"onMouseMove" is a user signal that you would want to be fast. also signals should be used for more than just user input interactions, like "download progress" etc..
Objective-C was doing sufficiently-fast UI updates for it to run well on iPhones 10 years ago, while relying on objc_msgsend, which is _much_ slower than a virtual function call or even a Qt signal.
You wouldn't want to use ObjC's message sending OR Qt's signalling mechanism in a tight inner loop – hell, you probably don't want to deal with the indirection of the vtable incurred by a virtual function in a tight inner loop. But all of these are more than fast enough for interactive UI work.
> objc_msgsend, which is _much_ slower than a virtual function call or even a Qt signal.
objc_msgsend is slower than a virtual function, but like 1.1x-2x, not 10x. (In rare cases it can even be faster due to it being a little more predictor-friendly.)
There's a chart of various timings here [1] and objc_msgSend is actually pretty efficient (it's received a lot of optimization over the years for obvious reasons).
A cached IMP is faster than a C++ virtual method call (both of which are slower than a non-virtual method call, inline code, or a C function call of course).
I like to bang on the drum that as a programmer, you need to understand the sheer number of orders of magnitude you're spanning more than the average programmer does. We so often deal in "10x slower" and "100x" slower that we can forget that it just doesn't matter if we're doing it even a mere 60 times a second. 10x slower on a process that takes 100ms is a problem. 10x slower on a process that takes 10ns requires a lot of looping to become a human-scale problem. There are things that can attain that level of looping, certainly, but it's not everything.
A good programmer ought to have read that sentence and instinctively observed that between 100ms and 10ns is a full seven orders of magnitude. For two numbers that at the human level may seem not terribly far away from "zero", there's a lot of space between them.
onMouseMove is normally delivered at the video frame rate, 60 fps. The OP's benchmark shows it can deliver around 60M signals per second, so it uses about 1/1000000 of the CPU time. Seems tolerable.
Even if it was delivered at the polling rate, that should never be higher than 1kHz (otherwise you deserve whatever performance issues you get). A virtual function call is 15ns conservatively, so say a signal is 150ns. 1000x is <150us of wasted time, well below observable overhead in any human-centric application.
As for download progress etc.. I don't think I have ever had to worry about speed of a function call ever - as long as I was leaving it to the event loop take care of it.
The slowest number mentioned in the post--"32,562,683 signals [per second] with sender"--works out to about 31 nanoseconds. That's around half a dozen orders of magnitude less than an amount of latency that would be noticeable to a human.
10 times faster than a virtual call is still ridiculously fast on any general purpose CPU made in this century. We often forget how insanely fast they are (and at the same time, I have no idea how we manage to add as much bloat to certain stacks that they make the processor struggle).
Like, I’m fairly sure you could have decent latency if your callback function for onMouseMove made a local network call to another process.
Also, how fast do you think download progress should update? Animating it to the next keyframe every second is much more than enough.
In Qt, those sorts of input interactions are mostly handled through virtual function calls, not signals. You're basically referring to QWidget::mouseMoveEvent. https://doc.qt.io/qt-6/qwidget.html#mouseMoveEvent
Drawing only happens (at most) once every 4ms. I’m not aware of any modern display technology that allows you to manipulate a frame buffer during the display interval (unlike CRTs which could be manipulated during a scan).
The retro gaming community is obsessive about input and display latency and even there anywhere between 5-16ms (16ms being one frame of 240p content) is considered acceptable for even the most hardcore twitch response games.
That’s not saying that other processes aren’t happening faster than that, just that human input and subsequent visual feedback maxes out somewhere between 200-300 times per second and for the vast majority of humans, it is far, far lower.
If you measure the response of individual photoreceptors, it takes 25-50 ms to peak after a flash of appropriately-colored light; the precise number depends on the color and intensity of the light. After that, the signal still needs to propagate through a bunch of visual brain areas, and then even more needs to happen to somehow influence behavior. With everything tuned just so, you can complete that whole process in 100 ms or so, but the conditions have to be perfect; otherwise, 300+ ms between (simple) stimulus and (simple) response is more typical.
Obviously, a lot of this is happening asynchronously, and high refresh rates can help in other ways (e.g., by smoothing out movement), but it astonishing how laggy our visual system is.
I wrote an interactive QtPy program- it receives video frames over the net and allows the user to interact (steering a microscope) in real time. I use millisecond timers (which generate signals delivered to slots) all the time.
After doing a bit of tuning I was able to steer the microscope with no visible latency, which means I'm handling user events at ~25FPS or higher and not seeing any high variances. The only problems I have are when the handler that receives a signal takes longer than I have budgeted (IE, more than 1000/25).
You wouldn't want to use ObjC's message sending OR Qt's signalling mechanism in a tight inner loop – hell, you probably don't want to deal with the indirection of the vtable incurred by a virtual function in a tight inner loop. But all of these are more than fast enough for interactive UI work.