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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the documentation of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\page templates.html
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\title Why Doesn't Qt Use Templates for Signals and Slots?
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\brief The reasoning behind Qt's implementation of signals and slots.
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Templates are a builtin mechanism in C++ that allows the compiler to
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generate code on the fly, depending on the type of the arguments
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passed. As such, templates are highly interesting to framework
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creators, and we do use advanced templates in many places
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in Qt. However, there are limitations: There are things that you can
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easily express with templates, and there are things that are
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impossible to express with templates. A generic vector container class
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is easily expressible, even with partial specialisation for pointer
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types, while a function that sets up a graphical user interface based
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on a XML description given as a string is not expressible as
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template. And then there is gray area in between. Things that you can
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hack with templates at the cost of code size, readability,
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portability, usability, extensability, robustness and ultimately
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design beauty. Both templates and the C preprocessor can be stretched
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to do incredibility smart and mind boggling things. But just because
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those things can be done, does not necessarily mean doing them is the
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right design choice.
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There is an important practical challenge we have to mention: due to
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the inadequacies of various compilers it is still not possible to
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fully exploit the template mechanism in cross-platform
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applications. Code unfortunately is not meant to be published in
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books, but compiled with real-world compilers on real-world operating
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system. Even today, many widely used C++ compilers have problems with
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advanced templates. For example, you cannot safely rely on partial
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template specialisation, which is essential for some non-trivial
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problem domains. Some compilers also have limitations with regards to
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template member functions, which make it hard to combine generic
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programming with object orientated programming. However, we do not
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perceive these problems as a serious limitation in our work. Even if
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all our users had access to a fully standards compliant modern C++
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compiler with excellent template support, we would not abandon the
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string-based approach used by our meta object compiler for a template
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based signals and slots system. Here are five reasons why:
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\section1 Syntax matters
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Syntax isn't just sugar: the syntax we use to express our algorithms can
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significantly affect the readability and maintainability of our code.
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The syntax used for Qt's signals and slots has proved very successful in
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practice. The syntax is intuitive, simple to use and easy to read.
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People learning Qt find the syntax helps them understand and utilize the
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signals and slots concept -- despite its highly abstract and generic
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nature. Furthermore, declaring signals in class definitions ensures that
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the signals are protected in the sense of protected C++ member
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functions. This helps programmers get their design right from the very
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beginning, without even having to think about design patterns.
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\section1 Code Generators are Good
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Qt's \c{moc} (Meta Object Compiler) provides a clean way to go
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beyond the compiled language's facilities. It does so by generating
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additional C++ code which can be compiled by any standard C++ compiler.
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The \c{moc} reads C++ source files. If it finds one or more class
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declarations that contain the Q_OBJECT macro, it produces another C++
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source file which contains the meta object code for those classes. The
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C++ source file generated by the \c{moc} must be compiled and
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linked with the implementation of the class (or it can be
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\c{#included} into the class's source file). Typically \c{moc}
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is not called manually, but automatically by the build system, so it
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requires no additional effort by the programmer.
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The \c{moc} is not the only code generator Qt is using. Another
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prominent example is the \c{uic} (User Interface Compiler). It
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takes a user interface description in XML and creates C++ code that
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sets up the form. Outside Qt, code generators are common as well. Take
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for example \c{rpc} and \c{idl}, that enable programs or
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objects to communicate over process or machine boundaries. Or the vast
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variety of scanner and parser generators, with \c{lex} and
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\c{yacc} being the most well-known ones. They take a grammar
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specification as input and generate code that implements a state
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machine. The alternatives to code generators are hacked compilers,
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proprietary languages or graphical programming tools with one-way
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dialogs or wizards that generate obscure code during design time
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rather than compile time. Rather than locking our customers into a
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proprietary C++ compiler or into a particular Integrated Development
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Environment, we enable them to use whatever tools they prefer. Instead
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of forcing programmers to add generated code into source repositories,
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we encourage them to add our tools to their build system: cleaner,
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safer and more in the spirit of UNIX.
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\section1 GUIs are Dynamic
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C++ is a standarized, powerful and elaborate general-purpose language.
