Qt Signals & Slots: How they work
The one thing that confuses the most people in the beginning is the
Signal & Slot mechanism of Qt. But it’s actually not that difficult to
understand. In general Signals & Slots are used to loosely connect
classes. Illustrated by the keyword emit
, Signals are used to
broadcast a message to all connected Slots. If no Slots are connected,
the message “is lost in the wild”. So a connection between Signals &
Slots is like a TCP/IP connection with a few exceptions, but this
metaphor will help you to get the principle. A Signal is an outgoing
port and a Slot is an input only port and a Signal can be connected to
multiple Slots.
For me one of the best thins is, that you don’t have to bother with
synchronization with different threads. For example, you have one
QObject
that’s emitting the Signal and one QObject
receiving the
Signal via a Slot, but in a different thread. You connect them via
QObject::connect(...)
and the framework will deal with the
synchronization for you. But there is one thing to keep in mind, if you
have an object that uses implicitly sharing (like OpenCV’s cv::Mat) as
parameter, you have to deal with the synchronization yourself. The
standard use-case of Signals & Slots is interacting with the UI from the
code while remaining responsive. This is nothing more than a specific
version of “communicating between threads”. Another benefit of using
them is loosely coupled objects. The QObject
emitting the Signal does
not know the Slot-QObject
and vice versa. This way you are able to
connect QObjects
that are otherwise only reachable via a full stack of
pointer-calls (e.g. this->objA->...->objZ->objB->recieveAQString()
).
Alone this can save you hours of work if someone decides to change some
structure, e.g. the UI.
Right now I only mentioned Signal- & Slot-methods. But you are not limited to methods - at least on the Slots side. You can use lambda functions and function pointers here. This moves some conveniences from languages like Python or Swift to C++.
For some demonstrations I will use the following classes:
class AObject: public QObject
{
Q_OBJECT
public:
AObject(){
}
signals:
void signalSometing(QString param);
};
class BObject: public QObject
{
Q_OBJECT
public:
BObject(){
}
public slots:
void recieveAQString(QString param){
qDebug() << "recived a QString: " << param;
}
};
Using Connections
To connect a Signal to a Slot you can simply call
QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString)
or
QObject::connect(a, SIGNAL(signalSometing(QString), b, SLOT(recieveAQString(QString))
if you want to use the “old” syntax. The main difference is, if you use
the new syntax, you have compile-time type-checking and -converting. But
one big advantage of the “old” method is that you don’t need to bother
with inheritance and select the most specialized method. Lambdas can be
a very efficient way of using Signals & Slots. If you just want to print
the value, e.g. if the corresponding property changes, the most
efficient way is to use lambdas. So by using lambdas you don’t have to
blow up your classes with simple methods. But be aware, that if you
manipulate any object inside the lambda you have to keep in mind, that
synchronization issues (in a multithreaded environment) might occur.
You will get an idea of how to use the different methods in the following example:
auto a = new AObject;
auto b = new BObject;
QObject::connect(a, SIGNAL(signalSometing(QString)), b, SLOT(recieveAQString(QString))); // old Method
QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString); // new Method
QObject::connect(a, &AObject::signalSometing, [&](const QString& msg){ qDebug() << "a message for a lambda: " << msg;}); // lambda Method
a->signalSometing("Hello");
/* output:
recived a QString: "Hello"
recived a QString: "Hello"
a message for a lambda: "Hello"
*/
As you see, recived a QString: "Hello"
is printed two times. This
happens because we connected the same Signals & Slots two times (using
different methods). In the case, you don’t want that, you see some
methods to prohibit that and other options in the next section
Connection Types.
One side note: if you are using Qt::QueuedConnection
and your program
looks like the following example, at some point you will probably
wonder, why calling the Signal will not call the Slots until
app.exec()
is called. The reason for this behavior is that the event
queue, the Slot-call is enqueued, will start with this call (and block
until program exits).
