a render pass. The attachments of that descriptor refer to the textures that will be written to by the commands encoded by the encoder.
Many different techniques, including shadow mapping and postprocessing effects like bloom require multiple passes to produce. Since you can't change attachments in the midst of a pass, creating a new encoder is the only way to encode multiple passes in a frame.
Relatedly, you should ordinarily use one command buffer per frame. You can, however, sometimes reduce frame time by splitting your passes across multiple command buffers, but this is highly dependent on the shape of your workload and should only be done in tandem with profiling, as it's not always an optimization.
In addition to Warren's answer, another way to look at the question is by examining the API. A number of Metal objects are created from descriptors. The properties of the descriptor at the time an object is created from it govern that object for its lifetime. Those are aspects of the object that can't be changed after creation.
By contrast, the object will have various setter methods to modify other properties over its lifetime.
For a render command encoder, the properties that are fixed for its lifetime are those specified by the MTLRenderPassDescriptor used to create it. If you want to render with different values for any of those properties, the only way to do so is to create a new encoder from a different descriptor. On the other hand, if you can do everything you need/want to do by using the encoder's setter methods, then you don't need a new encoder.

Vulkan: Using buffer aliasing to implement a defragmentation scheme

Say I have one VkBuffer bound to every device allocation, and use appropriate combinations of vkCmdCopyBuffer to perform defragmentation of an arena block-by-block.
Say an arena may contain linear and non-linear data in any appropriately-aligned arrangement. Due to the immutability of VkImage after binding, defragmentation will involve constructing and binding new VkImages at the new locations of image data that have been moved.
None of the resources within an arena undergoing defragmentation are bound to anything, or could be considered "in-use".
This isn't difficult to implement, though I have a concern:
Is it UB to use vkCmdCopyBuffer to move an image's data (as to avoid redundant layout transitions), then construct a new VkImage at the new location?
My thoughts are that perhaps an implementation would do something strange, like rely on absolute device addresses within some internal bookkeeping structure, making it UB to treat image data as POD until bound to a new object.
Well, let's look at this systematically.
So you find a suitable destination area for your image. You do a vkCmdCopyBuffer to copy from the source area to the destination area. Now you create a new VkImage for that destination area, and the initial layout you specify is... what?
See, there are only two valid initialLayout values in VkCreateImageInfo: undefined or preinitialized. And preinitialized is only works for images that use linear tiling, since there is no well-defined layout for optimal tiled images.
So you can't use preinitialized layout. And using undefined layout means that the next image transition you use will potentially mangle whatever data is there. Now, undefined layout might work on some implementations. On implementations that don't care about layout, it might work. It also might work on implementations if the source image was in the general layout.
But none of that is guaranteed to work by the standard. As far as the standard is concerned, if you set the layout to be undefined, then the data will not be preserved. So regardless of questions of buffer/image aliasing, this can't work.
You have to create the VkImage at the destination, then use vkCmdCopyImage to copy from the source image to the destination.
It should also be noted that, even if the layout issue worked, the aliasing rules tell us that copying from non-host-accessible memory (ie: images in optimal tiling or non-general/preinitialized layout) to host-accessible memory yields undefined values. So even if the layout issue weren't a problem, the copy itself doesn't work. In theory, at least.

