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how to communicate between plugin or app?

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  • C Offline
    C Offline
    ChrisW67
    wrote on last edited by
    #2

    plugin-A want to use plugin-B's method

    Plugin A and B have no way to know if the other is present in the program address space or not.

    I suppose the main program could advise plugin B (through a call in InterfaceB) of a pointer to plugin A (an InterfaceA*) after it has loaded them. B could them invoke InterfaceA methods through the pointer. Pointer lifetime and validity would have be considered if plugins can be unloaded. Handling of multiple plugins implementing IntefaceA is also an issue: which A do you tell B about? There may be issues in this I have not considered.

    You would have to ask yourself if A and B are actually independent and whether they are better implemented as a single plugin (perhaps with multiple interfaces as in the example). Perhaps InterfaceA plugins should actually be loaded by plugin B and not the main program

    Or, plugin-B needs to connect signal to plugin-A's slot, how to do that.

    If they need to be connected signal-slot then the only place that can happen is in the program that has loaded the plugins and has access to the two QObjects.

    Q 1 Reply Last reply
    0
    • C ChrisW67

      plugin-A want to use plugin-B's method

      Plugin A and B have no way to know if the other is present in the program address space or not.

      I suppose the main program could advise plugin B (through a call in InterfaceB) of a pointer to plugin A (an InterfaceA*) after it has loaded them. B could them invoke InterfaceA methods through the pointer. Pointer lifetime and validity would have be considered if plugins can be unloaded. Handling of multiple plugins implementing IntefaceA is also an issue: which A do you tell B about? There may be issues in this I have not considered.

      You would have to ask yourself if A and B are actually independent and whether they are better implemented as a single plugin (perhaps with multiple interfaces as in the example). Perhaps InterfaceA plugins should actually be loaded by plugin B and not the main program

      Or, plugin-B needs to connect signal to plugin-A's slot, how to do that.

      If they need to be connected signal-slot then the only place that can happen is in the program that has loaded the plugins and has access to the two QObjects.

      Q Offline
      Q Offline
      QtTester
      wrote on last edited by
      #3

      @ChrisW67 thanks for replying.
      I wrote an example, an issue makes me confused.
      interface:

      #ifndef MYINTERFACE5_H
      #define MYINTERFACE5_H
      
      #include <QWidget>
      #include <QObject>
      class _MyPlugin5 : public QObject
      {
          Q_OBJECT
      public:
          virtual ~_MyPlugin5() = default;
      
      public slots:
          virtual void onNotify(QString txt) = 0;
      
          // cannot be virtual
      signals:
          void sigAdd(QString txt);
      };
      Q_DECLARE_INTERFACE(_MyPlugin5,"com.myif._MyPlugin5/1.0");
      
      #endif // MYINTERFACE_H
      
      

      plugin project, the h:

      #ifndef MYPLUGIN5_H
      #define MYPLUGIN5_H
      
      #include <QObject>
      #include "_myplugin5.h"
      
      class MyPlugin5 :public _MyPlugin5
      {
          Q_OBJECT
          Q_PLUGIN_METADATA(IID "org.qt-project.Qt.QInterface5" FILE "MyPlugin5.json")
          Q_INTERFACES(_MyPlugin5);
      
      public:
          QWidget *CreateWidget(QWidget *parent);
          int add(int a,int b);
      signals:
          // already defined in base class
          // void sigAdd(QString txt) override;
      
      public slots:
          void onNotify(QString txt) override;
      };
      
      #endif
      

      the cpp:

      #include "myplugin5.h"
      #include "utility.h"
      #include <QDebug>
      
      QWidget *MyPlugin5::CreateWidget(QWidget *parent)
      {
          return parent;
      }
      int MyPlugin5::add(int a, int b)
      {
          int sum = a+b;
          emit sigAdd(QString::number(sum));
          return a+b;
      }
      void MyPlugin5::onNotify(QString txt)
      {
          T_INF <<"recv slot:" <<txt;
          emit sigAdd("aaa");
      }
      

      now the Mainwindow to invoke:

