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// Copyright (C) 2016 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
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/*!
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\page signalsandslots.html
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\title Signals & Slots
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\keyword Signals and Slots
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\ingroup qt-basic-concepts
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\brief An overview of Qt's signals and slots inter-object
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communication mechanism.
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\ingroup explanations-basics
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Signals and slots are used for communication between objects. The
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signals and slots mechanism is a central feature of Qt and
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probably the part that differs most from the features provided by
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other frameworks. Signals and slots are made possible by Qt's
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\l{The Meta-Object System}{meta-object system}.
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\section1 Introduction
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In GUI programming, when we change one widget, we often want
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another widget to be notified. More generally, we want objects of
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any kind to be able to communicate with one another. For example,
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if a user clicks a \uicontrol{Close} button, we probably want the
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window's \l{QWidget::close()}{close()} function to be called.
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Other toolkits achieve this kind of communication using
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callbacks. A callback is a pointer to a function, so if you want
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a processing function to notify you about some event you pass a
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pointer to another function (the callback) to the processing
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function. The processing function then calls the callback when
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appropriate. While successful frameworks using this method do exist,
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callbacks can be unintuitive and may suffer from problems in ensuring
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the type-correctness of callback arguments.
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\section1 Signals and Slots
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In Qt, we have an alternative to the callback technique: We use
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signals and slots. A signal is emitted when a particular event
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occurs. Qt's widgets have many predefined signals, but we can
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always subclass widgets to add our own signals to them. A slot
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is a function that is called in response to a particular signal.
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Qt's widgets have many pre-defined slots, but it is common
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practice to subclass widgets and add your own slots so that you
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can handle the signals that you are interested in.
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\image abstract-connections.svg "Connections between objects"
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\omit
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\caption An abstract view of some signals and slots connections
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\endomit
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The signals and slots mechanism is type safe: The signature of a
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signal must match the signature of the receiving slot. (In fact a
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slot may have a shorter signature than the signal it receives
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because it can ignore extra arguments.) Since the signatures are
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compatible, the compiler can help us detect type mismatches when
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using the function pointer-based syntax. The string-based SIGNAL
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and SLOT syntax will detect type mismatches at runtime.
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Signals and slots are loosely coupled: A class which emits a
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signal neither knows nor cares which slots receive the signal.
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Qt's signals and slots mechanism ensures that if you connect a
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signal to a slot, the slot will be called with the signal's
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parameters at the right time. Signals and slots can take any
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number of arguments of any type. They are completely type safe.
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All classes that inherit from QObject or one of its subclasses
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(e.g., QWidget) can contain signals and slots. Signals are emitted by
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objects when they change their state in a way that may be interesting
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to other objects. This is all the object does to communicate. It
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does not know or care whether anything is receiving the signals it
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emits. This is true information encapsulation, and ensures that the
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object can be used as a software component.
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Slots can be used for receiving signals, but they are also normal
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member functions. Just as an object does not know if anything receives
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its signals, a slot does not know if it has any signals connected to
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it. This ensures that truly independent components can be created with
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Qt.
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You can connect as many signals as you want to a single slot, and a
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signal can be connected to as many slots as you need. It is even
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possible to connect a signal directly to another signal. (This will
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emit the second signal immediately whenever the first is emitted.)
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Together, signals and slots make up a powerful component programming
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mechanism.
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\section1 Signals
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Signals are emitted by an object when its internal state has changed
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in some way that might be interesting to the object's client or owner.
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Signals are public access functions and can be emitted from anywhere,
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but we recommend to only emit them from the class that defines the
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signal and its subclasses.
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When a signal is emitted, the slots connected to it are usually
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executed immediately, just like a normal function call. When this
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happens, the signals and slots mechanism is totally independent of
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any GUI event loop. Execution of the code following the \c emit
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statement will occur once all slots have returned. The situation is
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slightly different when using \l{Qt::ConnectionType}{queued
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connections}; in such a case, the code following the \c emit keyword
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will continue immediately, and the slots will be executed later.
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If several slots are connected to one signal, the slots will be
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executed one after the other, in the order they have been connected,
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when the signal is emitted.
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Signals are automatically generated by the \l moc and must not be
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implemented in the \c .cpp file.
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A note about arguments: Our experience shows that signals and slots
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are more reusable if they do not use special types. If
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QScrollBar::valueChanged() were to use a special type such as the
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hypothetical QScrollBar::Range, it could only be connected to
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slots designed specifically for QScrollBar. Connecting different
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input widgets together would be impossible.
