Slot Is Not Getting Called

  1. Slot Not Getting Called Qt
  2. Slot Is Not Called
BedWetterBetter
So I stopped by Sands PA yesterday and had some Mystery Cash to use.
It was $25 and I played the whole thing on a Blazing 7's $1 machine, won about 30 bucks and cashed it out.
I removed my player's card and put in my friend's card to see if he was getting anything and he did not get the bonus cash.
So I re-inserted my player's card and then played close to $400 dollars in the machine.
Back and forth for more than 20 mins, until it finally hit for $300 and I cashed out again for $392.
I figured I'd leave at that, being ahead enough for gas money and hit the $25 blackjack table.
Made another $150 at BJ, used my card at the table, and bought in and out for $300 (ratholing my profits) playing another 30 mins.
Got home to check my comps and it was ONE dollar earned!!
Is this an error or are they really that tight on both slot and table rating. Table rating I could understand, but $400 played in a machine for over 20 mins and they couldn't comp better than a Buck???
The MySands page says I earned 3 golden stars, which equals 3 Points (takes about 5 points to earn a Gift for a giveaway)
Is there anyone I can write to or call to see if they will remedy this? Should I even bother as they may give me some droll explanation how player rating/comping is 'randomly determined by multiple factors'?

So is Telesto not getting put back in the Power slot? I’m all for ever changing Meta’s and gameplay change in PvP. This is neither. It’s straight up abuse. I have a Telesto and PvP is no longer fun. Just one big troll. I’d rather get downed 30 times in one comp match by Luna. This is insane. It’s called Icing on the cake. Jul 28, 2011  To play slot machines, play the multiplier machine by betting a small amount to try and win a small amount or a large amount to try and win a large amount. Alternately, play the buy-a-pay to bet more money in return for more chances of winning rather than winning a larger amount of money.

rdw4potus
That slot rebate looks about right to me. What was your bet on the $1 denominated slot? Let's say it was $3/spin.
20 minutes played * 20 spins/minute * $3/spin = $1200 in handle. $1 comp divided by $1,200 in handle is about 0.08% in rebate. 0.1% is pretty common, so 0.08% is light, but that's more likely to be due to my estimates and not due to Sands stinginess.
'So as the clock ticked and the day passed, opportunity met preparation, and luck happened.' - Maurice Clarett
Romes

...Is this an error or are they really that tight on both slot and table rating. Table rating I could understand, but $400 played in a machine for over 20 mins and they couldn't comp better than a Buck???
...
Is there anyone I can write to or call to see if they will remedy this? Should I even bother as they may give me some droll explanation how player rating/comping is 'randomly determined by multiple factors'?


Are you saying you bought in to the slot machine with $400, or that you played through $400 worth of action? Your buy in on slots doesn't matter, could be $20 or $100 all the same. What matters is how much you bet every time you press 'spin.' This is how they calculate your Expected Loss (EL):
EL = (avgBet)*(NumEvents)*(HouseEdge)... I'm not 100% on my slots, but assuming the 3 coin bet and using the Wizard's Blazing Sevens Page I would work out the following... EL = (3)(120)(.11) = (360)(.11) = 39.6. Now, most places comp 'about' 20% of your expected loss. DO NOTE: this is casino/property dependent and could be 5% at one casino and 40% at another... 20% just seems to be 'about' the average in my experiences.
So from this, what's your comp? Comp = EL*.2 = (39.6)(.2) = $7.92, so almost $8. If you're only getting $1, then it's quite clear they're comping at a much, much, lower rate (5% = $1.98).

Slot Not Getting Called Qt


Do note that sometimes (in my experience) table play takes a day or two to hit your account and generate comps. Plus, as you stated, table play is very subjective. For slots or video poker, the comp rate should be 100% well defined. CET for example gives 1 tier credit per $5 on slots, and $10 on VP... this information comes from their own total rewards website. I would encourage you to look up the specific casino/property's website and if you still don't find your answers, simply call in and ask. Tell them you played for a while on slots, a while at the tables, and that you only generated $1 and that you feel this has to be incorrect. Then ask for their comp rates.
Overall, that does seem rather low... but it might be a combination of low comp rate + table play not hitting your account yet.
Playing it correctly means you've already won.
BedWetterBetter
I dunno, I've gotten at least 4-5 comp dollars after this kind of slot play.
My indicator was the Golden Stars, as the machine starts playing a jingle indicating that I earned a golden star. This happened 3 times during the session and is verified on the My Sands page.
I'm thinking the machine didn't register all of the play and couple that with the table play (which is more likely where a $1 comp earned occurred) , I feel there might be an error here.
I played through over $400, that is what came out my pocket and in the machine over 20 mins of re-buying and I had $422 at the end with the initial $30 from the free play win and the final hit for $300 with $92 remaining of my inital $400.
Possibly the switching of cards caused it or maybe the machine was still rating based on the Freeplay (Sands slots do NOT count Freeplay towards comps)??
Romes