      // pb pbMyplugin5Add
      void MainWindow::on_pbMyplugin5Add_clicked()
      {
          QObject *obj = PluginManager::i().plugin("MyPlugin5");
          if(obj == nullptr){
              T_ERR << "nullptr";
              return;
          }
          _MyPlugin5 *iface = qobject_cast<_MyPlugin5*>(obj);
      
          if(iface != nullptr){
              // cannot be connected ,why?
              // connect(iface,&_MyPlugin5::sigAdd,this,&MainWindow::onAdd);
      
              // connection is OK and work
              connect(iface,SIGNAL(sigAdd(QString)),this,SLOT(onAdd(QString)),Qt::UniqueConnection);
              connect(this,&MainWindow::notifyPlugin,iface,&_MyPlugin5::onNotify,Qt::UniqueConnection);
              emit notifyPlugin("mainwindow to plugin");
          }
      }
      

      as shown in the code,

      connect(iface,&_MyPlugin5::sigAdd,this,&MainWindow::onAdd,Qt::UniqueConnection); 
      

      is failed. it says unresolved external symbol _MyPlugin5::sigAdd
      but

      connect(iface,SIGNAL(sigAdd(QString)),this,SLOT(onAdd(QString)),Qt::UniqueConnection);
      

      is OK and work fine, why???

      1 Reply Last reply
      0
      • JianJianJ Offline
        JianJianJ Offline
        JianJian
        wrote on last edited by
        #4

        i get the same issue,and make me confuse

        C 1 Reply Last reply
        0
        • JianJianJ JianJian

          i get the same issue,and make me confuse

          C Offline
          C Offline
          ChrisW67
          wrote on last edited by
          #5

          @JianJian Which "same issue"?

          New-style connects (the only type you should be using in new code) are resolved entirely at build time:

          connect(iface,&_MyPlugin5::sigAdd,this,&MainWindow::onAdd,Qt::UniqueConnection); 
          

          This will compile if the appropriate header files are present, but fail to link because there is no corresponding link library containing a _MyPlugin5::sigAdd() exported symbol.

          That would be quite normal for a Qt plugin: they implement interfaces and instances created at run time are only driven through those interfaces. The main program and plugins are not directly linked to each other.

          Old-style connects are resolved at program run time:

          connect(iface,SIGNAL(sigAdd(QString)),this,SLOT(onAdd(QString)),Qt::UniqueConnection);
          

          This will compile and link just fine. At the time it is executed it might work if iface and this object contain the relevant signals and slots. If the objects do not have the named signals or slots then a runtime warning is output and the connect fails... the program will continue to run but not behave as expected.

          JianJianJ Pl45m4P 2 Replies Last reply
          0
          • C ChrisW67

            @JianJian Which "same issue"?

            New-style connects (the only type you should be using in new code) are resolved entirely at build time:

            connect(iface,&_MyPlugin5::sigAdd,this,&MainWindow::onAdd,Qt::UniqueConnection); 
            

            This will compile if the appropriate header files are present, but fail to link because there is no corresponding link library containing a _MyPlugin5::sigAdd() exported symbol.

            That would be quite normal for a Qt plugin: they implement interfaces and instances created at run time are only driven through those interfaces. The main program and plugins are not directly linked to each other.

            Old-style connects are resolved at program run time:

            connect(iface,SIGNAL(sigAdd(QString)),this,SLOT(onAdd(QString)),Qt::UniqueConnection);
            

            This will compile and link just fine. At the time it is executed it might work if iface and this object contain the relevant signals and slots. If the objects do not have the named signals or slots then a runtime warning is output and the connect fails... the program will continue to run but not behave as expected.