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\section1 Slots
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A slot is called when a signal connected to it is emitted. Slots are
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normal C++ functions and can be called normally; their only special
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feature is that signals can be connected to them.
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Since slots are normal member functions, they follow the normal C++
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rules when called directly. However, as slots, they can be invoked
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by any component, regardless of its access level, via a signal-slot
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connection. This means that a signal emitted from an instance of an
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arbitrary class can cause a private slot to be invoked in an instance
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of an unrelated class.
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You can also define slots to be virtual, which we have found quite
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useful in practice.
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Compared to callbacks, signals and slots are slightly slower
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because of the increased flexibility they provide, although the
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difference for real applications is insignificant. In general,
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emitting a signal that is connected to some slots, is
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approximately ten times slower than calling the receivers
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directly, with non-virtual function calls. This is the overhead
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required to locate the connection object, to safely iterate over
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all connections (i.e. checking that subsequent receivers have not
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been destroyed during the emission), and to marshall any
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parameters in a generic fashion. While ten non-virtual function
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calls may sound like a lot, it's much less overhead than any \c
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new or \c delete operation, for example. As soon as you perform a
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string, vector or list operation that behind the scene requires
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\c new or \c delete, the signals and slots overhead is only
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responsible for a very small proportion of the complete function
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call costs. The same is true whenever you do a system call in a slot;
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or indirectly call more than ten functions.
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The simplicity and flexibility of the signals and slots mechanism is
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well worth the overhead, which your users won't even notice.
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Note that other libraries that define variables called \c signals
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or \c slots may cause compiler warnings and errors when compiled
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alongside a Qt-based application. To solve this problem, \c
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#undef the offending preprocessor symbol.
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\section1 A Small Example
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A minimal C++ class declaration might read:
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\snippet signalsandslots/signalsandslots.h 0
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A small QObject-based class might read:
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\snippet signalsandslots/signalsandslots.h 1
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\codeline
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\snippet signalsandslots/signalsandslots.h 2
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\snippet signalsandslots/signalsandslots.h 3
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The QObject-based version has the same internal state, and provides
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public methods to access the state, but in addition it has support
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for component programming using signals and slots. This class can
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tell the outside world that its state has changed by emitting a
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signal, \c{valueChanged()}, and it has a slot which other objects
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can send signals to.
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All classes that contain signals or slots must mention
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Q_OBJECT at the top of their declaration. They must also derive
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(directly or indirectly) from QObject.
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Slots are implemented by the application programmer.
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Here is a possible implementation of the \c{Counter::setValue()}
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slot:
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\snippet signalsandslots/signalsandslots.cpp 0
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The \c{emit} line emits the signal \c valueChanged() from the
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object, with the new value as argument.
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In the following code snippet, we create two \c Counter objects
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and connect the first object's \c valueChanged() signal to the
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second object's \c setValue() slot using QObject::connect():
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\snippet signalsandslots/signalsandslots.cpp 1
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\snippet signalsandslots/signalsandslots.cpp 2
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\codeline
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\snippet signalsandslots/signalsandslots.cpp 3
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\snippet signalsandslots/signalsandslots.cpp 4
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Calling \c{a.setValue(12)} makes \c{a} emit a
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\c{valueChanged(12)} signal, which \c{b} will receive in its
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\c{setValue()} slot, i.e. \c{b.setValue(12)} is called. Then
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\c{b} emits the same \c{valueChanged()} signal, but since no slot
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has been connected to \c{b}'s \c{valueChanged()} signal, the
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signal is ignored.
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Note that the \c{setValue()} function sets the value and emits
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the signal only if \c{value != m_value}. This prevents infinite
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looping in the case of cyclic connections (e.g., if
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\c{b.valueChanged()} were connected to \c{a.setValue()}).
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By default, for every connection you make, a signal is emitted;
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two signals are emitted for duplicate connections. You can break
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all of these connections with a single \l{QObject::disconnect()}{disconnect()} call.
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If you pass the Qt::UniqueConnection \a type, the connection will only
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be made if it is not a duplicate. If there is already a duplicate
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(exact same signal to the exact same slot on the same objects),
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the connection will fail and connect will return \c false.
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This example illustrates that objects can work together without needing to
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know any information about each other. To enable this, the objects only
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need to be connected together, and this can be achieved with some simple
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QObject::connect() function calls, or with \l{User Interface Compiler
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(uic)}{uic}'s \l{Automatic Connections}{automatic connections} feature.
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\section1 A Real Example
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The following is an example of the header of a simple widget class without
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member functions. The purpose is to show how you can utilize signals and
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slots in your own applications.
