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/****************************************************************************
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****************************************************************************/
/*!
\page signalsandslots.html
\title Signals and Slots
\ingroup architecture
\brief An overview of Qt's signals and slots inter-object
communication mechanism.
Signals and slots are used for communication between objects. The
signals and slots mechanism is a central feature of Qt and
probably the part that differs most from the features provided by
other frameworks.
\tableofcontents
\section1 Introduction
In GUI programming, when we change one widget, we often want
another widget to be notified. More generally, we want objects of
any kind to be able to communicate with one another. For example,
if a user clicks a \gui{Close} button, we probably want the
window's \l{QWidget::close()}{close()} function to be called.
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.
\section1 Signals and Slots
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 predefined signals, but we can
always subclass widgets to add our own signals to them. A slot
is a function that is called in response to a particular signal.
Qt's widgets have many pre-defined slots, but it is common
practice to subclass widgets and add your own slots so that you
can handle the signals that you are interested in.
\img abstract-connections.png
\omit
\caption An abstract view of some signals and slots connections
\endomit
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 type safe.
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 other objects. 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.
Slots can be used for receiving signals, but they are also normal
member functions. Just as an object does not know if anything receives
its signals, a slot does not know if it has any signals connected to
it. This ensures that truly independent components can be created with
Qt.
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 need. 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:
\snippet doc/src/snippets/signalsandslots/signalsandslots.h 0
A small QObject-based class might read:
\snippet doc/src/snippets/signalsandslots/signalsandslots.h 1
\codeline
\snippet doc/src/snippets/signalsandslots/signalsandslots.h 2
\snippet doc/src/snippets/signalsandslots/signalsandslots.h 3
The QObject-based version has the same internal state, and provides
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
can send signals to.
All classes that contain signals or slots must mention
Q_OBJECT at the top of their declaration. They must also derive
(directly or indirectly) from QObject.
Slots are implemented by the application programmer.
Here is a possible implementation of the \c{Counter::setValue()}
slot:
\snippet doc/src/snippets/signalsandslots/signalsandslots.cpp 0
The \c{emit} line emits the signal \c valueChanged() from the
object, with the new value as argument.
In the following code snippet, we create two \c Counter objects
and connect the first object's \c valueChanged() signal to the
second object's \c setValue() slot using QObject::connect():
\snippet doc/src/snippets/signalsandslots/signalsandslots.cpp 1
\snippet doc/src/snippets/signalsandslots/signalsandslots.cpp 2
\codeline
\snippet doc/src/snippets/signalsandslots/signalsandslots.cpp 3
\snippet doc/src/snippets/signalsandslots/signalsandslots.cpp 4
Calling \c{a.setValue(12)} makes \c{a} emit a
\c{valueChanged(12)} signal, which \c{b} will receive in its
\c{setValue()} slot, i.e. \c{b.setValue(12)} is called. Then
\c{b} emits the same \c{valueChanged()} signal, but since no slot
has been connected to \c{b}'s \c{valueChanged()} signal, the
signal is ignored.
Note that the \c{setValue()} function sets the value and emits
the signal only if \c{value != m_value}. This prevents infinite
looping in the case of cyclic connections (e.g., if
\c{b.valueChanged()} were connected to \c{a.setValue()}).
A signal is emitted for every connection you make; if you
duplicate a connection, two signals will be emitted. You can
always break a connection using QObject::disconnect().
This example illustrates that objects can work together without needing to
know any information about each other. To enable this, the objects only
need to be connected together, and this can be achieved with some simple
QObject::connect() function calls, or with \c{uic}'s
\l{Using a Designer .ui File in Your Application#Automatic Connections}
{automatic connections} feature.
\section1 Building the Example
The C++ preprocessor changes or removes the \c{signals},
\c{slots}, and \c{emit} keywords so that the compiler is
presented with standard C++.
By running the \l moc on class definitions that contain signals
or slots, a C++ source file is produced which should be compiled
and linked with the other object files for the application. If
you use \l qmake, the makefile rules to automatically invoke \c
moc will be added to your project's makefile.
\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.
When a signal is emitted, the slots connected to it are usually
executed immediately, just like a normal function call. When this
happens, the signals and slots mechanism is totally independent of
any GUI event loop. Execution of the code following the \c emit
statement will occur once all slots have returned. The situation is
slightly different when using \l{Qt::ConnectionType}{queued
connections}; in such a case, the code following the \c emit keyword
will continue immediately, and the slots will be executed later.
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 \l moc and must not be
implemented in the \c .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 not use special types. If
QScrollBar::valueChanged() were to use a special type such as the
hypothetical QScrollBar::Range, it could only be connected to
slots designed specifically for QScrollBar. Connecting different
input widgets together 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.