            JianJianJ Offline
            JianJianJ Offline
            JianJian
            wrote on last edited by
            #6

            @ChrisW67 "the same issue" is use New-style connects will get the error "undefined reference to 'xxxx::staticMetaObject'" and function symbol error,but if i use the Old-style connects ,every thing is ok

            SGaistS 1 Reply Last reply
            0
            • JianJianJ JianJian

              @ChrisW67 "the same issue" is use New-style connects will get the error "undefined reference to 'xxxx::staticMetaObject'" and function symbol error,but if i use the Old-style connects ,every thing is ok

              SGaistS Offline
              SGaistS Offline
              SGaist
              Lifetime Qt Champion
              wrote on last edited by
              #7

              @JianJian do you have a library that defines the plugin interface and link the main application and the plugin to it ?

              Interested in AI ? www.idiap.ch
              Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

              JianJianJ 1 Reply Last reply
              0
              • SGaistS SGaist

                @JianJian do you have a library that defines the plugin interface and link the main application and the plugin to it ?

                JianJianJ Offline
                JianJianJ Offline
                JianJian
                wrote on last edited by
                #8

                @SGaist yes i do have the interface

                // interface.h header
                class BasePluginInterface
                {
                public:
                    explicit BasePluginInterface();
                    virtual ~BasePluginInterface();
                    virtual BasePluginInterface* plugin() = 0;
                    virtual BasePluginInterface* newPlugin() = 0;
                
                };
                
                #define BasePluginInterface_iid "QtPluginDemo.QPlugins.BasePluginInterface"
                Q_DECLARE_INTERFACE(BasePluginInterface, BasePluginInterface_iid)
                
                // qlogshowplugin.h header
                #include "BasePluginInterface.h"
                class QLogShowPluginInterface
                {
                public:
                    //explicit QLogShowPluginInterface(QWidget* parent = nullptr);
                    virtual ~QLogShowPluginInterface();
                    virtual int add(int a, int b) = 0;
                    //signals: not work this way
                    //virtual void sig_msg(QString) = 0;
                    // slots
                   //public slots:
                    virtual void slot_showMsg(QString msg) = 0;
                };
                
                #define QLogShowPluginInterface_iid "QtPluginDemo.plugins.QLogShowPluginInterface"
                Q_DECLARE_INTERFACE(QLogShowPluginInterface, QLogShowPluginInterface_iid)
                
                class  QLogShow_Plugin : public QWidget, public QLogShowPluginInterface, public BasePluginInterface
                {
                    Q_OBJECT
                    Q_PLUGIN_METADATA(IID "qtPluginDemo.plugins.QLogShowPlugin")
                
                    Q_INTERFACES(BasePluginInterface QLogShowPluginInterface)
                
                public:
                    explicit QLogShow_Plugin(QWidget* parent = nullptr);
                    ~QLogShow_Plugin();
                    QLogShow_Plugin* plugin() ;
                    QLogShow_Plugin* newPlugin() ;
                    int add(int a, int b) ;
                public slots:
                    void slot_showMsg(QString msg);
                signals:
                    void sig_msg(QString);
                
                private slots:
                    void on_pb_msg_clicked();
                
                private:
                    Ui::QLogShow_Plugin *ui;
                };
                
                the plugin .pro file
                QT       += core gui
                
                greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
                
                CONFIG += c++11
                TARGET = QLogShow_Plugin
                TEMPLATE = lib
                CONFIG += plugin
                //the other content....
                

                and i use the plugin in another dll ,in the same application

                // plugin magr dll
                QT       += core gui
                
                greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
                
                CONFIG += c++11
                TARGET =  QPluginMagr
                TEMPLATE = lib
                DEFINES += $${upper($$member(TARGET))}_LIBRARY
                

                the plugin magr cpp file,use plugin

                #include "QLogShow_Plugin.h"
                QPluginLoader loader(path);
                        QObject* plugin = loader.instance();
                        if(!plugin){
                         return;
                        }
                        p = qobject_cast<BasePluginInterface*>(plugin);
                        if(p == nullptr){
                            return;
                        } else {
                            auto plug = static_cast<QLogShow_Plugin*>(p);
                        // show error undefined reference to `QLogShow_Plugin::staticMetaObject'
                          connect(plug, &QLogShow_Plugin::sig_msg, [](){}); // error
                        }
                
                1 Reply Last reply
                0
                • C ChrisW67

                  @JianJian Which "same issue"?

