A slot is a software component that is invoked by other components. Slots have a number of different characteristics. Some are based on traditional 2D tools, while others offer a three-dimensional feel. In any case, slots follow the standard C++ rules when called directly. However, there are some special characteristics that you should be aware of.
For example, if you have a private slot, you can’t have a signal emitted from that class. You can, however, have a signal emitted from a class that doesn’t have a connection to the private slot. This will cause the private slot to be invoked in an unrelated class.
When a signal is connected to a slot, the overhead that is associated with the signal is much smaller than the operation that is being performed. As a result, signals are often much more efficient than callbacks. However, this is only true for system calls in slots. If you are trying to implement a slot with this kind of overhead, you will need to provide marshalling parameters and make sure that all the connections are properly handled.
Another interesting thing about the signals and slots mechanism is that it is extremely flexible. Depending on how you define the mechanism, it can be used in any number of ways. One common approach is to emit a signal from a QObject and then use the QObject::connect method to connect it to a slot. Using this technique allows the compiler to check whether your class is compatible with the signal. It also makes sure that your receiver is executed in the context thread.
The other approach is to make your slots public and let the signals emitted by your slots be passed to other objects. These signals are essentially public access functions. They are emitted by objects at the moment they change state.
The QObject::connect() overload method is also useful in this scenario. Instead of checking the signal arguments, the overload method simply connects the signal to the slot. Once you have done this, you can continue executing the slot. Alternatively, you can convert your arguments to a type that is compatible with the slot. That way, the compiler can automatically check that your slot is compatible with the other signals in your slot.
If you want to avoid this kind of overhead, you can simply make your slot a virtual object. This can be done by either creating a new instance of the QObject or by using the SLOT macro to convert the arguments.
Regardless of how you choose to configure your slots, you should know that a high RTP (Return to Player) rate is more important than the frequency of wins. The higher the RTP, the more likely you are to win. On the other hand, if you choose a low RTP, you are more likely to get smaller wins more often. Similarly, if you choose a high volatility slot, you are more likely to get large wins in a short amount of time.