Since slots are normal member functions, they follow the normal C++
rules when called directly. However, as slots, they can be invoked
by any component, regardless of its access level, via a signal-slot
connection. This means that a signal emitted from an instance of an
arbitrary class can cause a private slot to be invoked in an instance
of an unrelated class.
You can also define slots to be virtual, which we have found quite
useful in practice.
Compared to 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 \c
new or \c delete operation, for example. As soon as you perform a
string, vector or list operation that behind the scene requires
\c new or \c 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.
Note that other libraries that define variables called \c signals
or \c slots may cause compiler warnings and errors when compiled
alongside a Qt-based application. To solve this problem, \c
#undef the offending preprocessor symbol.
\section1 Meta-Object Information
The meta-object compiler (\l moc) parses the class declaration in
a C++ file and generates C++ code that initializes the
meta-object. The meta-object contains the names of all the signal
and slot members, as well as pointers to these functions.
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:
\snippet doc/src/snippets/signalsandslots/signalsandslots.cpp 5
\snippet doc/src/snippets/signalsandslots/signalsandslots.cpp 6
The meta-object information is also used by qobject_cast<T>(), which
is similar to QObject::inherits() but is less error-prone:
\snippet doc/src/snippets/signalsandslots/signalsandslots.cpp 7
See \l{Meta-Object System} for more information.
\section1 A Real Example
Here is a simple commented example of a widget.
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 0
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 1
\codeline
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 2
\codeline
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 3
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 4
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 5
\c LcdNumber inherits QObject, which has most of the signal-slot
knowledge, via QFrame and QWidget. It is somewhat similar to the
built-in QLCDNumber widget.
The Q_OBJECT macro is expanded by the preprocessor to declare
several member functions that are implemented by the \c{moc}; if
you get compiler errors along the lines of "undefined reference
to vtable for \c{LcdNumber}", you have probably forgotten to
\l{moc}{run the moc} or to include the moc output in the link
command.
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 6
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 7
It's not obviously relevant to the moc, but if you inherit
QWidget you almost certainly want to have the \c parent argument
in your constructor and pass it to the base class's constructor.
Some destructors and member functions are omitted here; the \c
moc ignores member functions.
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 8
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 9
\c LcdNumber 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 \c 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).
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 10
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 11
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 12
\codeline
\snippet doc/src/snippets/signalsandslots/lcdnumber.h 13
A slot is a receiving function used to get information about
state changes in other widgets. \c LcdNumber uses it, as the code
above indicates, to set the displayed number. Since \c{display()}
is part of the class's interface with the rest of the program,
the slot is public.
Several of the example programs connect the
\l{QScrollBar::valueChanged()}{valueChanged()} signal of a
QScrollBar to the \c display() slot, so the LCD number
continuously shows the value of the scroll bar.
Note that \c 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.
\section1 Advanced Signals and Slots Usage
For cases where you may require information on the sender of the
signal, Qt provides the QObject::sender() function, which returns
a pointer to the object that sent the signal.
The QSignalMapper class is provided for situations where many
signals are connected to the same slot and the slot needs to
handle each signal differently.
Suppose you have three push buttons that determine which file you
will open: "Tax File", "Accounts File", or "Report File".
In order to open the correct file, you use QSignalMapper::setMapping() to
map all the clicked() signals to a QSignalMapper object. Then you connect
the file's QPushButton::clicked() signal to the QSignalMapper::map() slot.
\snippet doc/src/snippets/signalmapper/filereader.cpp 0
Then, you connect the \l{QSignalMapper::}{mapped()} signal to
\c{readFile()} where a different file will be opened, depending on
which push button is pressed.
\snippet doc/src/snippets/signalmapper/filereader.cpp 1
\sa {Meta-Object System}, {Qt's Property System}
\target 3rd Party Signals and Slots
\section2 Using Qt with 3rd Party Signals and Slots
It is possible to use Qt with a 3rd party signal/slot mechanism.
You can even use both mechanisms in the same project. Just add the
following line to your qmake project (.pro) file.
\snippet doc/src/snippets/code/doc_src_containers.qdoc 22
It tells Qt not to define the moc keywords \c{signals}, \c{slots},
and \c{emit}, because these names will be used by a 3rd party
library, e.g. Boost. Then to continue using Qt signals and slots
with the \c{no_keywords} flag, simply replace all uses of the Qt
moc keywords in your sources with the corresponding Qt macros
Q_SIGNALS (or Q_SIGNAL), Q_SLOTS (or Q_SLOT), and Q_EMIT.
*/
|