I dunno, I've gotten at least 4-5 comp dollars after this kind of slot play.
My indicator was the Golden Stars, as the machine starts playing a jingle indicating that I earned a golden star. This happened 3 times during the session and is verified on the My Sands page.
I'm thinking the machine didn't register all of the play and couple that with the table play (which is more likely where a $1 comp earned occurred) , I feel there might be an error here.
Possibly the switching of cards caused it or maybe the machine was still rating based on the Freeplay (Sands slots do NOT count Freeplay towards comps)??


That's a great question for their rewards personnel. Also, if you genuinely feel there was an error, I'd still contact them with the situation. Looks like you need to speak with them any which way to get this sorted. Good luck and let us know the results!
Playing it correctly means you've already won.
darkoz
The Sands gives approximately one golden star for every $200 - $250 through a slot machine. So you have three golden stars sounds about right for your play.
Points accrued are about 2/3 rate of golden stars so you have about four-five points accrued. Note their points are a rating system they don't allow you to see. However, you can ask at the rewards desk and they will gladly tell you how many points you have.
You need the points to go up to the next card level. It was because they don't allow you to view points I determined the golden stars to points ratio. Golden stars are just entry notifications in their current prize giveaways, like cars and vacations, etc.
BedWetterBetter

That's a great question for their rewards personnel. Also, if you genuinely feel there was an error, I'd still contact them with the situation. Looks like you need to speak with them any which way to get this sorted. Good luck and let us know the results!


Will do, and thanks for your help!
darkoz
Another word of warning about the Sands, if you intend on going up to the next card level.
Their system works like this.
You need five separate gambling days earning 25 points each day to get the next card level (they only have two, beginner and upper level).
Earning less than 25 points in a single day does not count so if you gamble for one hundred days earning 24 points each day, you do not go up a level.
Earning more than 25 points does not affect it either. On a whim, I earned 125 points (the same amount they are basically asking but in a single day) and they informed me a host might let me pass with just four days of play at that level.
This is probably the reason they don't want players easily viewing their points. If I was pushing for the upper card level, I wouldn't gamble past 25 points in a single day.
Note that 25 points a day is over $5000 coin-in each day.
Deck007
We have a similar system here.
10 points will get me 1 free cruising night.
So if I have 19 points I still get 1 free night.
If I have 9 points and it is late in the night or hate the variance this is how I get the extra 1 point.
Go to the electronic roulette terminal and bet $5 on zero and $90 on red and black. I lose $5 every round but hit the repeat button until I have just over 1 point. So I get a free night every time with just over 10 points.
BedWetterBetter
After speaking to a manager, the answer I was given was along the lines of.
' Your play was rated at the normal level and even though you played an average bet of $3 for 27 minutes, we do not guarantee a certain amount of Comp dollars for Cash played. Therefore, you only played long enough to earn the comp amount you were given. If you had played longer, you would have been rated higher and thus received more comps.'
I interpret that as , play more , lose more , get comped more.
On the plus side, I went to Sands for Father's Day and churned out $750 on BJ and a whopping $21 profit on the slots after $4 played (hey, it's gas money!)
So I feel now that I am getting the last laugh!

Signals and slots are used for communication between objects. The signals and slots mechanism is a central feature of Qt and probably the part that differs most from the features provided by other frameworks. Signals and slots are made possible by Qt's meta-object system.

Introduction

In GUI programming, when we change one widget, we often want another widget to be notified. More generally, we want objects of any kind to be able to communicate with one another. For example, if a user clicks a Close button, we probably want the window's close() function to be called.

Other toolkits achieve this kind of communication using callbacks. A callback is a pointer to a function, so if you want a processing function to notify you about some event you pass a pointer to another function (the callback) to the processing function. The processing function then calls the callback when appropriate. While successful frameworks using this method do exist, callbacks can be unintuitive and may suffer from problems in ensuring the type-correctness of callback arguments.

Signals and Slots

In Qt, we have an alternative to the callback technique: We use signals and slots. A signal is emitted when a particular event occurs. Qt's widgets have many predefined signals, but we can always subclass widgets to add our own signals to them. A slot is a function that is called in response to a particular signal. Qt's widgets have many pre-defined slots, but it is common practice to subclass widgets and add your own slots so that you can handle the signals that you are interested in.

