There's no such thing as queued connections that are "not" processed, or event loop being "busy". An event loop is, essentially, this (in C++ pseudocode):
forever {
while (! nativeEventQueue.isEmpty()) {
QueueEntry entry = nativeEventQueue.take_first().convert();
QCoreApplication::sendEvent(entry.object, entry.event);
delete entry.event;
}
while (! eventQueue.isEmpty()) {
QueueEntry entry(eventQueue.take_first());
QCoreApplication::sendEvent(entry.object, entry.event);
delete entry.event;
}
waitFor(eventQueue, nativeEvents);
}
All of the event processing is done by sending some QEvent
to a QObject
. That's all that the event loop does. Some events result in the signals being emitted. It's not the event loop that is busy, it's the code that runs in the QObject::event
and overridden implementations! This code blocks the event loop, since when it runs, the event loop's code is in the same thread and is on the call stack - it can't run.
Your code in slots connected to signals in Qt widgets and other objects is really executed while QCoreApplication::sendEvent
and QCoreApplication::notify
is on the call stack, with the event loop (a QAbstractEventDispatcher
) somewhere deeper in the call stack, and finally a QEventLoop
under it.
If your code executes at a pace that is slower than the events are added to the queue, you will have problems.
This trivial example demonstrates such code. In real programs it'll be of course "obfuscated", but the problem often reduces to:
void Class::customEvent(QEvent * ev) {
...
QCoreApplication::postEvent(this, new EventFoo(...));
...
QCoreApplication::postEvent(this, new EventFoo(...));
...
}
The explicit event posting can be expressed very differently. For example, it could be you sending a signal to yourself:
void Class::mySlot() {
...
emit signal1();
...
emit signal2();
}
If both signal1
and signal2
are connected to mySlot
through a queued connection, your application will run out of memory, as the event queue will only grow, never shrink. It may still appear responsive.