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std.signals
Signals and Slots are an implementation of the Observer Pattern.
Essentially, when a Signal is emitted, a list of connected Observers
(called slots) are called.
There have been several D implementations of Signals and Slots.
This version makes use of several new features in D, which make
using it simpler and less error prone. In particular, it is no
longer necessary to instrument the slots.
References
A Deeper Look at Signals and Slots
Observer pattern
Wikipedia
Boost Signals
Qt
Signals and Slots in D
Dynamic binding -- Qt's Signals and Slots vs Objective-C
Dissecting the SS
about harmonia
Another event handling module
Suggestion: signal/slot mechanism
Signals and slots?
Signals and slots ready for evaluation
Signals & Slots for Walter
Signal/Slot mechanism?
Modern Features?
Delegates vs interfaces
The importance of component programming (properties, signals and slots, etc)
signals and slots
Bugs:
Slots can only be delegates formed from class objects or
interfaces to class objects. If a delegate to something else
is passed to connect(), such as a struct member function,
a nested function, a COM interface or a closure, undefined behavior
will result.
Not safe for multiple threads operating on the same signals
or slots.
License:
Authors:
Source std/signals.d
- template
Signal
(T1...) - Mixin to create a signal within a class object.Different signals can be added to a class by naming the mixins.Examples:
import std.signals; int observedMessageCounter = 0; class Observer { // our slot void watch(string msg, int value) { switch (observedMessageCounter++) { case 0: writeln(msg); // "setting new value" writeln(value); // 4 break; case 1: writeln(msg); // "setting new value" writeln(value); // 6 break; default: assert(0, "Unknown observation"); } } } class Observer2 { // our slot void watch(string msg, int value) { } } class Foo { int value() { return _value; } int value(int v) { if (v != _value) { _value = v; // call all the connected slots with the two parameters emit("setting new value", v); } return v; } // Mix in all the code we need to make Foo into a signal mixin Signal!(string, int); private : int _value; } Foo a = new Foo; Observer o = new Observer; auto o2 = new Observer2; auto o3 = new Observer2; auto o4 = new Observer2; auto o5 = new Observer2; a.value = 3; // should not call o.watch() a.connect(&o.watch); // o.watch is the slot a.connect(&o2.watch); a.connect(&o3.watch); a.connect(&o4.watch); a.connect(&o5.watch); a.value = 4; // should call o.watch() a.disconnect(&o.watch); // o.watch is no longer a slot a.disconnect(&o3.watch); a.disconnect(&o5.watch); a.disconnect(&o4.watch); a.disconnect(&o2.watch); a.value = 5; // so should not call o.watch() a.connect(&o2.watch); a.connect(&o.watch); // connect again a.value = 6; // should call o.watch() destroy(o); // destroying o should automatically disconnect it a.value = 7; // should not call o.watch() writeln(observedMessageCounter); // 2
- alias
slot_t
= void delegate(T1); - A slot is implemented as a delegate. The slot_t is the type of the delegate. The delegate must be to an instance of a class or an interface to a class instance. Delegates to struct instances or nested functions must not be used as slots.
- final void
emit
(T1i
); - Call each of the connected slots, passing the argument(s) i to them. Nested call will be ignored.
- final void
connect
(slot_tslot
); - Add a slot to the list of slots to be called when emit() is called.
- final void
disconnect
(slot_tslot
); - Remove a slot from the list of slots to be called when emit() is called.
- final void
disconnectAll
(); - Disconnect all the slots.
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