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
auto a = new AObject;
auto b = new BObject;
QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString, Qt::QueuedConnection);
a->signalSometing("Hello"); // Nothing happens
return app.exec(); // 'recived a QString: "Hello"' will be printed
}
And before we start with the next section here is a little trick to call a method of another thread inside the context of the other thread. This means, that the method will be executed by the other thread and not by the “calling” one.
int methodIndex = b->metaObject()->indexOfMethod("recieveAQString(QString)");
QMetaMethod method = b->metaObject()->method(methodIndex);
method.invoke(b, Qt::QueuedConnection, Q_ARG(QString, "Hello"));
To learn more about that here is your source of truth: https://doc.qt.io/qt-5/qmetamethod.html#invoke
Connection Types
Qt::AutoConnection
Qt::AutoConnection
is the default value for any
QObject::connect(...)
call. If both QObjects that are about to be
connected are in the same thread, a Qt::DirectConnection
is used. But
if one is in another thread, a Qt::QueuedConnection
is used instead to
ensure thread-safety. Please keep in mind, if you have both QObjects
in the same thread and connected them the connection type is
Qt::DirectConnection
, even if you move one QObject
to another thread
afterwards. I generally use Qt::QueuedConnection
explicitly if I know
that the QObjects
are in different threads.
Qt::DirectConnection
A Qt::DirectConnection
is the connection with the most minimal
overhead you can get with Signals & Slots. You can visualize it that
way: If you call the Signal the method generated by Qt for you calls all
Slots in place and then returns.
Qt::QueuedConnection
The Qt::QueuedConnection
will ensure that the Slot is called in the
thread of the corresponding QObject
. It uses the fact, that every
thread in Qt (QThread
) has a Event-queue by default. So if you call
the Signal of the QObject
the method generated by Qt will enqueue the
command to call the Slot in the Event-queue of the other QObjects
thread. The Signal-method returns immediately after enqueuing the
command. To ensure all parameters exist within the other threads scope,
they have to be copied. The meta-object system of Qt has to know all the parameter types to be capable of that (see
qRegisterMetaType).
Qt::BlockingQueuedConnection
A Qt::BlockingQueuedConnection
is like a Qt::QueuedConnection
but
the Signal-method will block until the Slot returns. If you use this
connection type on QObjects
that are in the same thread you will have
a deadlock. And no one likes deadlocks (at least I don’t know anyone).
Qt::UniqueConnection
Qt::UniqueConnection
is not really a connection type but a modifier.
If you use this flag you are not able to connect the same connection
again. But if you try it QObject::connect(...)
will fail and return
false
.
// Each Example is executed individually
// Example 1
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString)
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString)
// prints:
// true
// true
// Example 2
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString, static_cast<Qt::ConnectionType>(Qt::AutoConnection | Qt::UniqueConnection));
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString, static_cast<Qt::ConnectionType>(Qt::AutoConnection | Qt::UniqueConnection));
// prints:
// true
// false
// Example 3
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString, static_cast<Qt::ConnectionType>(Qt::AutoConnection | Qt::UniqueConnection));
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString)
// prints:
// true
// true
// Example 4
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString);
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString, static_cast<Qt::ConnectionType>(Qt::AutoConnection | Qt::UniqueConnection));
// prints:
// true
// false
// Example 5 (Different connection types)
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString, static_cast<Qt::ConnectionType>(Qt::DirectConnection | Qt::UniqueConnection));
qDebug() <<QObject::connect(a, &AObject::signalSometing, b, &BObject::recieveAQString, static_cast<Qt::ConnectionType>(Qt::QueuedConnection | Qt::UniqueConnection));
// prints:
// true
// false
This is not everything you will ever need to know about Signals & Slots but with this information you can cover about 80% of all use-cases (in my opinion). If it happens, and you need the other 20% of information, I’ll give you some good links to search your specific problem on:
The Qt documentation:
https://doc.qt.io/qt-5/signalsandslots.html
Very deep understanding:
Part1: https://woboq.com/blog/how-qt-signals-slots-work.html
Part2: https://woboq.com/blog/how-qt-signals-slots-work-part2-qt5.html
Part3: https://woboq.com/blog/how-qt-signals-slots-work-part3-queuedconnection.html
Continue in this series: