Difference between revisions of "CLASS"

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[PRIVATE | PUBLIC]
 
[PRIVATE | PUBLIC]
 
[DYNAMIC]
 
 
[NOTIFY]
 
 
[PROPAGATE]
 
  
 
ENDCLASS
 
ENDCLASS
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==Description==
 
==Description==
The Class construct is a fundamental part of the object-oriented programming language (OOPS) which is part of the Recital/4GL.  The OOPS language supports encapsulation, inheritance (single and multiple), polymorphism, complex member scoping, property notification, and method propagation.
 
 
 
Fundamental to object-oriented programming is the concept of Objects and classes.  An object is a self-contained unit of data and functions that manipulate that data.  A class is a specification of an object.  A class contains memory variable specifications known as properties and functions that perform actions on the object known as methods.  An object is an instance of a class.
 
Fundamental to object-oriented programming is the concept of Objects and classes.  An object is a self-contained unit of data and functions that manipulate that data.  A class is a specification of an object.  A class contains memory variable specifications known as properties and functions that perform actions on the object known as methods.  An object is an instance of a class.
  
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====PRIVATE | PUBLIC====
 
====PRIVATE | PUBLIC====
 
A user-defined class by default is defined as PRIVATE, which means that it will be visible only at the level where the class is instantiated.  If the PUBLIC clause is specified, then when the class is instantiated, it will be visible at all levels until it is RELEASED from memory.
 
A user-defined class by default is defined as PRIVATE, which means that it will be visible only at the level where the class is instantiated.  If the PUBLIC clause is specified, then when the class is instantiated, it will be visible at all levels until it is RELEASED from memory.
 
====DYNAMIC====
 
The DYNAMIC keyword provides the ability to add new properties to objects at runtime.
 
 
====NOTIFY====
 
Recital supports what is known as Property notification.  If you specify the NOTIFY clause all properties defined will have notify set.  Property notification is an essential element in the real-time interaction with system objects.  When a property that has been defined with the NOTIFY clause is read, and the class contains a method called GETPROPERTY, that method is called.  The property name is passed to the GETPROPERTY method as a parameter.
 
 
====PROPAGATE====
 
Any methods which are called, which have the PROPAGATE attribute set, cause a cascading execution effect down through the class hierarchy.  After the method is executed, a search is made in all of the sub-objects (if any) that are defined as properties within the current object.  If a method with the same name is found and that method has the NOTIFY attribute specified, then that method is called.
 
 
The CONSTRUCTOR and the DESTRUCTOR methods always act as if sub-objects have the PROPAGATE and the NOTIFY attributes set.  This allows any properties that have been specified as sub-objects to operate correctly when an object is created with the NEW operator.
 
  
  
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oNULLDATA.mDATE = ctod("")
 
oNULLDATA.mDATE = ctod("")
 
oNULLDATA.mLOGICAL = .f.
 
oNULLDATA.mLOGICAL = .f.
 
// Example of Property Notification using the NOTIFY keyword
 
class CharWin
 
    public notify:
 
        property lVISIBLE as logical
 
        property nROW, nCOL, nENDROW, nENDCOL
 
    public:
 
        property cWINDOW
 
        property cCOLOR
 
 
        method Constructor
 
            parameters cWINDOW, cCOLOR, nROW, nCOL, nENDROW, nENDCOL
 
            define window &cWINDOW ;
 
                from nROW, nCOL to nENDROW,nENDCOL ;
 
                color &cCOLOR panel float grow
 
            this.cWINDOW = cWINDOW
 
            this.cCOLOR  = cCOLOR
 
            this.nROW    = nROW
 
            this.nCOL    = nCOL
 
            this.nENDROW = nENDROW
 
            this.nENDCOL = nENDCOL
 
        return  && Constructor
 
 
        method SetProperty
 
            parameter cNAME
 
            if lower(cNAME) = "lvisible"
 
                if this.lVISIBLE
 
                    activate window &(this.cWINDOW)
 
                else
 
                    hide window &(this.cWINDOW)
 
                endif
 
            endif
 
        return  && SetProperty
 
endclass
 
 
clear screen
 
oMYWIN = new CharWin("mywin", "w/r",2,20,15,60)
 
dialog box "Calling a NOTIFY property"
 
oMYWIN.lVISIBLE = .t.
 
?
 
? "    Welcome to the world of Objects"
 
?
 
