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/****************************************************************************
** $Id: qt/signalsandslots.doc 3.0.3 edited Feb 28 17:43 $
**
** Explanation of moc and the meta object system
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/*! \page signalsandslots.html
\title Signals and Slots
Signals and slots are used for communication between objects. The
signal/slot mechanism is a central feature of Qt and probably the
part that differs most from other toolkits.
In GUI programming we often want a change in one widget to be notified
to another widget. More generally, we want objects of any kind to be
able to communicate with one another. For example if we were parsing
an XML file we might want to notify a list view that we're using to
represent the XML file's structure whenever we encounter a new tag.
Older toolkits achieve this kind of communication using callbacks. A
callback is a pointer to a function, so if you want a processing
function to notify you about some event you pass a pointer to another
function (the callback) to the processing function. The processing
function then calls the callback when appropriate. Callbacks have two
fundamental flaws. Firstly they are not type safe. We can never be
certain that the processing function will call the callback with the
correct arguments. Secondly the callback is strongly coupled to the
processing function since the processing function must know which
callback to call.
\img abstract-connections.png
\caption An abstract view of some signals and slots connections
In Qt we have an alternative to the callback technique. We use signals
and slots. A signal is emitted when a particular event occurs. Qt's
widgets have many pre-defined signals, but we can always subclass to
add our own. A slot is a function that is called in reponse to a
particular signal. Qt's widgets have many pre-defined slots, but it is
common practice to add your own slots so that you can handle the
signals that you are interested in.
The signals and slots mechanism is type safe: the signature of a
signal must match the signature of the receiving slot. (In fact a slot
may have a shorter signature than the signal it receives because it
can ignore extra arguments.) Since the signatures are compatible, the
compiler can help us detect type mismatches. Signals and slots are
loosely coupled: a class which emits a signal neither knows nor cares
which slots receive the signal. Qt's signals and slots mechanism
ensures that if you connect a signal to a slot, the slot will be
called with the signal's parameters at the right time. Signals and
slots can take any number of arguments of any type. They are
completely typesafe: no more callback core dumps!
All classes that inherit from QObject or one of its subclasses
(e.g. QWidget) can contain signals and slots. Signals are emitted by
objects when they change their state in a way that may be interesting
to the outside world. This is all the object does to communicate. It
does not know or care whether anything is receiving the signals it
emits. This is true information encapsulation, and ensures that the
object can be used as a software component.
\img concrete-connections.png
\caption An example of signals and slots connections
Slots can be used for receiving signals, but they are normal member
functions. A slot does not know if it has any signals connected to
it. Again, the object does not know about the communication mechanism and
can be used as a true software component.
You can connect as many signals as you want to a single slot, and a
signal can be connected to as many slots as you desire. It is even
possible to connect a signal directly to another signal. (This will
emit the second signal immediately whenever the first is emitted.)
Together, signals and slots make up a powerful component programming
mechanism.
\section1 A Small Example
A minimal C++ class declaration might read:
\code
class Foo
{
public:
Foo();
int value() const { return val; }
void setValue( int );
private:
int val;
};
\endcode
A small Qt class might read:
\code
class Foo : public QObject
{
Q_OBJECT
public:
Foo();
int value() const { return val; }
public slots:
void setValue( int );
signals:
void valueChanged( int );
private:
int val;
};
\endcode
This class has the same internal state, and public methods to access the
state, but in addition it has support for component programming using
signals and slots: this class can tell the outside world that its state
has changed by emitting a signal, \c{valueChanged()}, and it has
a slot which other objects may send signals to.
All classes that contain signals and/or slots must mention Q_OBJECT in
their declaration.
Slots are implemented by the application programmer.
Here is a possible implementation of Foo::setValue():
\code
void Foo::setValue( int v )
{
if ( v != val ) {
val = v;
emit valueChanged(v);
}
}
\endcode
The line \c{emit valueChanged(v)} emits the signal
\c{valueChanged} from the object. As you can see, you emit a
signal by using \c{emit signal(arguments)}.
Here is one way to connect two of these objects together:
\code
Foo a, b;
connect(&a, SIGNAL(valueChanged(int)), &b, SLOT(setValue(int)));
b.setValue( 11 ); // a == undefined b == 11
a.setValue( 79 ); // a == 79 b == 79
b.value();
\endcode
Calling \c{a.setValue(79)} will make \c{a} emit a \c{valueChanged()}
signal, which \c{b} will receive in its \c{setValue()} slot,
i.e. \c{b.setValue(79)} is called. \c{b} will then, in turn,
emit the same \c{valueChanged()} signal, but since no slot has been
connected to \c{b}'s \c{valueChanged()} signal, nothing happens (the
signal disappears).
Note that the \c{setValue()} function sets the value and emits
the signal only if \c{v != val}. This prevents infinite looping
in the case of cyclic connections (e.g. if \c{b.valueChanged()}
were connected to \c{a.setValue()}).
This example illustrates that objects can work together without knowing
each other, as long as there is someone around to set up a connection
between them initially.
The preprocessor changes or removes the \c{signals},
\c{slots} and \c{emit} keywords so that the compiler is presented with
standard C++.
Run the \link moc.html moc\endlink on class definitions that contain
signals or slots. This produces a C++ source file which should be compiled
and linked with the other object files for the application.
\section1 Signals
Signals are emitted by an object when its internal state has changed
in some way that might be interesting to the object's client or owner.
Only the class that defines a signal and its subclasses can emit the
signal.
A list box, for example, emits both \c{highlighted()} and
\c{activated()} signals. Most objects will probably only be
interested in \c{activated()} but some may want to know about
which item in the list box is currently highlighted. If the signal is
interesting to two different objects you just connect the signal to
slots in both objects.