                  New-style connects (the only type you should be using in new code) are resolved entirely at build time:

                  connect(iface,&_MyPlugin5::sigAdd,this,&MainWindow::onAdd,Qt::UniqueConnection); 
                  

                  This will compile if the appropriate header files are present, but fail to link because there is no corresponding link library containing a _MyPlugin5::sigAdd() exported symbol.

                  That would be quite normal for a Qt plugin: they implement interfaces and instances created at run time are only driven through those interfaces. The main program and plugins are not directly linked to each other.

                  Old-style connects are resolved at program run time:

                  connect(iface,SIGNAL(sigAdd(QString)),this,SLOT(onAdd(QString)),Qt::UniqueConnection);
                  

                  This will compile and link just fine. At the time it is executed it might work if iface and this object contain the relevant signals and slots. If the objects do not have the named signals or slots then a runtime warning is output and the connect fails... the program will continue to run but not behave as expected.

                  Pl45m4P Offline
                  Pl45m4P Offline
                  Pl45m4
                  wrote on last edited by
                  #9

                  @ChrisW67 said in how to communicate between plugin or app?:

                  New-style connects (the only type you should be using in new code)

                  Internally there are still a lot of string-based connection in Qt, which you also have to face when Qt pImpl style to create your own widgets from scratch.
                  See, Q_PRIVATE_SLOT for example.


                  If debugging is the process of removing software bugs, then programming must be the process of putting them in.

                  ~E. W. Dijkstra

                  JianJianJ 1 Reply Last reply
                  0
                  • Pl45m4P Pl45m4

                    @ChrisW67 said in how to communicate between plugin or app?:

                    New-style connects (the only type you should be using in new code)

                    Internally there are still a lot of string-based connection in Qt, which you also have to face when Qt pImpl style to create your own widgets from scratch.
                    See, Q_PRIVATE_SLOT for example.

                    JianJianJ Offline
                    JianJianJ Offline
                    JianJian
                    wrote on last edited by
                    #10

                    @Pl45m4 that means i have to use the Old-style connects to connect the signals

                    C 1 Reply Last reply
                    0
                    • JianJianJ JianJian

                      @Pl45m4 that means i have to use the Old-style connects to connect the signals

                      C Offline
                      C Offline
                      ChrisW67
                      wrote on last edited by
                      #11

                      @JianJian No, it does not. It does mean you need to organise your project a bit differently.

                      Here is a complete example: https://github.com/ChrisW67/qtforum-pluginplay
                      It works by creating a library containing the interfaces (abstract base classes) that is used by the application and the plugins. The application does not know of the specific plugin classes, only the interface classes. The application connects objects from the plugins using the interface. Neither plugin knows anything about the other or the application.

                      There is probably more than one (neater) way to achieve this.

                      JianJianJ 2 Replies Last reply
                      0
                      • C ChrisW67

                        @JianJian No, it does not. It does mean you need to organise your project a bit differently.

                        Here is a complete example: https://github.com/ChrisW67/qtforum-pluginplay
                        It works by creating a library containing the interfaces (abstract base classes) that is used by the application and the plugins. The application does not know of the specific plugin classes, only the interface classes. The application connects objects from the plugins using the interface. Neither plugin knows anything about the other or the application.

                        There is probably more than one (neater) way to achieve this.

                        JianJianJ Offline
                        JianJianJ Offline
                        JianJian
                        wrote on last edited by
                        #12

                        @ChrisW67 thanks for your reply, i use qmake, and the most important is that i use plugin because i really do not want to add library import in my pro file, so i can also compile my application without plugin lib/dll.
                        i have learned your code,it seems needs to add lib import in cmake file, i think it will have compile error if i have no plugin dll in my application.

