Evgenii Legotckoi
Evgenii LegotckoiApril 26, 2018, 6:39 a.m.

Qt/C++ Tutorial 078. Do not mix the old syntax of signals and slots on SIGNAL SLOT macros with new syntax on pointers

We all know that in Qt there are two syntaxes of signals and slots:

But also, as it is not necessary to interfere with beer with vodka, with the same success it is not necessary to mix two syntaxes within the framework of one project.

Of course, there are projects that write a lot of code and make a complete refactoring on changing the whole syntax is quite an overhead job, but if you, gradually completing the project, switch to a new syntax, try to update all the code places with the given one connection to a new syntax.

The fact is that for both cases ( SINGAL SLOT macros and syntax on pointers ) other contents of moc files are formed, which leads to the fact that mixed usage of connect and disconnect methods does not work as expected. And to be precise, the disconnect method will not work if connect was called using macros, and disconnect was called using pointers.


Example

We will create a trial project in which there will be a window and one button. Add a slot in the window. And in the window class designer, let's check the four combinations of connecting the button signal to the window slot:

  1. connect SIGNAL SLOT - disconnect SIGNAL SLOT
  2. connect SIGNAL SLOT - disconnect on pointers
  3. connect on pointers - disconnect on pointers
  4. connect on pointers - disconnect SIGNAL SLOT

widget.h

#ifndef WIDGET_H
#define WIDGET_H

#include <QWidget>

namespace Ui {
class Widget;
}

class Widget : public QWidget
{
    Q_OBJECT

public:
    explicit Widget(QWidget *parent = 0);
    ~Widget();

public slots:
    void checkSlot() {} // Slot for checking

private:
    Ui::Widget *ui;
};

#endif // WIDGET_H

widget.cpp

#include "widget.h"
#include "ui_widget.h"

#include <QDebug>

Widget::Widget(QWidget *parent) :
    QWidget(parent),
    ui(new Ui::Widget)
{
    ui->setupUi(this);

    qDebug() << "First test";
    qDebug() << connect(ui->pushButton, SIGNAL(clicked(bool)), this, SLOT(checkSlot()));
    qDebug() << disconnect(ui->pushButton, SIGNAL(clicked(bool)), this, SLOT(checkSlot()));

    qDebug() << "Second test";
    qDebug() << connect(ui->pushButton, SIGNAL(clicked(bool)), this, SLOT(checkSlot()));
    qDebug() << disconnect(ui->pushButton, &QPushButton::clicked, this, &Widget::checkSlot);

    qDebug() << "Third test";
    qDebug() << connect(ui->pushButton,&QPushButton::clicked, this, &Widget::checkSlot);
    qDebug() << disconnect(ui->pushButton, &QPushButton::clicked, this, &Widget::checkSlot);

    qDebug() << "Fourth test";
    qDebug() << connect(ui->pushButton,&QPushButton::clicked, this, &Widget::checkSlot);
    qDebug() << disconnect(ui->pushButton, SIGNAL(clicked(bool)), this, SLOT(checkSlot()));
}

Widget::~Widget()
{
    delete ui;
}

Output

First test
true
true
Second test
true
false
Third test
true
true
Fourth test
true
true

Thus, it turns out that the pair connect SINGAL SLOT - disconnect on the pointers gives the wrong result that was expected. And in fact the slot remains connected.

Therefore, beginners recommend that I pay close attention to this nuance of working with signals and slots in Qt.

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c
  • May 2, 2018, 7:13 p.m.

Who hasn’t mixed beer with vodka! 🤢🤮

Evgenii Legotckoi
  • May 3, 2018, 3:38 a.m.

vodka + beer = strong coctail, but it is bad ))

Юрий
  • June 4, 2018, 12:41 p.m.

disconnect - обязательно делать, во всех случаях?

Evgenii Legotckoi
  • June 4, 2018, 4:03 p.m.

Если удаляете объект, то все коннекты отключаются автоматически, здесь следить не требуется.

В остальных случаях disconnect нужно делать тогда, когда Вам нужно отключить сигнал-слотовое соединение в соответствии с логикой вашей программы, то есть на ваше усмотрение.

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