F
firehead.satish
Hello Comp.Lang.C
I have been reading some documentation on the QT 4.0 signalling
systems. I read somewhere that the Signal/Slot systems is based on a
Observer Pattern.
This is where I do not understand. A slot is 'Prototype' that contains
parametres that determines the behaviour of an object.
In this context how can the pattern 'Prototype' become an object
itself?
I am looking for algorithms for implementing an event-handling system
using Design patterns without the use of templates or the use of third
party software.
I know that a Signal is an event which has state therefore an event is
considered a 'State' patttern.
A Command patterns executes a prototype/ slot.
Can a Prototype object specify the behaviour of an event? That is, can
a Prototype pattern specify what Signals/ events are available for an
object such as TextBox or a Button?
How can I specify using design patterns; what parametres are available
for an method?
For example:
button_Clicked methods has no arguments but later on I want to modify
the behaviour, How can I use the Prototype/Command pattern to modify
the behaviour?
The similarity between Signal and Slots with Design Pattern is as
follows.
An observer patterns observes other Observers.
A observer patterns contains many Signals ( State Pattern).
A Signal can contains 1 or many Protoypes/ Command Pattern.
When a observer asynchronously invokes different observer containing a
Signal/State it would then invoke Slots particular to the Signal. For
this to happen I would have to use a Proxy or a Delegate Pattern?
Could someone help out please?
Satish
I have been reading some documentation on the QT 4.0 signalling
systems. I read somewhere that the Signal/Slot systems is based on a
Observer Pattern.
This is where I do not understand. A slot is 'Prototype' that contains
parametres that determines the behaviour of an object.
In this context how can the pattern 'Prototype' become an object
itself?
I am looking for algorithms for implementing an event-handling system
using Design patterns without the use of templates or the use of third
party software.
I know that a Signal is an event which has state therefore an event is
considered a 'State' patttern.
A Command patterns executes a prototype/ slot.
Can a Prototype object specify the behaviour of an event? That is, can
a Prototype pattern specify what Signals/ events are available for an
object such as TextBox or a Button?
How can I specify using design patterns; what parametres are available
for an method?
For example:
button_Clicked methods has no arguments but later on I want to modify
the behaviour, How can I use the Prototype/Command pattern to modify
the behaviour?
The similarity between Signal and Slots with Design Pattern is as
follows.
An observer patterns observes other Observers.
A observer patterns contains many Signals ( State Pattern).
A Signal can contains 1 or many Protoypes/ Command Pattern.
When a observer asynchronously invokes different observer containing a
Signal/State it would then invoke Slots particular to the Signal. For
this to happen I would have to use a Proxy or a Delegate Pattern?
Could someone help out please?
Satish