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+/****************************************************************************
+**
+** Explanation of moc and the meta object system
+**
+** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
+**
+** This file is part of the Qt GUI Toolkit.
+**
+** This file may be used under the terms of the GNU General
+** Public License versions 2.0 or 3.0 as published by the Free
+** Software Foundation and appearing in the files LICENSE.GPL2
+** and LICENSE.GPL3 included in the packaging of this file.
+** Alternatively you may (at your option) use any later version
+** of the GNU General Public License if such license has been
+** publicly approved by Trolltech ASA (or its successors, if any)
+** and the KDE Free Qt Foundation.
+**
+** Please review the following information to ensure GNU General
+** Public Licensing retquirements will be met:
+** http://trolltech.com/products/qt/licenses/licensing/opensource/.
+** If you are unsure which license is appropriate for your use, please
+** review the following information:
+** http://trolltech.com/products/qt/licenses/licensing/licensingoverview
+** or contact the sales department at sales@trolltech.com.
+**
+** This file may be used under the terms of the Q Public License as
+** defined by Trolltech ASA and appearing in the file LICENSE.QPL
+** included in the packaging of this file. Licensees holding valid Qt
+** Commercial licenses may use this file in accordance with the Qt
+** Commercial License Agreement provided with the Software.
+**
+** This file is provided "AS IS" with NO WARRANTY OF ANY KIND,
+** INCLUDING THE WARRANTIES OF DESIGN, MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE. Trolltech reserves all rights not granted
+** herein.
+**
+**********************************************************************/
+
+/*! \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 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 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 can send signals to.
+
+All classes that contain signals 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(); // returns 79
+\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 is ignored).
+
+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()}).
+
+A signal is emitted for \e{every} connection you make, so if you
+duplicate a connection, two signals will be emitted. You can always
+break a connection using \c{QObject::disconnect()}.
+
+This example illustrates that objects can work together without knowing
+about 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. If you use
+\link qmake-manual.book qmake\endlink, the makefile rules to
+automatically invoke the \link moc.html moc\endlink will be added to
+your makefile for you.
+
+\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{clicked()} and
+\c{currentChanged()} signals. Most objects will probably only be
+interested in \c{currentChanged()} which gives the current list item
+whether the user clicked it or used the arrow keys to move to it. But
+some objects may only want to know which item was clicked. 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 \link moc.html moc\endlink
+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 \e not use special types. If \l
+QScrollBar::valueChanged() were to use a special type such as the
+hypothetical \c QRangeControl::Range, it could only be connected to
+slots designed specifically for QRangeControl. Something as simple as
+the program in \link tutorial1-05.html Tutorial #1 part 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's 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 tquite
+useful in practice.
+
+The signals and slots mechanism is efficient, but not tquite 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 retquired 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 retquires '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 (\link moc.html moc\endlink) 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. (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's 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
+
+*/