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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. Signals and slots are made possible by Qt's meta-object system.

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 Close button, we probably want the window's close() function to be called.

Other 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. While successful frameworks using this method do exist, callbacks can be unintuitive and may suffer from problems in ensuring the type-correctness of callback arguments.

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.

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 when using the function pointer-based syntax. The string-based SIGNAL and SLOT syntax will detect type mismatches at runtime. 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.

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. Signals are public access functions and can be emitted from anywhere, but we recommend to only emit them from the class that defines the signal and its subclasses.

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 emit statement will occur once all slots have returned. The situation is slightly different when using queued connections; in such a case, the code following the 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 the order they have been connected, 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 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.

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 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. 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 signals or slots may cause compiler warnings and errors when compiled alongside a Qt-based application. To solve this problem, #undef the offending preprocessor symbol.

A Small Example

A minimal C++ class declaration might read:

A small QObject-based class might read:

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, 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 Counter::setValue() slot:

The emit line emits the signal valueChanged() from the object, with the new value as argument.

In the following code snippet, we create two Counter objects and connect the first object's valueChanged() signal to the second object's setValue() slot using QObject::connect():

Calling a.setValue(12) makes a emit a valueChanged(12) signal, which b will receive in its setValue() slot, i.e. b.setValue(12) is called. Then b emits the same valueChanged() signal, but since no slot has been connected to b's valueChanged() signal, the signal is ignored.

Note that the setValue() function sets the value and emits the signal only if value != m_value. This prevents infinite looping in the case of cyclic connections (e.g., if b.valueChanged() were connected to a.setValue()).

By default, for every connection you make, a signal is emitted; two signals are emitted for duplicate connections. You can break all of these connections with a single disconnect() call. If you pass the Qt::UniqueConnectiontype, the connection will only be made if it is not a duplicate. If there is already a duplicate (exact same signal to the exact same slot on the same objects), the connection will fail and connect will return false.

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 uic's automatic connections feature.

A Real Example

The following is an example of the header of a simple widget class without member functions. The purpose is to show how you can utilize signals and slots in your own applications.

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 moc; if you get compiler errors along the lines of 'undefined reference to vtable for LcdNumber', you have probably forgotten to run the moc or to include the moc output in the link command.

After the class constructor and public members, we declare the class signals. The LcdNumber class emits a signal, overflow(), 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 the order they were connected).

A slot is a receiving function used to get information about state changes in other widgets. LcdNumber uses it, as the code above indicates, to set the displayed number. Since 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 valueChanged() signal of a QScrollBar to the display() slot, so the LCD number continuously shows the value of the scroll bar.

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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.

Signals And Slots With Default Arguments

The signatures of signals and slots may contain arguments, and the arguments can have default values. Consider QObject::destroyed():

When a QObject is deleted, it emits this QObject::destroyed() signal. We want to catch this signal, wherever we might have a dangling reference to the deleted QObject, so we can clean it up. A suitable slot signature might be:

To connect the signal to the slot, we use QObject::connect(). There are several ways to connect signal and slots. The first is to use function pointers:

There are several advantages to using QObject::connect() with function pointers. First, it allows the compiler to check that the signal's arguments are compatible with the slot's arguments. Arguments can also be implicitly converted by the compiler, if needed.

You can also connect to functors or C++11 lambdas:

In both these cases, we provide this as context in the call to connect(). The context object provides information about in which thread the receiver should be executed. This is important, as providing the context ensures that the receiver is executed in the context thread.

The lambda will be disconnected when the sender or context is destroyed. You should take care that any objects used inside the functor are still 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() and the SIGNAL and SLOT macros. The rule about whether to include arguments or not in the SIGNAL() and SLOT() macros, if the arguments have default values, is that the signature passed to the SIGNAL() macro must not have fewer arguments than the signature passed to the SLOT() macro.

All of these would work:

But this one won't work:

...because the slot will be expecting a QObject that the signal will not send. This connection will report a runtime error.

Note that signal and slot arguments are not checked by the compiler when using this QObject::connect() overload.

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.

Slot

Lambda expressions are a convenient way to pass custom arguments to a slot:

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.

It tells Qt not to define the moc keywords signals, slots, and 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 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.

See also QLCDNumber, QObject::connect(), Digital Clock Example, Tetrix Example, Meta-Object System, and Qt's Property System.

© 2020 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.

You are playing a three-coin slot machine. You only are playing two coins at the time. The jackpot is hit. If you had been playing one coin, or if you had been playing three coins, would it still have gone off at that point?

If you had put in one or three coins the outcome would likely have been entirely different. The machine is constantly drawing random numbers and the numbers that were drawn at the moment you spin the reels determine the outcome. So, if you had played fewer or more coins you would have spun the reels at a different moment and thus the outcome would have been different.

Hey Shack I hadn't been to the site in awhile and I just wanted to compliment you on the new sleek look. I know you initially wanted to stay away from the banners but they do help pay the bills eh?
Congratulations also on the new gig with Casino Player, I enjoy it the site and your occasional posts on bj21. As someone who works in the industry, admittedly not slots, I was under the impression that the more recent slots have the RNG stop the moment the first coin drops, so it really doesn't matter if you play 1,2, or 3 coins -- the symbols will line up the same. Have I been misinformed? According to your previous answer I apparently have. Keep up the good work and I'll stay in touch, thanks and best wishes.