The signals and slots mechanism is type safe: The signature of a signal must match the signature of the receiving slot. (In fact a slot may have a shorter signature than the signal it receives because it can ignore extra arguments.) Since the signatures are compatible, the compiler can help us detect type mismatches when using the function pointer-based syntax. The string-based SIGNAL and SLOT syntax will detect type mismatches at runtime. Signals and slots are loosely coupled: A class which emits a signal neither knows nor cares which slots receive the signal. Qt's signals and slots mechanism ensures that if you connect a signal to a slot, the slot will be called with the signal's parameters at the right time. Signals and slots can take any number of arguments of any type. They are completely type safe.

All classes that inherit from QObject or one of its subclasses (e.g., QWidget) can contain signals and slots. Signals are emitted by objects when they change their state in a way that may be interesting to other objects. This is all the object does to communicate. It does not know or care whether anything is receiving the signals it emits. This is true information encapsulation, and ensures that the object can be used as a software component.

Slots can be used for receiving signals, but they are also normal member functions. Just as an object does not know if anything receives its signals, a slot does not know if it has any signals connected to it. This ensures that truly independent components can be created with Qt.

You can connect as many signals as you want to a single slot, and a signal can be connected to as many slots as you need. It is even possible to connect a signal directly to another signal. (This will emit the second signal immediately whenever the first is emitted.)

Together, signals and slots make up a powerful component programming mechanism.

Signals

Signals are emitted by an object when its internal state has changed in some way that might be interesting to the object's client or owner. Signals are public access functions and can be emitted from anywhere, but we recommend to only emit them from the class that defines the signal and its subclasses.

When a signal is emitted, the slots connected to it are usually executed immediately, just like a normal function call. When this happens, the signals and slots mechanism is totally independent of any GUI event loop. Execution of the code following the emit statement will occur once all slots have returned. The situation is slightly different when using queued connections; in such a case, the code following the emit keyword will continue immediately, and the slots will be executed later.

If several slots are connected to one signal, the slots will be executed one after the other, in the order they have been connected, when the signal is emitted.

Signals are automatically generated by the moc and must not be implemented in the .cpp file. They can never have return types (i.e. use void).

A note about arguments: Our experience shows that signals and slots are more reusable if they do not use special types. If QScrollBar::valueChanged() were to use a special type such as the hypothetical QScrollBar::Range, it could only be connected to slots designed specifically for QScrollBar. Connecting different input widgets together would be impossible.

Slots

A slot is called when a signal connected to it is emitted. Slots are normal C++ functions and can be called normally; their only special feature is that signals can be connected to them.

Since slots are normal member functions, they follow the normal C++ rules when called directly. However, as slots, they can be invoked by any component, regardless of its access level, via a signal-slot connection. This means that a signal emitted from an instance of an arbitrary class can cause a private slot to be invoked in an instance of an unrelated class.

You can also define slots to be virtual, which we have found quite useful in practice.

Compared to callbacks, signals and slots are slightly slower because of the increased flexibility they provide, although the difference for real applications is insignificant. In general, emitting a signal that is connected to some slots, is approximately ten times slower than calling the receivers directly, with non-virtual function calls. This is the overhead required to locate the connection object, to safely iterate over all connections (i.e. checking that subsequent receivers have not been destroyed during the emission), and to marshall any parameters in a generic fashion. While ten non-virtual function calls may sound like a lot, it's much less overhead than any new or delete operation, for example. As soon as you perform a string, vector or list operation that behind the scene requires new or delete, the signals and slots overhead is only responsible for a very small proportion of the complete function call costs. The same is true whenever you do a system call in a slot; or indirectly call more than ten functions. The simplicity and flexibility of the signals and slots mechanism is well worth the overhead, which your users won't even notice.

Note that other libraries that define variables called signals or slots may cause compiler warnings and errors when compiled alongside a Qt-based application. To solve this problem, #undef the offending preprocessor symbol.

A Small Example

A minimal C++ class declaration might read:

A small QObject-based class might read:

The QObject-based version has the same internal state, and provides public methods to access the state, but in addition it has support for component programming using signals and slots. This class can tell the outside world that its state has changed by emitting a signal, valueChanged(), and it has a slot which other objects can send signals to.

All classes that contain signals or slots must mention Q_OBJECT at the top of their declaration. They must also derive (directly or indirectly) from QObject.

Slots are implemented by the application programmer. Here is a possible implementation of the Counter::setValue() slot:

Slot Is Not Called

Slot is not called

The emit line emits the signal valueChanged() from the object, with the new value as argument.

In the following code snippet, we create two Counter objects and connect the first object's valueChanged() signal to the second object's setValue() slot using QObject::connect():

Calling a.setValue(12) makes a emit a valueChanged(12) signal, which b will receive in its setValue() slot, i.e. b.setValue(12) is called. Then b emits the same valueChanged() signal, but since no slot has been connected to b's valueChanged() signal, the signal is ignored.

