A Program's Structure
Part One: Events
Issue: 12.1 (January/February 2014)
Author: Marc Zeedar
Author Bio: Marc taught himself programming in high school when he bought his first computer but had no money for software. He's had fun learning ever since.
Article Description: No description available.
Article Length (in bytes): 22,888
Starting Page Number: 58
Article Number: 12107
project12107.zip Updated: 2014-01-06 12:17:45
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Excerpt of article text...
If you're coming to Xojo from a traditional linear (procedural) programming language, you may be baffled or frustrated by how you "structure" a program in Xojo. In the old days, programs followed a step-by-step, 1-2-3-etc. sort of an approach. Modern programs don't work that way and it can be tough getting used to that. Add in objects and you're really confused!
The first key is to separate the two key concepts: user/event-driven programming and object-oriented programming. They are
notthe same thing. A lot of the problems people having coming to Xojo are caused by not understanding these two concepts.
Objects simply make event-driving programming
easier, which is why the two are so often co-mingled, but you can have one without the other. When you're learning, it's much easier to separate the two as trying to learn two concepts at once is confusing. Today we're going to focus on events.
Let's first take a quick look at how a traditional linear program is written. For our example, let's pretend we have an address book manager. The basic functions we'll need will be:
- browse the entire list of contacts
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