Thanks for the kind words Dave. You're right that it was the money that finally made me accept the banners. It is my understanding that when the player presses the button to spin the reels the random numbers are drawn at that instant, which determine where the reels stop, and ultimately what you win. The number of coins bet does not matter.

How many numbers does the RNG (Random Number Generator) pick for each spin in a slot machine? Is it three numbers (1 for each reel) or is it 1 number that's mapped to a unique combination of symbols for all 3 reels?
This is a great website!. FYI - A guy missed the Megabucks jackpot (7.9M) yesterday because he had just two coins in. To the best of your knowledge, when does the RNG stop and determine your outcome? If it stops on the first coin, then he blew it. If it is on the last coin, he could have had an entirely different outcome. My guess that the stop time is set by the individual manufacturer, and there is no regulation telling him when to do so. Just wondering if you knew different.

Thanks for the compliment. The outcome of the game is determined when the player initiates the spin. The game is constantly drawing random numbers, even when not played. The random numbers chosen at the moment the button is pressed to spin the reels determine where the reels stop, which determines what the player wins. So, if the player bet three coins he would have pressed the button at a different moment, causing a different outcome.

Have you noticed when you look sideways past the right reel on IGT games there are 4-5 counters inside the machine labeled 'coins in, coins out, jackpots' or similar wording? I was just wondering what your experience with the counters was. Is there any way to get helpful information from those? Thanks for your time.

No, that information won’t help you at all. Your odds are always the same on every spin, regardless of the counters.

I have heard it is illegal for a slot machine to deliberately have too many near misses. Can you tell me what you know about this?

To answer your question I asked a well connected gaming consultant and he said Nevada regulations state that one stop on a reel can not be weighted more than six times more than either stop next to it. So if a jackpot symbol were weighted by 1 and both bordering blanks were weighted by 6 then there would be 12 near misses for every one time the reel stopped on the jackpot symbol. This would be the maximum allowed near miss effect. My own results detailed in my slot machine appendix 1 back up this theory well. The red double seven was the highest paying symbol and I saw the blanks above and below it about 5 to 6 times as often:

Double Strike Actual Results

SymbolReel 1Reel 2Reel 3
Blank250248291
Double red 7525155
Blank259292262

The same source said that New Jersey and Mississippi likely have adopted the Nevada regulations.

This is not a game theory question, but I figured since you answer dating questions you might handle this. I had a dream recently where I sat down at an open slot machine. I was getting my player’s card out of my pocket when a guy came up from behind me and put money in the machine. I told him it was my machine and hit the cash out button and gave him his ticket. He said he had his eye on the machine and since he had his money in first it was his machine. I turned to call a slot attendant and while I was doing that he put his money in again, pushed the button and hit a jackpot. In my dream we then had an argument over who gets the money, the person who clearly had the machine and intended to play it or the person who unsolicited put the money in the machine. I realize this is a bizarre situation but who do you think would win the argument?

My understanding is that the person who is pressing the buttons gets the money. I asked Brian, who helped with the last question, about this. Here is what he wrote, which I agree with.

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In the scenario described, the person who put in the money and pressed the buttons would receive the jackpot.

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What I find interesting about this question is the paradox that in all likelihood, the jackpot never would have occurred without this chance encounter.

As you know, the random number generator in the slot machine is continuously working even when the machine is not in play. So even though one patron feels cheated, their run-in ultimately led to pressing the spin button at that exact millisecond when the RNG was on the winning combination. So, if one patron had acquiesced, there is never a jackpot to fight over.

I have used your site to knock down myths and betting systems with many friends and your proofs always win the day. On the Pink Panther (and some others) there is a bonus round that presents a screen with pictures from which to pick. Behind some are coin amounts and others have a symbol that ends the bonus round. Once you are presented with the bonus board the placement of the symbols cannot be changed, can they?

Thanks for helping in the fight against betting systems. First let me say that I have never worked for a major slot machine company and don’t have direct knowledge of this. However, I know many people in the industry and those I trust pretty much are in agreement on this topic.

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That said, it is my understanding that in all forms of electronic games, including video slots, video poker, and video keno, the outcome is usually determined the moment you make your decision. Meanwhile the possible outcomes are constantly being shuffled, thousands of times a second. I can’t speak for every slot machine but I believe that with the major U.S. slot makers the outcome is not predestined but depends on the exact microsecond you press the button to make your play.

First, love the site, very informative! Background: When using a Random Number Generator (RNG) to determine certain payouts for a finite set, such as 1 million lottery scratch off cards, the RNG can be programmed to drop non-pay or add pay selections so as to keep a more even distribution of winners throughout the finite set of cards created. The goal is to maintain a more even distribution in the cards along with the payout percentage as required. Is this, or can this programming be done in Nevada? The law of averages would indicate no need for this, but is it not theoretically possible for a signed 97% slot machine to payout 95% one year and 99% the next year unless some control on the RNG was made?

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Thanks for the kind words. Scratch cards and pull tabs can indeed be printed in batches. These batches will have a specified number for each win, and the return of the overall batch will be exactly as the maker intended. In some jurisdictions, where only pull tabs are legal, the outcome can be displayed to the player on a video monitor, in the form of a slot or video poker machine. However, in Nevada, that is not how slots work. Each play is completely independent of the past. A machine programmed to average a 97% return, could indeed pay under 95% or over 99% over a year, especially if not heavily played.