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\snippet signalsandslots/lcdnumber.h 0
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\snippet signalsandslots/lcdnumber.h 1
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\codeline
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\snippet signalsandslots/lcdnumber.h 2
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\codeline
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\snippet signalsandslots/lcdnumber.h 3
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\snippet signalsandslots/lcdnumber.h 4
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\snippet signalsandslots/lcdnumber.h 5
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\c LcdNumber inherits QObject, which has most of the signal-slot
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knowledge, via QFrame and QWidget. It is somewhat similar to the
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built-in QLCDNumber widget.
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The Q_OBJECT macro is expanded by the preprocessor to declare
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several member functions that are implemented by the \c{moc}; if
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you get compiler errors along the lines of "undefined reference
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to vtable for \c{LcdNumber}", you have probably forgotten to
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\l{moc}{run the moc} or to include the moc output in the link
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command.
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\snippet signalsandslots/lcdnumber.h 6
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\snippet signalsandslots/lcdnumber.h 7
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\codeline
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\snippet signalsandslots/lcdnumber.h 8
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\snippet signalsandslots/lcdnumber.h 9
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After the class constructor and \c public members, we declare the class
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\c signals. The \c LcdNumber class emits a signal, \c overflow(), when it
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is asked to show an impossible value.
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If you don't care about overflow, or you know that overflow
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cannot occur, you can ignore the \c overflow() signal, i.e. don't
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connect it to any slot.
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If on the other hand you want to call two different error
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functions when the number overflows, simply connect the signal to
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two different slots. Qt will call both (in the order they were connected).
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\snippet signalsandslots/lcdnumber.h 10
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\snippet signalsandslots/lcdnumber.h 11
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\snippet signalsandslots/lcdnumber.h 12
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\codeline
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\snippet signalsandslots/lcdnumber.h 13
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A slot is a receiving function used to get information about
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state changes in other widgets. \c LcdNumber uses it, as the code
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above indicates, to set the displayed number. Since \c{display()}
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is part of the class's interface with the rest of the program,
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the slot is public.
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Several of the example programs connect the
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\l{QScrollBar::valueChanged()}{valueChanged()} signal of a
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QScrollBar to the \c display() slot, so the LCD number
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continuously shows the value of the scroll bar.
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Note that display() is overloaded. Qt's signals and slots give you
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strongly-typed connections. They're safer at compile time than traditional
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callbacks. With callbacks, you'd need different function names and manual
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type tracking. But with overloaded functions, you need to specify which
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version to use. The next section shows you how.
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\sa QLCDNumber, QObject::connect()
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\target connecting-overloaded-signals
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\target connecting-overloaded-slots
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\section1 Connecting to Overloaded Signals and Slots
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When signals or slots are overloaded (have multiple versions with different
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parameters), you need to explicitly specify which version you want to
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connect to using the function pointer syntax. You can use qOverload() or
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\c {static_cast} to disambiguate:
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\code
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// Connect to the int overload of QComboBox::currentIndexChanged(int)
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connect(comboBox, qOverload<int>(&QComboBox::currentIndexChanged),
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this, &MyClass::handleIndexChanged);
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// Or select QLCDNumber::display(int) when connecting from QSlider::valueChanged(int)
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connect(slider, &QSlider::valueChanged,
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lcd, qOverload<int>(&QLCDNumber::display));
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// Using static_cast (more verbose):
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connect(comboBox, static_cast<void(QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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this, &MyClass::handleIndexChanged);
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// Or using a lambda to call the correct overload:
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connect(slider, &QSlider::valueChanged,
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this, [lcd](int value) { lcd->display(value); });
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\endcode
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\section1 Automatic Connection Management
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Qt automatically manages the lifetime of connections between
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\l {QObject}-derived types. When either the sender or receiver object is
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destroyed, the connection is automatically removed, preventing calls to
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deleted objects. This applies to both the function-pointer syntax and the
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string-based SIGNAL/SLOT syntax.
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For lambda connections, provide a context object (usually \c this) to ensure
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the lambda is disconnected when the context is destroyed:
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\code
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connect(button, &QPushButton::clicked, this, [this]{ handleClick(); });
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\endcode
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While Qt protects against signal delivery to fully destroyed objects,
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signals may still be delivered during object destruction after a derived
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class destructor has finished but before reaching \c{~QObject}. This
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limitation applies specifically to connections made with the
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function-pointer syntax. It can occur when a base class destructor emits
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signals that the already-destroyed derived class was connected to.
