
Chapter 5: Structures and Objects
About user objects
Two types
There are two major types of user objects: visual and class.
Visual user objects
A visual user object is a reusable control or set of controls
that has a certain behavior. There are three types—standard,
custom, and external.
Table 5-1: Visual user object types
Visual user objects
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Description
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Standard
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Inherited from a specific visual control.
You can set properties and write scripts so that the control is
ready for use.
It has the same events and properties as the control it is inherited
from plus any that you add.
|
Custom
|
Inherited from the UserObject system
class. You can include many controls in the user object and write scripts
for their events.
Each control in the user object has the same events and properties
as the controls from which they are inherited plus any that you
add.
|
External
|
A user object that displays a visual
control defined in a DLL. The control is not part of the PocketBuilder
object hierarchy. The DLL developer provides information for setting
style bits that control its presentation.
Its events, functions, and properties are specified by the developer
of the DLL.
|
Class user objects
Class user objects consist of properties, functions, and sometimes
events. They have no visual component. There are two types—standard
and custom.
Table 5-2: Class user object types
Class user objects
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Description
|
Standard
|
Inherits its definition from a nonvisual
PocketBuilder object, such as the Transaction or Error object. You
can add instance variables and functions.
A few nonvisual objects have events—to write scripts for
these events, you have to define a class user object.
|
Custom
|
An object of your own design for which
you define instance variables, events, and functions in order to encapsulate
application-specific programming in an object.
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For information on defining and using user
objects, see the User’s Guide.
Copyright © 2004. Sybase Inc. All rights reserved.
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