When a signal is emitted, the slots connected to it are executed
immediately, just like a normal function call. The signal/slot
mechanism is totally independent of any GUI event loop. The
\c{emit} will return when all slots have returned.
If several slots are connected to one signal, the slots will be
executed one after the other, in an arbitrary order, when the signal
is emitted.
Signals are automatically generated by the moc and must not be implemented
in the .cpp file. They can never have return types (i.e. use \c void).
A note about arguments. Our experience shows that signals and slots
are more reusable if they do \e not use special types. If \l
QScrollBar::valueChanged() were to use a special type such as the
hypothetical QRangeControl::Range, it could only be connected to slots
designed specifically for QRangeControl. Something as simple as the
program in \link t5.html Tutorial 5\endlink would be impossible.
\section1 Slots
A slot is called when a signal connected to it is emitted. Slots are
normal C++ functions and can be called normally; their only special
feature is that signals can be connected to them. A slot's arguments
cannot have default values, and, like signals, it is rarely wise to
use your own custom types for slot arguments.
Since slots are normal member functions with just a little extra
spice, they have access rights like ordinary member functions. A
slot's access right determines who can connect to it:
A \c{public slots:} section contains slots that anyone can
connect signals to. This is very useful for component programming:
you create objects that know nothing about each other, connect their
signals and slots so that information is passed correctly, and, like a
model railway, turn it on and leave it running.
A \c{protected slots:} section contains slots that this class
and its subclasses may connect signals to. This is intended for
slots that are part of the class' implementation rather than its
interface to the rest of the world.
A \c{private slots:} section contains slots that only the
class itself may connect signals to. This is intended for very
tightly connected classes, where even subclasses aren't trusted to get
the connections right.
You can also define slots to be virtual, which we have found quite
useful in practice.
The signals and slots mechanism is efficient, but not quite as fast as
"real" callbacks. Signals and slots are slightly slower because of the
increased flexibility they provide, although the difference for real
applications is insignificant. In general, emitting a signal that is
connected to some slots, is approximately ten times slower than calling
the receivers directly, with non-virtual function calls. This is the
overhead required to locate the connection object, to safely iterate
over all connections (i.e. checking that subsequent receivers have not
been destroyed during the emission) and to marshall any parameters in a
generic fashion. While ten non-virtual function calls may sound like a
lot, it's much less overhead than any 'new' or 'delete' operation, for
example. As soon as you perform a string, vector or list operation that
behind the scene requires 'new' or 'delete', the signals and slots
overhead is only responsible for a very small proportion of the complete
function call costs. The same is true whenever you do a system call in a
slot - or indirectly call more than ten functions. On an i586-500, you
can emit around 2,000,000 signals per second connected to one receiver,
or around 1,200,000 per second connected to two receivers. The
simplicity and flexibility of the signals and slots mechanism is well
worth the overhead, which your users won't even notice.
\section1 Meta Object Information
The meta object compiler (moc) parses the class declaration in a C++
file and generates C++ code that initializes the meta object. The meta
object contains names of all signal and slot members, as well as
pointers to these functions. (For more information on Qt's Meta Object
System, see \link templates.html Why doesn't Qt use templates for
signals and slots?\endlink.)
The meta object contains additional information such as the object's \link
QObject::className() class name\endlink. You can also check if an object
\link QObject::inherits() inherits\endlink a specific class, for example:
\code
if ( widget->inherits("QButton") ) {
// yes, it is a push button, radio button etc.
}
\endcode
\section1 A Real Example
Here is a simple commented example (code fragments from \l qlcdnumber.h ).
\code
#include "qframe.h"
#include "qbitarray.h"
class QLCDNumber : public QFrame
\endcode
QLCDNumber inherits QObject, which has most of the signal/slot
knowledge, via QFrame and QWidget, and #include's the relevant
declarations.
\code
{
Q_OBJECT
\endcode
Q_OBJECT is expanded by the preprocessor to declare several member
functions that are implemented by the moc; if you get compiler errors
along the lines of "virtual function QButton::className not defined"
you have probably forgotten to \link moc.html run the moc\endlink or to
include the moc output in the link command.
\code
public:
QLCDNumber( QWidget *parent=0, const char *name=0 );
QLCDNumber( uint numDigits, QWidget *parent=0, const char *name=0 );
\endcode
It's not obviously relevant to the moc, but if you inherit QWidget you
almost certainly want to have the \e{parent} and \e{name}
arguments in your constructors, and pass them to the parent
constructor.
Some destructors and member functions are omitted here; the moc
ignores member functions.
\code
signals:
void overflow();
\endcode
QLCDNumber emits a signal when it is asked to show an impossible
value.
If you don't care about overflow, or you know that overflow cannot
occur, you can ignore the overflow() signal, i.e. don't connect it to
any slot.
If, on the other hand, you want to call two different error functions
when the number overflows, simply connect the signal to two different
slots. Qt will call both (in arbitrary order).
\code
public slots:
void display( int num );
void display( double num );
void display( const char *str );
void setHexMode();
void setDecMode();
void setOctMode();
void setBinMode();
void smallDecimalPoint( bool );
\endcode
A slot is a receiving function, used to get information about state
changes in other widgets. QLCDNumber uses it, as the code above
indicates, to set the displayed number. Since \c{display()} is part
of the class' interface with the rest of the program, the slot is
public.
Several of the example programs connect the newValue signal of a
QScrollBar to the display slot, so the LCD number continuously shows
the value of the scroll bar.
Note that display() is overloaded; Qt will select the appropriate version
when you connect a signal to the slot. With callbacks, you'd have to find
five different names and keep track of the types yourself.
Some irrelevant member functions have been omitted from this
example.
\code
};
\endcode
*/
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