Get value of control refnum in one step in SubVI

I'm trying to de-spaghetti a big UI by creating SubVIs that handle only the controls that are relevant, via control refnums.
Now, when extracting the code from the main VI and re-wiring into the subVIs, things get clutter-y.
To read/write these refnums, I have to do a two-step process. First add a terminal to get the control refnum value and then another to get the value of the control.
Wiring the refnums everywhere is not really an option as that will create more spaghetti if there are more than two of them. (usually 4-10)
Is there a better way?
UPDATE
Guys, this is a low-level question about the picture above, not really a queston about large scale architecture / design patterns. I'm using QMH, classes, et.al. where appropriate.
I just feel there should be a way to get the typed value from a typed control ref in one step. It feels kind of common.
In the caller VI, where the controls/indicators actually live, create all your references, then bundle them into clusters of relevant pieces. Pass the clusters into your subVIs, giving a given subVI only the cluster it needs. This both keeps your conpane cleaned up and and makes it clear the interface that each subVI is talking to. Instead of a cluster, you may want to create a LV class to further encapsulate and define the sub-UI operations, but that's generally only on larger projects where some components of the UI will be reused in other UIs.
I'm not sure there is a low-touch way to de-spaghetti a UI with lots of controls and indicators.
My suggestion is to rework the top-level VI into a queued message handler, which would allow you to decouple the user interaction from the application's response. In other words, rather than moving both the controls and the code that handles their changes to subVIs (as you're currently doing), this would keep the controls where they are (so you don't need to use ref nums and property nodes) and only move the code to subVIs.
This design pattern is built-in to recent versions of LabVIEW: navigate to File » Create Project to make LabVIEW generate a project you can evaluate. For more information about understanding how to extend and customize it, see this NI slide deck: Decisions Behind the Design of the
Queued Message Handler Template.
In general, it is not the best practice to read/write value using refnum in perspective of performance. It requires a thread swap to the UI thread each time (which is a heavy process), whereas the FP Terminal is privileged to be able to update the panel without switching execution threads and without mutex friction.
Using references to access value
Requires to update the front panel item every single time they are called.
They are a pass by reference function as opposed to a pass by value function. This means they are essentially pointers to specific memory locations. The pointers must be de-referenced, and then the value in memory updated. The process of de-referencing the variables causes them to be slower than Controls/Indicators, or Local Variables.
Property Nodes cause the front panel of a SubVI to remain in memory, which increases memory use. If the front panel of a SubVI is not displayed, remove property nodes to decrease memory use.
If after this you want to use this method you can use VI scripting to speed up the process: http://sine.ni.com/nips/cds/view/p/lang/en/nid/209110

Using SelectionInList with SortedCollection?

Using Visualworks (Cincom Smalltalk), and a List widget, how does one use a SortedCollection along with SelectionInList? For instance, how do I initialize a SelectionInList with a SortedCollection?
I'm confused about the process, and I can't find any good documentation about how to proceed.
just like that:
aSelectionInList list: aSortedCollection.
the selection in list is an object that manages a selection and a list, it doesn't actually care too much about what kind of collection you pass as a list, as long as it is sequencable (i.e. responds to #at:)
You really want to use List all the time in SelectionInList objects. The reason is that List manages its dependencies itself in an instance variable. Other kinds of collections manage their dependencies using a system-wide Dependencies collection. This means that if your window shuts down unexpectedly you could be left with garbage in the Dependencies collection that still holds onto your entire Window structure and prevents it from being garbage collected. I've seen images grow to huge sizes because of this.
If you use a List, you can always sort it in place by using the sort or sort: methods. If you ever need to add elements to the list, you can just add them at the end and re-sort.

How to set up single array or dictionary for use in multiple datasources?

I have multiple TableViewDatasources that need to display list of objects form same pool depending of certain property.
E.g.
object.flag1 is set- it will show up in TableView1
object.flag2 is set- it will show up in TableView2
The obvious way would be to have separate arrays for each TableView, But same object may appear in different arrays. Also I need to update objects very often or access all objects through same array.
How do I setup a single dictionary or array to have all objects in one structure?
To put it in another way:
When table view or selection changes, application need to redraw TableViews with the new data. Application have to access the pool of objects and search through them using iterator and accessing each object and its properties.
I think that this is an expensive operation and want to avoid that. Perhaps maybe by making a global pool of objects a dictionary and exposing objects properties as dictionary fields.
So instead of iterating global pool of objects I could access global pool Dicitonary in a manner of database by selecting objects that has fields that match particular criteria.
Anyone know any example of doing that?
This sounds like a case of premature optimization. Unless you are managing many hundreds of items and/or causing redraws to happen terribly often, iterating through even a hundred objects and maintaining a couple of arrays isn't going to incur enough overhead -- either memory or CPU -- to be problematic.
Implement it the easy way, then measure it to determine if you really have a performance problem.
I'd be inclined to create proxy collections which act as the data sources. These proxies gather the appropriate objects from the pool when they prepare their content. Without knowing the scale of your pool and subsets, it's too early to consider optimising that.