                        C 1 Reply Last reply
                        0
                        • JianJianJ JianJian

                          @ChrisW67 thanks for your reply, i use qmake, and the most important is that i use plugin because i really do not want to add library import in my pro file, so i can also compile my application without plugin lib/dll.
                          i have learned your code,it seems needs to add lib import in cmake file, i think it will have compile error if i have no plugin dll in my application.

                          C Offline
                          C Offline
                          ChrisW67
                          wrote on last edited by ChrisW67
                          #13

                          @JianJian said in how to communicate between plugin or app?:

                          I use qmake

                          All of this works with qmake. CMake and qmake just coordinate building the project and do not change the behaviour.

                          I have added qmake project files to the example. I also removed some stray files from the app directory.

                          i think it will have compile error if i have no plugin dll in my application.

                          No. The application requires the static library containing a skeleton interface. It does not require any of the actual dynamically loaded plugins to build. Try removing the src/plugins directory from the top-level PRO file and do a clean build.

                          1 Reply Last reply
                          0
                          • SGaistS Offline
                            SGaistS Offline
                            SGaist
                            Lifetime Qt Champion
                            wrote on last edited by
                            #14

                            In addition to @ChrisW67, if memory serves well, the library that is common to the plugins and the application shall not be static as it will result in duplicated static meta objects being loaded and will cause trouble.

                            Interested in AI ? www.idiap.ch
                            Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

                            C 1 Reply Last reply
                            1
                            • SGaistS SGaist

                              In addition to @ChrisW67, if memory serves well, the library that is common to the plugins and the application shall not be static as it will result in duplicated static meta objects being loaded and will cause trouble.

                              C Offline
                              C Offline
                              ChrisW67
                              wrote on last edited by
                              #15

                              @SGaist You are probably right. I did not see problems, but it was a trivial usage. No reason it cannot be a shared library.

                              1 Reply Last reply
                              0
                              • C ChrisW67

                                @JianJian No, it does not. It does mean you need to organise your project a bit differently.

                                Here is a complete example: https://github.com/ChrisW67/qtforum-pluginplay
                                It works by creating a library containing the interfaces (abstract base classes) that is used by the application and the plugins. The application does not know of the specific plugin classes, only the interface classes. The application connects objects from the plugins using the interface. Neither plugin knows anything about the other or the application.

                                There is probably more than one (neater) way to achieve this.

                                JianJianJ Offline
                                JianJianJ Offline
                                JianJian
                                wrote on last edited by
                                #16

                                @ChrisW67 i have code like your way,and it still not work,this is my code: [https://github.com/xiaobingcaicai/qtpluginplay-demo],
                                1.uncheck the shadow build
                                2.compile the plugins sub-project
                                3.compile the app sub-project
                                show the error "undefined reference to `SenderInterface::staticMetaObject'"

                                C 1 Reply Last reply
                                0
                                • JianJianJ JianJian

                                  @ChrisW67 i have code like your way,and it still not work,this is my code: [https://github.com/xiaobingcaicai/qtpluginplay-demo],
                                  1.uncheck the shadow build
                                  2.compile the plugins sub-project
                                  3.compile the app sub-project
                                  show the error "undefined reference to `SenderInterface::staticMetaObject'"

                                  C Offline
                                  C Offline
                                  ChrisW67
                                  wrote on last edited by
                                  #17

                                  No need to build the sub-projects independently: just build the top level and it will recurse into the subdirectories.

                                  • PluginPlay project should build everything in order but:
                                    • you are not building sub-project interfaces (commented out, and missing).
                                    • you have omitted the CONFIG setting for ordered building (there are other ways to ensure the correct order but this is simplest)
                                  • Sub-project app depends on interfaces and so is unsatisfied.
                                  • Sub-project plugins depend on interfaces.

                                  The interfaces library needs to be independent of both app and plugins: you have wedged it into plugins.

