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Passing Parameters to Slots

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  • ? Offline
    ? Offline
    A Former User
    wrote on last edited by
    #1

    A slot seems to work as expected without a parameter passed to it as follows:

    @ connect (ui->pushButton, SIGNAL (clicked()), this, SLOT(goal_seek()));

    //...code...

    void MainWindow::goal_seek()
    {
    double seek = 5;
    QTableWidgetItem *itab7= new QTableWidgetItem;
    QString A2 = QString::number(seek);
    itab7->setText(A2);
    ui->tableWidget_2->setItem(0,7, itab7);
    }
    @

    However, when I use the same code, the slot does not work with the parameter passed to it, as shown below:

    @
    connect (ui->pushButton, SIGNAL (clicked()), this, SLOT(goal_seek(5.0)));

    void MainWindow::goal_seek(double seek)
    {
    double seek = 5;
    QTableWidgetItem *itab7= new QTableWidgetItem;
    QString A2 = QString::number(seek);
    itab7->setText(A2);
    ui->tableWidget_2->setItem(0,7, itab7);
    }
    @

    Can one use parameters for slots, and if so, how?

    1 Reply Last reply
    0
    • sierdzioS Offline
      sierdzioS Offline
      sierdzio
      Moderators
      wrote on last edited by
      #2

      You are doing it wrong. You can't pass static values to slots in the connect assignment. You need to emit a value together with your signal:
      @
      // header
      signals:
      void clicked(int) const;

      // source
      connect (usomeObject, SIGNAL (clicked(int)), this, SLOT(goal_seek(int)));

      // signal emission:
      emit clicked(5);
      @

      (Z(:^

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      0
      • ? Offline
        ? Offline
        A Former User
        wrote on last edited by
        #3

        It doesn't work. Where does the emit code go?

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        0
        • Q Offline
          Q Offline
          qxoz
          wrote on last edited by
          #4

          One of solutions is:
          @ connect (ui->pushButton, SIGNAL (clicked()), this, SLOT(some_slot()));
          //code...
          void MainWindow::some_slot()
          {
          goal_seek(5);
          }
          @
          or
          @
          connect (ui->pushButton, SIGNAL (clicked()), this, SLOT(some_slot()));
          connect (ui->pushButton, SIGNAL (clicked(int)), this, SLOT(goal_seek(int)));
          //code...

          void MainWindow::some_slot()
          {
          emit clicked(5);
          }
          @
          it depends from your code structure.

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