  
 
// Example of Constructor & Destructor
 
// Example of Constructor & Destructor

Revision as of 16:05, 18 December 2009

Template:YLM to do

Purpose

Create a user-defined class


Syntax

CLASS <class name>

[OF | AS | EXTENDS <base class> [, ...]]

[PRIVATE | PUBLIC]

ENDCLASS


See Also

ACLASS(), ADDPROPERTY(), AMEMBERS(), CLASS - Methods, CLASS - Parameters, CLASS - Properties, CLASS - Scoping, COMPOBJ(), CREATEOBJECT(), DEFINE CLASS, DISPLAY CLASSES, DODEFAULT(), FOREACH, LIST CLASSES, LOADOBJECT(), METHOD, NEWOBJECT(), OBJECT(), PRINT_HTML(), PRINT_JSON(), PRINT_R(), PRINT_XML(), REMOVEPROPERTY(), REQUIRE_ONCE(), SAVEOBJECT(), SQL SELECT, WITH


Description

Fundamental to object-oriented programming is the concept of Objects and classes. An object is a self-contained unit of data and functions that manipulate that data. A class is a specification of an object. A class contains memory variable specifications known as properties and functions that perform actions on the object known as methods. An object is an instance of a class.

The NEW operator is used to define a new object based on a class. The class name must be postfixed with parentheses when the new operator is used. The syntax is therefore as follows:

<object> = NEW <class>()

e.g. myobject = new myclass()

The CLASS...ENDCLASS construct is used to create a user-defined class. The beginning of a class is specified with CLASS <class name>, where <class name> can be any valid name up to 32 characters. The ENDCLASS command is used to complete the class construct. The CLASS...ENDCLASS construct is built using the commands describe in this section. Any Recital command can be used in building methods in the class, however these commands cannot be used outside the method definition inside a CLASS...ENDCLASS construct.

OF | AS | EXTENDS <base-name> [, ...]

A key feature of the object-oriented code is reusability through a mechanism called inheritance, that is, one class can inherit the members and their implementation from another class. Building new classes out of existing classes allows for the reusing of proven classes and the incorporation of system classes into user defined classes. Inheritance enables developers to build a hierarchy of descending objects. The inheriting class is called a derived class, and the class from which the derived class inherits is called a base class. The OF | AS | EXTENDS clause is used to inherit the <base name>. You can inherit multiple classes by specifying a class name comma-separated list.

PRIVATE | PUBLIC

A user-defined class by default is defined as PRIVATE, which means that it will be visible only at the level where the class is instantiated. If the PUBLIC clause is specified, then when the class is instantiated, it will be visible at all levels until it is RELEASED from memory.


Example

class NullData dynamic
    property mCHARACTER
    property mNUMERIC
endclass
 
oNULLDATA = new NullData() 
oNULLDATA.mCHARACTER = ""
oNULLDATA.mNUMERIC = 0
//Note: {} cannot be used to delimit a date here 
oNULLDATA.mDATE = ctod("")
oNULLDATA.mLOGICAL = .f.
 
// Example of Constructor & Destructor
class OpenTable
    property cALIAS
    property nRECNUM
 
    method Constructor
        parameters cTABLENAME, cTAGNAME
        local cTMPALIAS
        cTMPALIAS = basename(cTABLENAME)
        cTMPALIAS = iif(at('.',cTMPALIAS) = 0, cTMPALIAS, left(cTMPALIAS,at('.',cTMPALIAS) - 1))
        if select(cTMPALIAS) = 0 
            use &(cTABLENAME + iif(empty(cTAGNAME), '', " order " + cTAGNAME)) in workarea()
        else
            select select(cTABLENAME)
            set order tag &cTAGNAME
        endif
        this.cALIAS = alias()
        this.nRECNUM = recno()
    return  && Constructor
 
    method Destructor
       close &(this.cALIAS)
    return  && Destructor
endclass
 
set exclusive off
oCOMPANY = new OpenTable("/usr/recital/unixdeveloper/demo/state.rdb", "state")
? oCOMPANY.cALIAS 
? oCOMPANY.nRECNUM
 
// Example of dynamically adding properties using the ADDPROPERTY method
class Box 
endclass 
 
oDIALOG = new Box()
oDIALOG.AddProperty("myprop", "hello world") 
dialog box oDIALOG.myprop
release oDIALOG

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