                                  JianJianJ 1 Reply Last reply
                                  1
                                  • C ChrisW67

                                    No need to build the sub-projects independently: just build the top level and it will recurse into the subdirectories.

                                    • PluginPlay project should build everything in order but:
                                      • you are not building sub-project interfaces (commented out, and missing).
                                      • you have omitted the CONFIG setting for ordered building (there are other ways to ensure the correct order but this is simplest)
                                    • Sub-project app depends on interfaces and so is unsatisfied.
                                    • Sub-project plugins depend on interfaces.

                                    The interfaces library needs to be independent of both app and plugins: you have wedged it into plugins.

                                    JianJianJ Offline
                                    JianJianJ Offline
                                    JianJian
                                    wrote on last edited by
                                    #18

                                    @ChrisW67 i have also tested the way you said:The interfaces library needs to be independent of both app and plugins. still get same error.
                                    i think the primary cause is the plugin is not imported in the pro file, so the signs symbol can not be reconized, but if i import the plugin in the pro,the app can not compile success if there is no pugin(.dll/.so) file

                                    maybe i have also maked other mistakes 😂😂

                                    C 1 Reply Last reply
                                    0
                                    • JianJianJ JianJian

                                      @ChrisW67 i have also tested the way you said:The interfaces library needs to be independent of both app and plugins. still get same error.
                                      i think the primary cause is the plugin is not imported in the pro file, so the signs symbol can not be reconized, but if i import the plugin in the pro,the app can not compile success if there is no pugin(.dll/.so) file

                                      maybe i have also maked other mistakes 😂😂

                                      C Offline
                                      C Offline
                                      ChrisW67
                                      wrote on last edited by
                                      #19

                                      @JianJian Yes, look more closely at my example on GitHub.

                                      The app does not need to link to, or include headers from, the plugin(s). The app only needs to know about the interface and the minimal link library it produces.

                                      JianJianJ 1 Reply Last reply
                                      0
                                      • C ChrisW67

                                        @JianJian Yes, look more closely at my example on GitHub.

                                        The app does not need to link to, or include headers from, the plugin(s). The app only needs to know about the interface and the minimal link library it produces.

                                        JianJianJ Offline
                                        JianJianJ Offline
                                        JianJian
                                        wrote on last edited by
                                        #20

                                        @ChrisW67 the minimal link library you mean is the .a/.lib library file?

                                        C 1 Reply Last reply
                                        0
                                        • JianJianJ JianJian

                                          @ChrisW67 the minimal link library you mean is the .a/.lib library file?

                                          C Offline
                                          C Offline
                                          ChrisW67
                                          wrote on last edited by ChrisW67
                                          #21

                                          Yes, the libinterfaces.a or equivalent depending on compiler.

                                          I have modified the Git sources to make this library shared rather than static. So, on Linux you get:

                                          .../src/interfaces/libinterfaces.so  # both the link and runtime library
                                          

                                          on Windows you get (from memory):

                                          .../src/interfaces/libinterfaces.a     # MinGW the link library
                                          .../src/interfaces/libinterfaces.lib   # MSVC the link library
                                          .../src/interfaces/libinterfaces.dll   # the runtime library
                                          

                                          On my Linux box the resulting app executable is linked to these things at run time:

                                          $ ls .
                                          app  libbasicreceiver.so  libbasicsender.so  libinterfaces.so
                                          $ ldd app  # the application with no direct linkage to a plugin
                                                  linux-vdso.so.1 (0x00007fff1819c000)
                                                  libinterfaces.so => ./libinterfaces.so (0x0000718c2b36f000)
                                                  ...
                                          $ ldd libbasicreceiver.so  # a plugin
                                                  linux-vdso.so.1 (0x00007ffdc8fe8000)
                                                  libinterfaces.so => ./libinterfaces.so (0x000070653e942000)
                                                  ...
                                          
                                          1 Reply Last reply
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