Op 22-5-2013 22:42, Jonathan Greig schreef:
I did check the qobject_cast docs and noticed that, but I wasn't
inheriting from QObject and haven't needed signals or slots in the
items in my scene. I'm trying to keep the item classes as light as
possible for speed and memory. The items are CAD objects, so "40,000
chips" demo is in line with what I'm trying to achieve. I'm in charge
of GUI/Linux development on Embroidermodder 2. It's not uncommon to
have more than 10,000 stitches in a design file.
Obviously. I did notice that you were using QGraphicsItem, and I
realized that that doesn't inherit QObject, hence the original
suggestion to use dynamic_cast<>. The reply was aimed at Thiago's
comment, not at your orignal problem anymore. Specifically at this comment:
>> And another rule of thumb: dynamic_casts are always checked[*], all
the other casts are never checked.
André
- Swyped from my droid.
On May 22, 2013 3:13 PM, "Andre Somers" <an...@familiesomers.nl
<mailto:an...@familiesomers.nl>> wrote:
Op 22-5-2013 21:34, Thiago Macieira schreef:
> On quarta-feira, 22 de maio de 2013 16.52.29, Jonathan Greig wrote:
>> Thank you André. The dynami...
You're overlooking our very own qobject_cast. That one works on QObject
derived classes without requiring the use of RTTI in the compiler, and
work across library boundaries. So, if your class inherits QObject, I'd
prefer qobject_cast instead.
André
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