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Consider explicitly disconnecting such signals in destructors if this
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could be problematic for your class.
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\section1 Signals And Slots With Default Arguments
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The signatures of signals and slots may contain arguments, and the
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arguments can have default values. Consider QObject::destroyed():
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\code
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void destroyed(QObject* = nullptr);
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\endcode
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When a QObject is deleted, it emits this QObject::destroyed()
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signal. We want to catch this signal, wherever we might have a
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dangling reference to the deleted QObject, so we can clean it up.
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A suitable slot signature might be:
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\code
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void objectDestroyed(QObject* obj = nullptr);
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\endcode
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To connect the signal to the slot, we use QObject::connect().
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There are several ways to connect signal and slots. The first is to use
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function pointers:
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\code
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connect(sender, &QObject::destroyed, this, &MyObject::objectDestroyed);
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\endcode
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There are several advantages to using QObject::connect() with function pointers.
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First, it allows the compiler to check that the signal's arguments are
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compatible with the slot's arguments. Arguments can also be implicitly
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converted by the compiler, if needed.
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You can also connect to functors or C++11 lambdas:
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\code
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connect(sender, &QObject::destroyed, this, [=](){ this->m_objects.remove(sender); });
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\endcode
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In both these cases, we provide \a this as context in the call to connect().
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The context object provides information about in which thread the receiver
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should be executed. This is important, as providing the context ensures
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that the receiver is executed in the context thread.
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The lambda will be disconnected when the sender or context is destroyed.
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You should take care that any objects used inside the functor are still
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alive when the signal is emitted.
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The other way to connect a signal to a slot is to use QObject::connect()
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and the \c{SIGNAL} and \c{SLOT} macros.
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The rule about whether to include arguments or not in the \c{SIGNAL()} and
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\c{SLOT()} macros, if the arguments have default values, is that the
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signature passed to the \c{SIGNAL()} macro must \e not have fewer arguments
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than the signature passed to the \c{SLOT()} macro.
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All of these would work:
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\code
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connect(sender, SIGNAL(destroyed(QObject*)), this, SLOT(objectDestroyed(Qbject*)));
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connect(sender, SIGNAL(destroyed(QObject*)), this, SLOT(objectDestroyed()));
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connect(sender, SIGNAL(destroyed()), this, SLOT(objectDestroyed()));
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\endcode
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But this one won't work:
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\code
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connect(sender, SIGNAL(destroyed()), this, SLOT(objectDestroyed(QObject*)));
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\endcode
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...because the slot will be expecting a QObject that the signal
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will not send. This connection will report a runtime error.
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Note that signal and slot arguments are not checked by the compiler when
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using this QObject::connect() overload.
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\section1 Advanced Signals and Slots Usage
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For cases where you may require information on the sender of the
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signal, Qt provides the QObject::sender() function, which returns
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a pointer to the object that sent the signal.
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Lambda expressions are a convenient way to pass custom arguments to a slot:
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\code
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connect(action, &QAction::triggered, engine,
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[=]() { engine->processAction(action->text()); });
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\endcode
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\sa {Meta-Object System}, {Qt's Property System}
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\target 3rd Party Signals and Slots
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\section2 Using Qt with 3rd Party Signals and Slots
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It is possible to use Qt with a 3rd party signal/slot mechanism.
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You can even use both mechanisms in the same project. To do that,
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write the following into your CMake project file:
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\snippet code/doc_src_containers.cpp cmake_no_keywords
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In a qmake project (.pro) file, you need to write:
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\snippet code/doc_src_containers.cpp 22
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It tells Qt not to define the moc keywords \c{signals}, \c{slots},
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and \c{emit}, because these names will be used by a 3rd party
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library, e.g. Boost. Then to continue using Qt signals and slots
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with the \c{no_keywords} flag, simply replace all uses of the Qt
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moc keywords in your sources with the corresponding Qt macros
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Q_SIGNALS (or Q_SIGNAL), Q_SLOTS (or Q_SLOT), and Q_EMIT.
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\section2 Signals and slots in Qt-based libraries
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The public API of Qt-based libraries should use the keywords
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\c{Q_SIGNALS} and \c{Q_SLOTS} instead of \c{signals} and
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\c{slots}. Otherwise it is hard to use such a library in a project
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that defines \c{QT_NO_KEYWORDS}.
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To enforce this restriction, the library creator may set the
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preprocessor define \c{QT_NO_SIGNALS_SLOTS_KEYWORDS} when building
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the library.
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This define excludes signals and slots without affecting whether
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other Qt-specific keywords can be used in the library
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implementation.
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*/
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