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It's the only language that is exploited on such a wide range of
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software projects, spanning every kind of application from entire
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operating systems, database servers and high end graphics
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applications to common desktop applications. One of the keys to C++'s
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success is its scalable language design that focuses on maximum
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performance and minimal memory consumption whilst still maintaining
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ANSI C compatibility.
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For all these advantages, there are some downsides. For C++, the static
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object model is a clear disadvantage over the dynamic messaging approach
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of Objective C when it comes to component-based graphical user interface
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programming. What's good for a high end database server or an operating
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system isn't necessarily the right design choice for a GUI frontend.
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With \c{moc}, we have turned this disadvantage into an advantage,
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and added the flexibility required to meet the challenge of safe and
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efficient graphical user interface programming.
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Our approach goes far beyond anything you can do with templates. For
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example, we can have object properties. And we can have overloaded
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signals and slots, which feels natural when programming in a language
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where overloads are a key concept. Our signals add zero bytes to the
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size of a class instance, which means we can add new signals without
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breaking binary compatibility. Because we do not rely on excessive
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inlining as done with templates, we can keep the code size smaller.
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Adding new connections just expands to a simple function call rather
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than a complex template function.
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Another benefit is that we can explore an object's signals and slots at
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runtime. We can establish connections using type-safe call-by-name,
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without having to know the exact types of the objects we are connecting.
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This is impossible with a template based solution. This kind of runtime
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introspection opens up new possibilities, for example GUIs that are
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generated and connected from Qt Designer's XML UI files.
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\section1 Calling Performance is Not Everything
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Qt's signals and slots implementation is not as fast as a
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template-based solution. While emitting a signal is approximately the
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cost of four ordinary function calls with common template
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implementations, Qt requires effort comparable to about ten function
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calls. This is not surprising since the Qt mechanism includes a
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generic marshaller, introspection, queued calls between different
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threads, and ultimately scriptability. It does not rely on excessive
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inlining and code expansion and it provides unmatched runtime
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safety. Qt's iterators are safe while those of faster template-based
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systems are not. Even during the process of emitting a signal to
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several receivers, those receivers can be deleted safely without your
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program crashing. Without this safety, your application would
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eventually crash with a difficult to debug free'd memory read or write
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error.
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Nonetheless, couldn't a template-based solution improve the performance
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of an application using signals and slots? While it is true that Qt adds
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a small overhead to the cost of calling a slot through a signal, the
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cost of the call is only a small proportion of the entire cost of a
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slot. Benchmarking against Qt's signals and slots system is typically
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done with empty slots. As soon as you do anything useful in your slots,
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for example a few simple string operations, the calling overhead becomes
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negligible. Qt's system is so optimized that anything that requires
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operator new or delete (for example, string operations or
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inserting/removing something from a template container) is significantly
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more expensive than emitting a signal.
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Aside: If you have a signals and slots connection in a tight inner loop
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of a performance critical task and you identify this connection as the
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bottleneck, think about using the standard listener-interface pattern
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rather than signals and slots. In cases where this occurs, you probably
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only require a 1:1 connection anyway. For example, if you have an object
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that downloads data from the network, it's a perfectly sensible design
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to use a signal to indicate that the requested data arrived. But if you
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need to send out every single byte one by one to a consumer, use a
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listener interface rather than signals and slots.
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\section1 No Limits
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Because we had the \c{moc} for signals and slots, we could add
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other useful things to it that could not be done with templates.
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Among these are scoped translations via a generated \c{tr()}
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function, and an advanced property system with introspection and
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extended runtime type information. The property system alone is a
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great advantage: a powerful and generic user interface design tool
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like Qt Designer would be a lot harder to write - if not impossible -
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without a powerful and introspective property system. But it does not
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end here. We also provide a dynamic qobject_cast<T>() mechanism
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that does not rely on the system's RTTI and thus does not share its
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limitations. We use it to safely query interfaces from dynamically
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loaded components. Another application domain are dynamic meta
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objects. We can e.g. take ActiveX components and at runtime create a
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meta object around it. Or we can export Qt components as ActiveX
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components by exporting its meta object. You cannot do either of these
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things with templates.
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C++ with the \c{moc} essentially gives us the flexibility of
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Objective-C or of a Java Runtime Environment, while maintaining C++'s
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unique performance and scalability advantages. It is what makes Qt the
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flexible and comfortable tool we have today.
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*/
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