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-rw-r--r--kpat/freecell-solver/USAGE4
-rw-r--r--kpat/gamestats.ui4
-rw-r--r--kreversi/DESIGN4
-rw-r--r--libtdegames/kgame/COMPAT6
-rw-r--r--lskat/lskat/networkdlgbase.ui4
5 files changed, 11 insertions, 11 deletions
diff --git a/kpat/freecell-solver/USAGE b/kpat/freecell-solver/USAGE
index 16f5c93d..f78295b2 100644
--- a/kpat/freecell-solver/USAGE
+++ b/kpat/freecell-solver/USAGE
@@ -502,7 +502,7 @@ If you are working on a UNIX or a similar system then you can set some
run-time options in "fc-solve" by sending it some signal
combinations.
-If you send the signal USR1, without sending any other Q_SIGNALS before
+If you send the signal USR1, without sending any other signals before
that, then "fc-solve" will output the present number of
iterations. This method is a good way to monitor an instance that takes
a long time to solve.
@@ -512,7 +512,7 @@ will print the iteration number and depth on every state that it
checks. It is the equivalent of specifying (or unspecifying) the
option -i/--iter-output.
-If you send it two USR2 Q_SIGNALS and then USR1, then "fc-solve"
+If you send it two USR2 signals and then USR1, then "fc-solve"
will also print the board of every state. Again, this will only be done
assuming the iteration output is turned on.
diff --git a/kpat/gamestats.ui b/kpat/gamestats.ui
index 9ecf23b4..f5144f00 100644
--- a/kpat/gamestats.ui
+++ b/kpat/gamestats.ui
@@ -262,8 +262,8 @@
<slot>setGameType(int)</slot>
</connection>
</connections>
-<Q_SLOTS>
+<slots>
<slot>setGameType(int)</slot>
-</Q_SLOTS>
+</slots>
<layoutdefaults spacing="6" margin="11"/>
</UI>
diff --git a/kreversi/DESIGN b/kreversi/DESIGN
index 893911af..58758697 100644
--- a/kreversi/DESIGN
+++ b/kreversi/DESIGN
@@ -71,9 +71,9 @@ Engine
QReversiGame
The "document" for KReversi.
- Handles a game being played and sends Q_SIGNALS to all its views
+ Handles a game being played and sends signals to all its views
when something changes. Basically, the only difference between
- this class and the more basic ReversiGame is that it sends Q_SIGNALS
+ this class and the more basic ReversiGame is that it sends signals
to the views.
Inherits: ReversiGame The actual game being played
diff --git a/libtdegames/kgame/COMPAT b/libtdegames/kgame/COMPAT
index b85ec9b6..cfe81537 100644
--- a/libtdegames/kgame/COMPAT
+++ b/libtdegames/kgame/COMPAT
@@ -10,8 +10,8 @@
KGameIO::signalPrepareMove(..., bool*): don't know why this was
necessary but it didn't work anymore...
16.09.2001: KGamePropertyHandler uses bool* for the sent parameter now. This is
- because QT3 obviously doesn't honor referneces in Q_SIGNALS/Q_SLOTS.
- This might even be a QT bug. Bad situation - we use references
+ because TQt3 obviously doesn't honor references in signals/slots.
+ This might even be a Qt bug. Bad situation - we use references
everywhere in KGame... hope nothing else is affecterd by this
problem (signalPrepareMove was fixed already by me)
18.09.2001: bool* for Key/Mouseevents and IOAdded in kgameio.h too
@@ -47,7 +47,7 @@
KPlayer::sendProperty() and related functions contain a "int msgid"
parameter. This is the id() of the property handler. This parameter
enables us to easily add any number of property handler to a game
- just by connecting it to existing send Q_SLOTS and call
+ just by connecting it to existing send slots and call
processMessage() in slotNetworkData()
03.11.2001 KPlayer::signalNetworkData now emits msgid-KGameMessage::IdUser just
like KGame::signalNetworkData does
diff --git a/lskat/lskat/networkdlgbase.ui b/lskat/lskat/networkdlgbase.ui
index d064c13b..23f63a8e 100644
--- a/lskat/lskat/networkdlgbase.ui
+++ b/lskat/lskat/networkdlgbase.ui
@@ -298,9 +298,9 @@
<slot>toggleServerClient()</slot>
</connection>
</connections>
-<Q_SLOTS>
+<slots>
<slot access="protected">toggleServerClient()</slot>
<slot access="protected">gameSelected(int nr)</slot>
-</Q_SLOTS>
+</slots>
<layoutdefaults spacing="6" margin="11"/>
</UI>