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Be sure to include the $ before KDEDIR. If KDEDIR is not already defined, you can define it yourself, assigning the location (if you know it) of the KDE components:
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KDEDIR = /opt/kde
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On Red Hat Linux, the Qt libraries for 6.0 are placed in the /usr/lib/qt directory, and KDE libraries are mixed with other libraries in the /usr/lib directory. You will not have to specify a KDE library, and for Qt, you specify the /usr/lib/qt directory. Caldera OpenLinux, along with other distributions, currently defines the KDE libraries to be in the /opt/kde directory. In the following example, both the KDE and Qt libraries are specified for the myapp.cpp KDE program.
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g++ -I$KDEDIR/include -L$KDEDIR/lib -I$QTDIR/include -L$QTDIR/libs lkdecore lkdeui lqt myapp.cpp
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KDE and Qt use signals and slots to allow one widget to communicate with another. Signals and slots are member functions defined in a class that have special capabilities. Signals are
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emitted by an object when it is activated by some event occurring on it. For example, when a user clicks a button object, the button will emit a clicked signal. This signal can then be picked up by any other object set up to receive it. Such an object will have slots that are designated to receive the signal. A slot is just a member function that executes when the object receives a certain signal. In effect, slots operate like event handlers, and signals can be thought of as events, but KDE and Qt do not operate like standard event-driven GUIs. Instead, the process of event handling is implemented as messages are sent and received by objects. Instead of focusing on the processing of an event when it occurs, objects manage their own event tasks as they occur, whether that be receiving or sending signals. A KDE widget emits a signal when an event occurs on it or when it changes state for some reason. There are several possible signals, among the more common of which are the activated and clicked signals. So, when an activated signal occurs on a menu item widget, the processing function will execute the corresponding function for that item. For example, given a window with a menu that has an Exit item, when a user clicks on an Exit item in the File menu, a function to exit the program should be executed. The Exit item emits a signal that is then received by the main window object, which then executes the slot function associated with the Exit item. The connection between the signal from an emitting object to a slot function in a receiving object is created with the object's connect function. The connect function sets up a connection between a certain signal in a given object with a specific slot function in another object. Its first argument is the object, the second is the signal, and the last is the callback function. To specify the signal, you use the SIGNAL macro on the signal name with its parameters. For the callback command function, you use the SLOT macro. Using connect operations, you can also connect a signal to several slots and connect several signals to just one slot. In the following example, the clicked signal on the buttonhi object is connected to the myhello slot function in the mywin object:
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connect(buttonhi, SIGNAL(clicked()), mywin, SLOT(myhello()));
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Classes composed of several widgets, such as an application window, will often have connections from signals from the different widgets to the main widget. connect operations are usually placed with the class declaration of the main widget for connecting signals from its subwidgets to itself. In this case, the main widget (object) can then be referenced with the C++ this pointer reference, which always references the class being declared, as shown next:
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connect(buttonhi, SIGNAL(clicked()), this, SLOT(myhello()));
Tip Any class that includes slots or signals must also include a special reference named Q_OBJECT. This enables the Meta-Object Compiler preprocessor (described next) to set up any signals and slots declared in the class.
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