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- 5 Reel Slots are the most popular of all online video slot games, 5 reel slots are casino games that are full of excitement as the reels are more in number and so are the paylines. 5 reel slots are the present and the future of online slot games with themes ranging from space aliens to cavemen, from classic films to TV sitcoms, gamers can find any number of slots that they are interested in.
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FEATURES AND ADVANTAGES OF 5 PAYLINE SLOTS The list of casino games which fall under the 5 paylines slots category includes Crazy Chameleons, The Great Ming Empire, Fruit Slider, and Sizzling Hot. If you’re looking for some top-notch entertainment options, these are some of the best 5 line slots that you can play without any expense. 5 Reel Slots Paylines. 5 reel slots can have a greater number of paylines compared to 3 reel slots. Our 5 reel slots have the following payline amounts, 3 Paylines, 5 Paylines, 9 Paylines, 12 Paylines, 15 Paylines, 20 Paylines, 25 Paylines, and 30 Paylines. In each slot, you can select how many paylines you want to be activated for the next spin.
The moment you step into any modern casino, your eye is likely to be drawn to a lively crowd gathered around the exciting action of a hot new 5 reels slots game that has just hit the market. In fact, there may be no more popular way to gamble today. Intuitive video-game-style play accompanied by the possible thrill of hitting a huge jackpot with each spin of the reels offers players entertainment value that is beyond the capabilities of older, less technologically advanced machines.
Fueled by the contributions of pioneers who played a part in slots' illustrious history, each newly introduced game seems more exciting than the last. Today, you can find a plethora of great games featuring beautifully detailed graphics and engaging themes that are fun to play at both land-based and online casinos.
5 Reels Slots: A Place in History
Some might assume that 5 reel slot machines first entered the wagering-game scene after their well-known 3 reel predecessors, the Liberty Bell and the Operator Bell, but the opposite is true; the very first wagering machine based on spinning reels, matching symbols and pay lines was actually a five reel machine.
In 1891, Sittman and Pitt developed the grandfather of all slot machines, a coin-operated poker machine that featured the images of 50 playing cards on five spinning drums. Players inserted their nickels, pulled the lever and collected prizes like beers and cigars if they were lucky enough to line up a good poker hand when the spinning cards stopped.
There was no automatic prize payout mechanism; the technology did not yet exist that would allow configuration of a payout table for all of the possible winning combinations that could be made from 50 symbols. In order for slots technology to advance, Charles Fey reduced the number of reels on his machines to a more manageable three, and he made no immediate further effort to develop a five reel machine. Instead, 3 reels slots became king of the early slots era.
It Was Only a Matter of Time: 5 Reel Slots Expand the Game
It is ironic that the very reason that first kept five reel slots development from advancing is largely responsible for the popularity of these machines today: Unlike 3 reels machines which have a limited number of total combinations and lower jackpot capabilities, most 5 reels slots have seemingly endless possible winning combinations and feature large, enticing jackpots.
Charles Fey's original Liberty Bell slot machine with its three mechanical reels containing 10 symbols each was mathematically capable of hitting only 1000 total symbol combinations. As the likelihood of a jackpot being hit is high when the number of possible combinations that can be hit is small, it was risky business for casinos to offer large payouts for winning combinations on these machines. Reel sizes and the number of symbols on them eventually doubled, but even the 10,000 or so combinations possible with more symbols is still small by modern standards. Jackpots remained small; the only player interaction with the game involved depositing coins and pulling a lever. Over time, the game was becoming boring.
The debut of the electronics age brought changes to the slots industry that would open the door to rapid advancement of the game and soon make the widespread availability of 5 reels slot machines possible. Bally introduced the gambling world's first electromechanical wonder, the Money Honey, in 1964. Not only was this was the first 3 reel machine that was not purely mechanical; it was also the first slots machine ever to feature a 'bottomless' hopper. The Money Honey was able to pay out a maximum of 500 coins to a single winner automatically, and this innovation was a hit with the public.
By the 1980s, the use of programmable electronics in casino gaming equipment was becoming commonplace. Producers could now program losing symbols to appear on the payline more frequently than winning symbols and control the odds of the game; each symbol was no longer weighted equally. Virtual reels were introduced that allowed millions of combinations to be formed. Casinos could finally offer large jackpots with confidence to those making low wagers, knowing that the odds favored the house because these jackpots would not likely hit more than once every 15 million spins.
The Stage Is Finally Set For Great 5 Reels Slots Play
With these historical developments leading to the recent advent of computerization and video slot machines, mechanical limitations in slot gaming no longer exist. Video slot machines have no moving parts; the spinning reels are an illusion created by superior graphics and sound. With mechanics no longer an issue, it is common for these video-style games to display five reels containing at least 50 symbols, which results in a such a seemingly endless number of possible combinations that most casinos no longer feel any need to weight any of the symbols.
For nostalgia's sake, many physical slot machines still have a handle that can be pulled, although this is not necessary to play; the press of a button is all that is required to start the fully automated action. Neither is it necessary for the reels to spin to determine which combination will show on the payline. At a rate of as many as a thousand numbers a second, Pseudo Random Number Generators (PRNGs) silently running in the background determine the winners; the combination programmed to correspond to the number generated most recently when play is begun is the combination that appears on the payline.
Who Plays 5 Reel Slots?
Even the most staunch 3 reel slots devotee, is likely to have tried at least one of the many diverse and elaborately themed five reel games, available almost everywhere gaming is allowed. Although it is possible to still find a few electromechanical five reel machines in land-based casinos; 5 reel video slots are the most popular style played today. The proclivity of video gaming in society today, makes this choice a logical one for those looking for an easy-to-play adult entertainment option, and the rich assortment of games offered online invites players to try their luck while relaxing in their most comfortable chair at home.
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:
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
.
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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.
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.
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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.
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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.
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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.
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