Note that the setValue() function sets the value and emits the signal only if value != m_value. This prevents infinite looping in the case of cyclic connections (e.g., if b.valueChanged() were connected to a.setValue()).

By default, for every connection you make, a signal is emitted; two signals are emitted for duplicate connections. You can break all of these connections with a single disconnect() call. If you pass the Qt::UniqueConnectiontype, the connection will only be made if it is not a duplicate. If there is already a duplicate (exact same signal to the exact same slot on the same objects), the connection will fail and connect will return false.

This example illustrates that objects can work together without needing to know any information about each other. To enable this, the objects only need to be connected together, and this can be achieved with some simple QObject::connect() function calls, or with uic's automatic connections feature.

Called

A Real Example

The following is an example of the header of a simple widget class without member functions. The purpose is to show how you can utilize signals and slots in your own applications.

LcdNumber inherits QObject, which has most of the signal-slot knowledge, via QFrame and QWidget. It is somewhat similar to the built-in QLCDNumber widget.

The Q_OBJECT macro is expanded by the preprocessor to declare several member functions that are implemented by the moc; if you get compiler errors along the lines of 'undefined reference to vtable for LcdNumber', you have probably forgotten to run the moc or to include the moc output in the link command.

After the class constructor and public members, we declare the class signals. The LcdNumber class emits a signal, overflow(), when it is asked to show an impossible value.

If you don't care about overflow, or you know that overflow cannot occur, you can ignore the overflow() signal, i.e. don't connect it to any slot.

If on the other hand you want to call two different error functions when the number overflows, simply connect the signal to two different slots. Qt will call both (in the order they were connected).

A slot is a receiving function used to get information about state changes in other widgets. LcdNumber uses it, as the code above indicates, to set the displayed number. Since display() is part of the class's interface with the rest of the program, the slot is public.

Several of the example programs connect the valueChanged() signal of a QScrollBar to the display() slot, so the LCD number continuously shows the value of the scroll bar.

Note that display() is overloaded; Qt will select the appropriate version when you connect a signal to the slot. With callbacks, you'd have to find five different names and keep track of the types yourself.

Signals And Slots With Default Arguments

The signatures of signals and slots may contain arguments, and the arguments can have default values. Consider QObject::destroyed():

When a QObject is deleted, it emits this QObject::destroyed() signal. We want to catch this signal, wherever we might have a dangling reference to the deleted QObject, so we can clean it up. A suitable slot signature might be:

To connect the signal to the slot, we use QObject::connect(). There are several ways to connect signal and slots. The first is to use function pointers:

There are several advantages to using QObject::connect() with function pointers. First, it allows the compiler to check that the signal's arguments are compatible with the slot's arguments. Arguments can also be implicitly converted by the compiler, if needed.

You can also connect to functors or C++11 lambdas:

In both these cases, we provide this as context in the call to connect(). The context object provides information about in which thread the receiver should be executed. This is important, as providing the context ensures that the receiver is executed in the context thread.

The lambda will be disconnected when the sender or context is destroyed. You should take care that any objects used inside the functor are still alive when the signal is emitted.

The other way to connect a signal to a slot is to use QObject::connect() and the SIGNAL and SLOT macros. The rule about whether to include arguments or not in the SIGNAL() and SLOT() macros, if the arguments have default values, is that the signature passed to the SIGNAL() macro must not have fewer arguments than the signature passed to the SLOT() macro.

All of these would work:

But this one won't work:

...because the slot will be expecting a QObject that the signal will not send. This connection will report a runtime error.

Note that signal and slot arguments are not checked by the compiler when using this QObject::connect() overload.

Advanced Signals and Slots Usage

For cases where you may require information on the sender of the signal, Qt provides the QObject::sender() function, which returns a pointer to the object that sent the signal.

Lambda expressions are a convenient way to pass custom arguments to a slot:

Using Qt with 3rd Party Signals and Slots

It is possible to use Qt with a 3rd party signal/slot mechanism. You can even use both mechanisms in the same project. Just add the following line to your qmake project (.pro) file.

It tells Qt not to define the moc keywords signals, slots, and emit, because these names will be used by a 3rd party library, e.g. Boost. Then to continue using Qt signals and slots with the no_keywords flag, simply replace all uses of the Qt moc keywords in your sources with the corresponding Qt macros Q_SIGNALS (or Q_SIGNAL), Q_SLOTS (or Q_SLOT), and Q_EMIT.

See also QLCDNumber, QObject::connect(), Digital Clock Example, Tetrix Example, Meta-Object System, and Qt's Property System.

Slot is not called

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